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Thomas★Zero

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Everything posted by Thomas★Zero

  1. Thanks for the comment where I made the slight edit to the Defusion effect where it instead just summons any 2 "HERO" monsters with different names just to make it a bit user friendly.
  2. Xtra HERO Winning WingmanLIGHTLink: DL, DRWarrior/Link/Effect2 "HERO" monsters with different Attributes At the start of the damage step, if this card or a "HERO" monster in a zone this card points to attacks an opponents monster with equal or higher ATK: the attacking monster gains 1000 ATK during damage calculation only. When this card or a "HERO" monster this card points to destroys a monster by battle: inflict damage equal to the destroyed monsters original DEF.ATK/2100 LINK-2 So I remastered Winning Wingman to follow more along the links of a pseudo Flame Wingman card where its first effect acts as a Skyscrapper on legs while its second effect acts like Flame Wingmans effect but only for monsters with DEF which means it will not work against an opponents Link monsters. Ideally the concept of this remaster plus the design of Winning Wingman is that its a inbetween form of Flame Wingman and Shining Flare Wingman where it has Flame Wingmans Dragon Head on the Left and Shining Flare Wingmans Wing on the right. Ideally this card is designed to work in Elemental HERO's where its effects help give E-HERO's a offensive advantage against your opponent.
  3. Xtra HERO Cross Converter LIGHT Link: DR Warrior/Link/Effect 1 "HERO" non-Link Monster During the turn this card was Link Summoned, you cannot Special Summon monsters except "HERO" monsters. When this card is Link Summoned: add 1 "Polymerization" or "Fusion" Spell Card from your deck to your hand. (Quick Effect): you can banish this card from your GY; target 1 "HERO" Fusion monster you control, return the targeted card to the Extra Deck, then, Special Summon 2 "HERO" monsters with different names from your GY. You can only activate each effect of "Xtra HERO Cross Converter" once per turn. ATK/500 LINK-1 So Cross Coverter is a Link 1 HERO that searches your Fusion Spells for them and can also act as a Defusion from the grave which then locks you into only summoning HERO's from your Extra Deck. Ideally this card can work both for Fusion and Link plays as with its Defusion effect it allows you to then get more monsters to use as Link Material after you Fusion Summoned a monster.
  4. So Shine Striker and Shine Slasher are LIGHT Fairy Pendulum monsters that have basic but powerful abilities where their Pendulum effects scaling 0 to 8 allow you to increase your monsters ATK and DEF while also decreasing your opponents where the cards place would also be able to return to the hand. In addition to this they can also discard themselves to destroy a Monster or Spell/Traps making them viable hand traps. In any deck these cards can be handy both as support and disruption that enables you to pendulum summon if you have both on the field. Shine Striker lv 3 LIGHT Scale: 0 Pendulum: Once per turn: target 1 monster you control, increase the targeted monsters ATK and DEF by 500. During the End Phase of the turn you activated this card, add this card to your hand. Fairy/Pendulum/Effect (Quick Effect): you can discard this card from your hand; target 1 monster your opponent controls, destroy the targeted monster. You can only activate this effect of "Shine Striker" once per turn. ATK/600 DEF/200 Shine Slasher lv 1 LIGHT Scale: 8 Pendulum: While you don't have "Shine Striker" in your other Pendulum Zone, this cards Pendulum Scale becomes 4. Once per turn: target 1 monster your opponent controls, reduce the targeted monsters ATK and DEF by 500. During the End Phase of the turn you activated this card, add this card to your hand. Fairy/Pendulum/Effect (Quick Effect): you can discard this card from your hand; target 1 Spell/Trap card your opponent controls, destroy the targeted card. You can only activate this effect of "Shine Striker" once per turn. ATK/200 DEF/600
  5. A new Structure Deck coming out focused on VRAINS character Revolver with all his Rokket, Borrel and DARK Dragon monsters. Includes Extra Deck support pack like the Soul Burner Structure Deck. Includes a 41 card Deck and 5 card Extra Deck Support Pack and is set for releash on 22/06/19. (also hazarding to guess Revolver will also be getting Pendulums.) Source: https://ygorganization.com/whatifthistrapisagun/
  6. Invert is a neat card through its markers and effect make it out as more of a late game card which is disappointing as if it could summon a Cyberse from your hand with no need for it being in a zone it points to, this card would of been amazing for laddering. Coyote is a cool card for that it can recycle a monster from your grave either adding it to the field or hand even though it only occurs during the End Phase making this a little bit slow.
  7. Witchcraft Master Staff Equip Spell Card Equip to a "Witchcraft" monster. The equipped monster gains ATK equal to its original DEF. If this card is equipped to "Witchcraft Master Verre", this card is unaffected by your opponents card effects. You can only activate 1 of the following effects of "Witchcraft Master Staff" per turn and only once that turn. * If a "Witchcraft" monster you control would discard a card(s) to activate an effect, you can shuffle 1 "Witchcraft" Spell card from your GY into your deck instead. This card must be equipped to "Witchcraft Master Verre" to activate and resolve this effect. * During your End Phase, if you control a "Witchcraft" monster and this card is in your GY: you can add this card to your hand. You can only equip 1 "Witchcraft Master Staff" to a monster. So this Spell focused on Verre's staff grants your Witchcraft monsters a big boost equal to their DEF where if equipped to its rightful owner of Verre this card becomes indestructible, then it also has the ability of either letting you shuffle a Witchcraft Spell from your grave to the deck if equipped to Verre or return it from the grave to your hand. In addition to balancing this card I also made it so the Witchcraft monster can only be equipped with one Staff at a time (meaning you can have 3 monsters with 1 staff each but not 1 monster equipped with 3 staffs.) In Witchcrafts this can be quite a powerful card to help reduce the strain of their Spell Card cost by recycling them from the grave into the deck when equipped to Verre and also makes Verre a threatening 3800 ATK beatstick.
  8. So this set of Code monsters focus on the mini code talkers where it also includes a Link 4 that works with Decode Talker where going into it with Decode Talker allows you to both look at your opponents hand and send a card from their hand to the grave in addition it can also negate targeting and destruction by banishing a Cyberse "Code" monster from your GY. With these cards you can easily build a solid code talker deck where you can effectively use cards like One-Time Passcode to work with Extender and Regenerator giving you a Token to tribute in order to get them on the field. Code Crasher lv 2 FIRE Cyberse/Effect If you would use a Cyberse monster(s) you control as Link Material for a Link Summon of a "Code Talker" monster, this card in your hand can be used as Link Material. If this card is sent to the GY as Link Material for a "Code Talker" monster: destroy 1 card on your opponents side of the field, also, if this card was sent from the field to the GY: destroy up to 2 cards instead. You can only activate each effect of "Code Crasher" once per turn. ATK/500 DEF/200 Code Extender lv 5 WIND Cyberse/Effect If you would use a Cyberse monster(s) you control as Link Material for a Link Summon of a "Code Talker" monster, this card in your hand can be used as Link Material. If this card is sent to the GY as Link Material for a "Code Talker" monster: draw 1 card, also, If this card was sent from the field to the GY: draw 2 cards instead. You can only activate each effect of "Code Extender" once per turn. ATK/1800 DEF/1100 Code Regenerator lv 6 LIGHT Cyberse/Effect If you would use a Cyberse monster(s) you control as Link Material for a Link Summon of a "Code Talker" monster, this card in your hand can be used as Link Material. If this card is sent to the GY as Link Material for a "Code Talker" monster: add 1 Cyberse monster from your GY to your hand, also, if this card was sent from the field to the GY: add 1 "Cynet" card from your GY to your hand. You can only activate each effect of "Code Regenerator" once per turn. ATK/2100 DEF/1300 Primal Code Talker lv 7 DARK Cyberse/Effect If you would use a Cyberse monster(s) you control as Link Material for a Link Summon of a "Code Talker" monster, this card in your hand can be used as Link Material. If this card is sent to the GY as Link Material for a "Code Talker" monster: Special Summon 1 Cyberse "Code" monster from your GY, also, if this card was sent from the field to the GY: Special Summon 1 Cyberse "Code" monster from your deck. You can only activate each effect of "Primal Code Talker" once per turn. ATK/2300 DEF/1500 Encryption Decode Talker DARK Link: UL, DL, DR, UR Cyberse/Link/Effect 2+ Effect monsters including 1 "Code Talker" Link monster This card is treated as "Decode Talker" while on the field or in the GY. If this card was Link Summoned using "Decode Talker" as Link Material: look at your opponents hand, then, target 1 card in your opponent hand, send the targeted card to the GY. Your opponent cannot activate cards or effects in response to the activation of this effect. This card gains 500 ATK for each monster in a zone this card points to. When your opponent activates a card or effect that would target or destroy a monster(s) on the field (Quick Effect): you an banish 1 Cyberse "Code" monster in your GY; negate that cards effects and destroy it. You can only activate this effect of "Encryption Decode Talker" once per turn. ATK/2500 LINK-4
  9. Synchronization Spell Card Synchro Summon 1 Synchro Monster from your Extra Deck, using monsters from your hand or field as Synchro Materials, in addition, you can also use 1 Tuner monster from your Deck as Synchro Material. You can only activate "Synchronization" once per turn. So Synchronization acts as a Polymerization for Synchro monsters where it can utilize a Tuner from the deck from your deck to help with making the Synchro summon. Ideally this can help decks that deal with a ratio of monsters where they have not that many tuners in their deck where this card helps support Synchro Summoning on that front. In addition to this it can help with things like Red Dragon Archfiend for Example where you have it on the field a tuner in hand where with this it allows you to go and use those monsters along with another tuner from your deck to make a Red Nova Dragon or a King Calamity.
  10. Sacred Swords of Revealing Light Spell Card After this cards activation, it remains on the field, but destroy it during the End Phase of your opponents 3rd turn. When this card is activated: flip all face-down monsters face-up (Flip effects are not activated at this time.) While this card is face-up on the field, your opponent cannot conduct their Battle Phase. While you control a monster in the Extra Monster Zone, this card is unaffected by other card effects. You can only control 1 "Sacred Swords of Revealing Light". So Sacred Swords of Revealing Light is basically a suited up version of the original Swords where this flips face down monsters up but prevent flip effects from happing, completely shuts your opponent out of their battle phase and protects itself if you control a monster in the Extra Monster Zone. In any deck using this card can help you stall for getting cards you need to set up and counter your opponent while the card itself will be difficult to counter if you have a monster in the Extra Monster Zone to give it that extended protection.
  11. HEROBORN Spell Card Special Summon 1 Level 8 or lower "HERO" monster from your GY in Defence Position ignoring its summoning conditions. During the turn you activated this effect, you cannot Special Summon monsters except "HERO" monsters. You can only activate "HEROBORN" once per turn. So for a new piece of HERO support HEROBORN acts as a monster reborn for HERO decks where its can summon any Level 8 or lower HERO monster from your graveyard in defence where it can even summon the Omni/Masked HERO's by ignoring their summoning conditions. In addition to this it also locks you into HEROs for the turn you play this card while also having a hard OPT. Ideally this card can be effective for setting up for Xtra HERO Link plays as well as cycling the effects of cards such as Stratos and Shadow Mist while avoiding having those cards become over abusive with the restrictions stopping you from using monsters outside of HERO's to provide additional support like Knightmares for example.
  12. Tumblr Rabbit lv 3 EARTH Cyberse/Effect You can Special Summon this card from your hand or GY to a zone a Link 3 or higher Cyberse Link monster points to. You can only Special Summon "Tumblr Rabbit" this way once per turn. (Quick Effect): you can send this card on the field to the GY; target 1 Attack Position monster you control, the targeted monster cannot be destroyed by battle or by card effects this turn. You can only activate this effect of "Tumblr Rabbit" once per turn. ATK/900 DEF/400 So Tumblr Rabbit is designed to work with the newly introduced Decode Talker Extend where this card can summon itself to a zone a Link 3 like D.T.E. points to from either field or grave, then, it can then send itself to the grave during either players turn to give protection from destruction to one of your attack position monsters which this can later with a Link 3 or higher Cyberse Link can summon itself back to the field. Ideally its second effect can also be used to trigger Extend's effect to be able to attack twice while also giving it some protection during the battle that turn.
  13. So the new support for Witchcraft helps with sorting out recycling your spells where Tessitura (Weaving) discards to shuffle an in theme spell into the deck to then search a in theme spell with a different name from the deck and add it to your hand. Next Apprentice Elda (cook) can special summon itself to act as tribute/link fodder and can generate you a lot of LP. Next we move onto the field spell workshop which not only adds ATK power to Spellcasters and like the continuous Spells allows you to use them for the effects of Witchcraft monsters and recycle them but also allows you to recycle other Witchcraft spells from your deck without waiting for the End phase and not limiting you to not being able to use them during the turn they returned to the hand. Next we have Circle which can summon a Witchcraft monster if one battles and opponents monster and also can banish itself to add a Witchcraft spell form your deck or grave to the hand. Witchcraft Tessitura lv 6 WIND Spellcaster/Effect During your Main Phase: you can discard 1 Spell card from your hand; shuffle 1 "Witchcraft" Normal Spell from your GY into your deck, then, add 1 "Witchcraft" Normal Spell with a different name your deck to your hand. You can only activate this effect of "Witchcraft Tessitura" once per turn. ATK/2200 DEF/2200 Witchcraft Apprentice Elda lv 1 DARK Spellcaster/Effect If you control no monsters or only control "Witchcraft" monsters, you can Special Summon this card from your hand. You can only Special Summon "Witchcraft Apprentice Elda" this way once per turn. During your Main Phase: you can discard 1 Spell card from your hand; increase your LP equal to the number of "Witchcraft" Spell cards in your GY with different names x 800. You can only activate this effect of "Witchcraft Apprentice Elda" once per turn. ATK/0 DEF/1800 Witchcraft Workshop Field Spell Card Increase the ATK and DEF of all Spellcaster monsters by 500. You can only activate 1 of the following effects of "Witchcraft Workshop" per turn and only once that turn. * During your Main Phase: you can add 1 "Witchcraft" Spell card from your GY to your hand. * If a "Witchcraft" monster would discard a card(s) to activate an effect, you can send this card to the GY instead. * During your End Phase, if you control a "Witchcraft" monster and this card is in your GY: you can place this card face-up in your Field Spell Zone. Witchcraft Circle Trap Card Activate this card when "Witchcraft" monster you control battles an opponents monster. Special Summon 1 "Witchcraft" monster from your deck in Defence Position. During your Main Phase: you can banish this card from your GY; add 1 "Witchcraft" Spell card from your Deck or GY to your hand. You can only activate 1 "Witchcraft Circle" effect per turn and only once that turn.
  14. Decode Talker Xroslv 7 DARKCyberse/Fusion/Effect3 Cyberse monstersIf this card was Fusion Summoned using a Link 3 or higher "code Talker" monster as Fusion Material: this card gains ATK equal to the number of Cyberse monsters in your GY with different names x 500. When your opponent activates a card or effect that targets card(s) (Quick Effect): you can banish 1 Cyberse monster in your GY; negate that cards effects and destroy it. When this card leaves the field: you can Special Summon 1 Link 3 "code Talker" thats banished or from your GY. you can only activate each effect of "Decode Talker Xros" once per turn.ATK/2300 DEF/2500So Decode Talker Xros is a Fusion version of OG Decode Talker which when summoned using a Link 3+ code talker as a material can gain a massive ATK boost in addition to being able to nullify targeting effects once each turn. Finally in addition to this it also has the ability to bring one of your Link 3 code talker links from the grave back to the field when its destroyed.Ideally this card can work well with Transcode and Excode as with Transcode it can bring a Cyberse Link back to a zone it points like Excode where if you then turn Transcode into a Secure Guardna which if you have Cynet Fusion in hand then allows you (since you would have no monsters in the Extra monster zone) be able to use Excode, Secure Guardna and banish Transcode from your grave in order to make this while with its effect gain a massive amount of ATK based on the number of different named Cyberse you would of had to use to make the cards you needed to summon this.
  15. Lone Player Continuous Spell Card While you control only 1 monster that was summoned from the Extra Deck and you control a monster thats in your Extra Monster Zone, that monster in your Extra Monster Zone cannot be destroyed by battle or by card effects and all damage you take involving that card becomes 0. So Lone Player is a Continuous Spell that focus's on a single key Extra Deck monster where it grants it massive protection where in decks that focus on that card Extra Deck Monster evolving (like Utopia or Red Dragon Archfiend) this card can be handy for adding that layer of protection to it.
  16. Level Resonator lv 3 DARK Fiend/Tuner/Effect When this card is Normal or Special Summoned: you can Special Summon 1 Level 4 or lower monster from your hand or GY, and if you do, you can increase or decrease this cards Level by 1. You can only activate this effect of "Level Resonator" once per turn. This card can only be used as Synchro material for DARK Dragon Synchro monsters. This card cannot be used as a Link or Xyz material monster. ATK/1000 DEF/1000 So Level Resonator is a Tuner monster that acts like Red Resonator where it can summon a monster from your hand when summoned in addition to this also allowing you to summon a monster from your grave, in addition to this it can also adjust its Level so you can Synchro Summon into Red Rising or Red Dragon Archfiend where through Red Rising's effect it also helps with getting you Abyss on the field. In Red Dragon Archfiend Decks this card helps with setting up your high Level Synchro monsters on the field.
  17. Salamangreat Burning Dragomodo FIRE Link: L, DL, U, DR, R Cyberse/Link/Effect 3+ FIRE Effect Monsters When a FIRE monster is summoned to a zone this card points to: target 1 monster your opponent controls, destroy the targeted card. When this card destroys a monster by battle: inflict damage to your opponent equal to the number of FIRE monsters in zones this card points to x 1000. This card cannot attack your opponent directly. During your Main Phase, if you control this card that was Link Summoned using "Salamangreat Burning Dragomodo" as material: you can tribute 2 FIRE monsters this card points to; destroy all cards your opponent controls, then, inflict damage to your opponent equal to the number of cards destroyed this way x 500. Your opponent cannot activate cards or effects in response to the activation of this effect. ATK/3500 LINK-5 So Burning Dragomodo acts as a boss monster for Salamangreats as a Link 5 with 3500 ATK. I has abilities mixing destruction and burning damage as what a FIRE monster should hold where it can continuously destroy your opponents cards when a Fire monster is summoned to a zone it points to and deal effect damage when it destroys a monster by battle if you have FIRE monsters next to its markers. Finally if you Reincarnation Link Summon this it allows you to tribute 2 FIRE monsters to destroy all cards your opponents controls while dealing damage for each card where it also prevents your opponent from being able to counter it. Finally as a part of balancing this powerhouse of a Link 5 monster it first needs at least 3 Materials to be summoned meaning you would need a Salamangreat Heatleo and 2 FIRE monsters in order to summon this and in addition to that it cannot attack directly in order to balance its base ATK and continuous Destruction effects. In regards to its design since their all based on different animals the name for this card is based of the Komodo Dragon while combining it with the mythical Dragon
  18. Ability Bind Trap Card Target 1 face-up monster your opponent controls; until the End Phase this turn, the targeted monster cannot attack and its effects are negated. During either players turn: you can banish this card from your GY; target 1 face-up card your opponent controls, negate the targeted cards effects until the End Phase that turn. If your LP are lower than your opponents, you can activate this card from your hand. You can only activate 1 "Ability Bind" per turn. So Ability Bind is a powerful Trap card that can shut down an opponents monster for attacks and effects while also being able to banish itself to shut down not only monsters but the effects of Spell and Trap cards as well while being balanced with a hard OPT on activation. Ideally this card is effective as a swiss army knife type of card as it can deal with effects as well as attacks from strong monsters.
  19. Burning Blizzard lv 7 FIRE Aqua/Fusion/Effect 1 FIRE monster + 1 WATER monster Must be Fusion Summoned. When this card is Fusion Summoned: destroy all cards your opponent controls, then, inflict damage to your opponent equal to the number of cards destroyed this way x 500. During the turn you activated this effect, this card cannot attack during the Battle Phase turn. When this card leaves the field: return this card to the Extra Deck instead of sending it to the GY, and if you do, add 1 "Polymerization" from your deck or GY to your hand. You can only activate each effect of "Burning Blizzard" once per turn. ATK/2000 DEF/2500 Next: a monster that requires 2 Extra Deck Monsters to summon.
  20. Armament Cards are Special cards that let the duelist join the fight along with their monsters as it plays like a equip spell for the duelist giving them a set ATK but like monsters Armament's can be targeted for attacks but when a Armament is targeted for a attack instead of conducting normal damage calculations like you would if you attacked a monster with a Armament card instead the attack is treated as a direct attack on the player dealing the full damage to them in addition to this if you control a monster in your centre Main Monster zone, your opponent cannot target the Armament card for attacks and the Armament card itself cannot attack unless it has an effect that allows itself to. Armament cards are place in the centre Spell/Trap/Armament Zone where you cannot replace an armament you are already equipped with. (Note: this is mainly inspired by the idea of Buddyfights item cards.) Star Sabre Armament Card Increase this cards ATK equal to the number of monsters you control that have a Level x 500. ATK/1500 Twin Blaster Armament Card This card can attack even if theirs a monster in the centre Main Monster Zone. This card can attack twice during each of your Battle Phases. ATK/1200 Power Injector Armament Card Once per turn: you can target the monster in your centre Main Monster Zone; apply the following effects. * Increase the targeted monsters ATK by 1000. * When the targeted monster attacks, your opponent cannot activate cards or effects until after damage calculation. ATK/1000 Summoners Rod Armament Card Once per turn: you can Special Summon 1 Level 5 or higher Normal monster from your Deck in Attack Position and if you do, pay LP equal to the summoned monsters ATK. ATK/0 In addition to these samples an ideal evolutionary form for these cards can be seen as Pendulum Armaments like the following (note that since these cards are not monsters they still go to the GY when their destroyed.... Blade of Dawn Armament Card Scale: 0 Pendulum: When you Pendulum Summon while theirs another Armament Card in your Pendulum Zone, you can Pendulum Summon monsters from your GY. While your opponent controls a DARK monster, double this cards ATK. ATK/1500 Blade of Dusk Armament Card Scale: 8 Pendulum: When you Pendulum Summon 3 or more monsters while theirs another Armament Card in your Pendulum Zone: you can target 1 card your opponent controls, destroy the targeted card. While your opponent controls a LIGHT monster, double this cards ATK. ATK/1500
  21. Storm Dragoner lv 4 WIND Dragon/Effect While you control no monsters: you can Special Summon this card from your hand. You can only Special Summon "Storm Dragoner" this way once per turn. When this card is Normal or Special Summoned: add 1 "Strong Wind Dragon" from your Deck or GY to your hand. You can only activate this effect of "Storm Dragoner" once per turn. Cannot attack directly. ATK/2000 DEF/400 So I came across an old 5D's card thats on Duel Links through the Jack Atlus event where this card seems to be quite powerful for its effects I made this card to work as a sort of mini form that builds up to Strong Wind Dragon where it can summon itself if you control no monsters, add a Strong Wind to your hand and then allows you to then use your Normal Summon to tribute into Strong Wind Dragon with 3400 ATK. Through this card having 2000 ATK for a Level 4 that can search I balanced this by making it so it cannot attack directly. In Dragon Decks this card can be effective in setting up a big monster or act as Link Material for a Dragon Link Monster.
  22. Link Super★Star LIGHT Link: DL, D, DR Fairy/Link/Effect 2+ Monsters with the same Attribute including 1 Link Monster Must be Link Summoned. When this card is Link Summoned: this cards Attribute becomes the same as the Attribute of the monsters used as this cards Link Material. Increase the ATK of all monsters with the same Attribute as this card by 500 and reduce the ATK of all monsters that don't have the same Attribute as this card by 500. When this card is destroyed by battle or by an opponents card effect: Special Summon 1 Link 2 Link monster with 1400 ATK from your GY. you can only activate this effect of "Link Super★Star" once per turn. ATK/2300 LINK-3 So Link Super★Star is a Link 3 that works with the Attribute Link 2's where it becomes the Attribute of the monsters used to summon it (where since their all the same it only changes from 1 Attribute to another), then, it acts like the Link 2's granting anything with a matching attribute 500 ATK while reducing the ATK of monsters that don't match its attribute by 500. Finally when it leaves the field and you have one of the Attribute Link monsters in your grave, this card can go and bring it back this granting you a 1900 ATK beatstick when its destroyed. Ideally based on its original Attribute this card can work with Hip Hoshiningen in a LIGHT deck where this summoning Hip Hoshiningen can then allow you to recycle this when Hip Hoshiningen then leaves the field.
  23. Extra: 15 1 Elemental HERO Great Tornado 1 Vision HERO Adoration 1 Elemental HERO The Shining 1 Elemental HERO Nova Master 1 Elemental HERO Absolute Zero 1 Vision HERO Trinity 1 Elemental HERO Brave Neos 1 Elemental HERO Neos Knight 1 Elemental HERO Gaia 1 Elemental HERO Steam Healer 1 Saryuja Skull Dread 1 Xtra HERO Dread Decimator 1 Decode Talker 1 Xtra HERO Wonder Driver 1 Isolde, Two Tales of Noble Knights Monsters: 16 2 Elemental HERO Honest Neos 2 Elemental HERO Neos 1 Elemental HERO Stratos 2 Elemental HERO Solid Solider 2 Elemental HERO Blazeman 2 Elemental HERO Shadow Mist 2 Vision HERO Vyon 2 Elemental HERO Bubbleman 1 Elemental HERO Avian* Spell: 16 2 Polymerization 2 Miracle Fusion 2 Neos Fusion 2 Instant Fusion 2 E - Emergency Call 2 Legacy of a HERO 2 World Legacy Succession 2 Warrior Returning Alive Trap: 8 2 Back to the Front 2 Compulsory Evacuation Device 2 Solemn Strike 2 Recall *This card will be replaced for a second Stratos when Stratos goes to 2 in a future list where for now it will act as my second copy of a WIND HERO monster. So this a aggro deck is focused on the Fusion Style of HERO's rather than using Masked HERO's where with the mass utility of Fusion cards enabling you to set up both your links and Fusion monsters where Adoration acts as a perfect fusion to utilize Solid Solider with Stratos as Adoration doesn't have an effect that triggers on summon meaning you can summon Stratos without missing timing on its effect. In addition with this mass number of Fusion Summoning and utilizing Fusion monsters as Link Material through these means like the previously mentioned Adoration using Solid Solider and with Steam Healer being summoned off Instant Fusion to be used as Link Material where this makes Legacy of a HERO more easily accessible for recycling in order to draw 3 more cards while you've got a Link monster set up. Lastly with Neos Fusion and the following Neos Fusions in this deck, Neos Fusion acts as a end of combo card (since it locks out your Special Summons for the rest of the turn) where after you set up your field with a Link monster, Neos Fusion can then get you a Brave Neos onto the field while allowing you to drop a Shadow Mist from your deck to the grave in order to search another HERO monster like Honest Neos. Simply to put it with this deck its built for mass Fusion/Link spam while giving you great benefits from doing so e.g. getting Dread Decimator and Brave Neos on the field with a total of 7 different named HERO's in grave making their ATK's 3200 for Dread Decimator and 3900 for Brave Neos (700 from its own effect and 700 from Dread Decimator.)
  24. Card Cannibal lv 4 DARK Fiend/Effect Once per turn: you can tribute 1 monster you control or from your hand; increase this cards ATK equal to the tribute monsters ATK until your opponents End Phase. You can only control 1 "Card Cannibal". ATK/1000 DEF/2000 So Card Cannibal is a simple card that grants you a small yet simple boss monster that eats other monsters to gain a massive ATK boost where it lasts until your opponents end phase. In addition I balanced this massive ATK boost with the face that you can only control 1 Card Cannibal at a time. In DARK Decks this card can be handy for both fodder with DARK related cards like Dark Allure and can tribute monsters and send them to the grave from both field and hand to activate those monsters effects from the grave.
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