Fusion Guard is a Normal Trap card released in 2007 that reads: Activate only when an effect that inflicts damage is activated. Negate its activation and effect, and randomly send 1 Fusion Monster from your extra deck to the Graveyard.
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![Image](https://ms.yugipedia.com//b/b7/FusionGuard-DP04-EN-SR-1E.png)
However, as of August 6, 2020, there is currently no way to have duelingbook choose a random face-down fusion monster in the extra deck to send to the graveyard for the effect of Fusion Guard, but have no fear! Christen is here!
I will teach you how you can get around this, and still choose random cards in of your extra deck using duelingbook's coins and dice, whether you have at little as 2 cards, or as much as 15 cards, in your extra deck.
If you have only 1 fusion monster in your extra deck to choose, and nothing else, then you simply choose that without doing anything else, and proceed with resolving your effect as normal.
If you are choosing from 2 fusion monsters, assign one of the fusion monsters "heads" and the other "tails". Toss a coin, and choose the fusion monster that was assigned what the coin landed on.
If you are choosing from 3 fusion monsters, assign one of the fusion monsters the numbers 1 and 2, the other 3 and 4, and the last one 5 and 6. Roll a six-sided die, and choose the fusion monster with an assigned number that matches the result of the die roll.
If you are choosing from 4 fusion monsters, put 2 of the fusion monsters into a pile, and put the other 2 into a separate pile. Toss a coin, then go to the first pile if the result is heads, and the second pile if the result is tails. Whichever pile of 2 cards you end up going to, assign one of the fusion monsters in that pile "heads" and the other fusion monster in that same pile "tails". Toss a coin, and from there, choose the fusion monster that was assigned what the coin landed on.
If you are choosing from 5 fusion monsters, assign each fusion monster a different number from 1 to 5, then roll a six-sided die until you get a number that isn't 6, and then choose the fusion monster whose assigned number matches the result of that die roll.
If you are choosing from 6 fusion monsters, assign each fusion monster a different number from 1 to 6, then roll a six-sided die, and then choose the fusion monster whose assigned number matches the result of the die roll.
If you are choosing from 7 fusion monsters then, for each fusion monster, toss a coin, and assign that fusion monster either heads or tails, depending on what the coin landed on, until all of the fusion monsters have been assigned something. Then, arrange all of the fusion monsters into 2 separate piles, one pile for all of the fusion monsters that got heads, and another pile for all of the fusion monsters that got tails. Make sure each pile has at least 1 card in it. If all 7 fusion monsters got heads, or all 7 fusion monsters got tails, repeat the entire process, of tossing a coin for each fusion monster, assigning that fusion monster either heads or tails, and then adding it to the pile that corresponds with what that fusion monster got, until not all 7 fusion monsters got heads, and not all 7 fusion monsters got tails.
After you finish putting the fusion monsters in their assigned piles, and making sure each pile has at least 1 card in it, take the pile with the least amount of cards, and randomly choose a card from that pile. Note that 7 is an odd number, so it will be impossible for both piles to have the same amount of cards.
If you only have 1 card in that pile you took, then that will count as your randomly chosen card for the effect of Fusion Guard.
If you have only 2 cards in that pile you took, assign one of those cards heads and the other tails, then toss coin, and choose the corresponding fusion monster from those 2 cards that matches with what the coin landed on.
If you have 3 cards in that pile you took, assign one of them the numbers 1 and 2, the other 3 and 4, and the last one 5 and 6, then roll a six-side die, and choose the fusion monster with the same assigned number as the result of the die roll.
If you are choosing from 8 fusion monsters, place them into 2 separate piles, with 4 fusion monsters in each pile. Toss a coin. If the result is heads, go to the first pile, and if the result is tails, go to the second pile. Once you go to the pile you went to, take those 4 fusion monsters in that pile you went to, and place them into 2 more separate piles, with exactly 2 fusion monsters in each of those new piles. Toss a coin, and if the result is heads, go to the first new pile of 2 fusion monsters, and if the result is tails, go to the second new pile of 2 fusion monsters. After you go to a new pile of 2 fusion monsters, assign 1 of those 2 remaining fusion monsters heads, and the other, tails, then toss a coin, and choose the fusion monster that was assigned whatever the coin landed on.
If you are choosing from 9 fusion monsters, place them into 3 separate piles, with 3 fusion monsters in each pile. Roll a six-sided die. If the result is 1 or 2, go to the first pile. If the result is 3 or 4, go to the second pile. If the result is 5 or 6, go to the third pile. After you go to your designated pile, roll a six-sided die again, and this time, if the result is 1 or 2, choose the first card in that pile, if the result is 3 or 4, choose the second card in that pile, and if the result is 5 or 6, choose the third card in that pile.
If you are choosing from 10 fusion monsters, place them into 2 separate piles, with 5 fusion monsters in each pile. Toss a coin. If the result is heads, go to the first pile, and if the result is tails, go to the second pile. Once you go to your designated pile, assign each of the 5 fusion monsters in that pile a different number from 1 to 5, then roll a six-sided die until you get a number that isn't 6, and then choose the fusion monster whose assigned number matches the result of the die roll.
If you are choosing from 11 fusion monsters, assign each of them a different number from 2 to 12, then roll a six-sided die twice, and then choose the fusion monster whose assigned number matches the sum of the 2 die rolls.
If you are choosing from 12 fusion monsters, place them into 2 separate piles, with 6 fusion monsters in each pile. Toss a coin. If the result is heads, go to the first pile, and if the result is tails, go to the second pile. Once you go to your designated pile, assign each of the 6 fusion monsters in that pile a different number from 1 to 6, then roll a six-sided die, and then choose the fusion monster whose assigned number matches the result of the die roll.
If you are choosing from 13 fusion monsters then, for each fusion monster, toss a coin, and assign that fusion monster either heads or tails, depending on what the coin landed on, until all of the fusion monsters have been assigned something. Then, arrange all of the fusion monsters into 2 separate piles, one pile for all of the fusion monsters that got heads, and another pile for all of the fusion monsters that got tails. Make sure each pile has at least 1 card in it. If all 13 fusion monsters got heads, or all 13 fusion monsters got tails, repeat the entire process, of tossing a coin for each fusion monster, assigning that fusion monster either heads or tails, and then adding it to the pile that corresponds with what that fusion monster got, until not all 13 fusion monsters got heads, and not all 13 fusion monsters got tails.
After you finish putting the fusion monsters in their assigned piles, and making sure each pile has at least 1 card in it, take the pile with the least amount of cards in it, and randomly choose a card from that pile. Note that 13 is an odd number, so it will be impossible for both piles to have the same amount of cards.
If you only have 1 card in that pile you took, then that will count as your randomly chosen card for the effect of Fusion Guard.
If you have only 2 cards in that pile you took, assign one of those cards heads and the other tails, then toss coin, and choose the fusion monster from those 2 cards that was assigned what the coin landed on.
If you have only 3 cards in that pile you took, assign one of them the numbers 1 and 2, the other 3 and 4, and the last one 5 and 6, then roll a six-side die, and choose the fusion monster with an assigned number that matches the result of the die roll.
If you have only 4 cards in that pile you took, place them into 2 new separate piles, with 2 cards in each pile. Toss a coin, then go to the first new pile of 2 cards if the result is heads, and the second new pile of 2 cards if the result is tails. Whichever new pile of 2 cards you end up going to, assign one of the fusion monsters in that new pile "heads" and the other fusion monster in that same pile "tails". Toss a coin, and from there, choose the fusion monster that was assigned what the coin landed on.
If you have 5 or 6 cards in that pile you took, roll a six-sided die, then choose the first, second, third, fourth, or fifth card in that pile if you got a 1, 2, 3, 4, or 5, respectively, and if you got a 6, choose the sixth card in that pile if there is one, and if there isn't one, roll again until you get a number that isn't 6, and then choose the first, second, third, fourth, or fifth card in that pile if you got a 1, 2, 3, 4, or 5, respectively.
If you are choosing from 14 fusion monsters, place them into 2 separate piles, with 7 fusion monsters in each pile. Toss a coin. If the result is heads, go to the first pile, and if the result is tails, go to the second pile. Then, for each fusion monster in that pile of 7 cards you went to, toss a coin, and assign that fusion monster either heads or tails, depending on what the coin landed on, until all of the fusion monsters have been assigned something. Then, arrange all of the fusion monsters into 2 new separate piles, one pile for all of the fusion monsters that got heads, and another new pile for all of the fusion monsters that got tails. Make sure each of these new piles has at least 1 card in it. If all 7 fusion monsters got heads, or all 7 fusion monsters got tails, repeat the entire process, of tossing a coin for each fusion monster in that pile of 7 fusion monsters, assigning that fusion monster either heads or tails, and then adding it to the new pile that corresponds with what that fusion monster got, until not all 7 fusion monsters got heads, and not all 7 fusion monsters got tails.
After you finish putting the fusion monsters in their assigned new piles, and making sure each new pile has at least 1 card in it, take the new pile with the least amount of cards, and randomly choose a card from that pile.
If you only have 1 card in that new pile you took, then that will count as your randomly chosen card for the effect of Fusion Guard.
If you have only 2 cards in that new pile you took, assign one of those cards heads and the other tails, then toss coin, and choose the fusion monster from those 2 cards that was assigned what the coin landed on.
If you have 3 cards in that new pile you took, assign one of them the numbers 1 and 2, the other 3 and 4, and the last one 5 and 6, then roll a six-side die, and choose the fusion monster with an assigned number that matches the result of the die roll.
If you are choosing from 15 fusion monsters, place them into 3 separate piles, with 5 fusion monsters in each pile. Roll a six-sided die. If the result is 1 or 2, go to the first pile. If the result is 3 or 4, go to the second pile. If the result is 5 or 6, go to the third pile. After you go to your designated pile, assign each fusion monster in that pile of 5 fusion monsters a different number from 1 to 5, then roll a six-sided die until you get a number that isn't 6, and then choose the fusion monster whose assigned number matches the result of the die roll.
I hope this helps! Keep in mind that you will have to show your opponent and/or a judge your extra deck when using any of these methods so people know you are randomly choosing from the correct cards to randomly choose from and not cheating.