[quote="CrystalMusic":695jqfka][quote="DuskWill":695jqfka]Also, what's there to gain with this "challenge"? Is it just for personal satisfaction on seeing more people using cards that are only known for the anime or being the "original ones"? You could show people whatever your point is by using those cards yourself.[/quote:695jqfka]
The point is to show people that these fusions can be really helpful in multiple different situations.
want a board wipper? Aboslute Zero
Opponent has a high attack monster? Core and/or Great Tornado
Opponent is using monsters that cant be destroyed by battle so u cant attack directly? Rampart Blaster
Need a easy wall? Mudballman
Want a battle immune wall? Phoenix Enforcer. Want a supped up battle immune wall? Shining Phoenix Enforcer
Want a beatstick that is also a burner? Shining Flare Wingman
Want to pop weak cards? Thunder Giant
Need to clear some spells and traps off the field? Wildwingman
Wanna wipe all your opponents defense monsters with just a single monster? Wildedge
This is why i use 15 different e hero fusions, they provide me with what i need to overcome any obstacle in the duel, well almost any obstacle. Not to mention, with the right equip spells, Wildedge can OTK the opponent.[/quote:695jqfka]
Yeah, they sure are helpful, but they're highly impractical on a realistic point of view. Aside from the two Manga fusions mentioned there and not counting fusion substitutes, they often leave you in a tough spot, specially if you rely only on regular Polymerization. Make one fusion summon and you went -2, which, for most of the fusions described, gives you a beatstick or a wall, with the ones that can go around your opponents' cards without attacking requiring you to relinquish even more cards.
Thunder Giant, for instance, would require 2 specific materials, Polymerization and another card in your hand to get rid of, say, a Marshmallon. You've spent 4 cards to get rid of one. On the opponent's turn, they can use a card like Hammer Shot or basically a Monarch (with Treeborn Frog) to get rid of your fusion with just one card, keeping card advantage in this 1:1, while you resorted to a 4:1.
That's why an Elemental HERO focused deck had basically no competitive strength until the following decade. Their initial gameplay was heavily card-costly and too specific to not brick, making you lose often. Even though you could pull off a nice move sometimes with this kind of deck, you were statistically inclined to lose and, like I said, losing gets old.
There should be some considerations about every non-manga HERO fusion monster mentioned:
In the TCG, Rampart Blaster can't attack directly if the opponent got a monster;
Metal Reflect Slime (or any Marshmallon-like monster) is an easier wall than Mudballman, requiring just one card;
HERO Shining fusion monsters requires way more cards if a substitute is not included, and being a wall/burner is quite irrelevant if its a beatstick anyway;
Like it was mentioned, many normal spells do the job better;
Wild Wingman only becomes more advantageous than, say, Raigeki Break, if you use it to destroy more than 3 cards, with the trap also being able to destroy monsters. Snipe Hunter may be chance-based, but it also gets rid of things for much less;
Instead of battling with Wildege, a spell that destroys all monsters your opponent controls does the trick for much less. Even Lightning Vortex is more advantageous than fusion summoning him.
This is just considering the fusions themselves, not the hardship you have summoning them when needed. This is most significant in the conditions you want and there's also the chance of the opponent negating the Poly-like card or using something like Bottomless Trap Hole or Torrential Tribute. Those HEROes were surely interesting to use, but they were badly designed back then and didn't age well at all.