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Hina's Simp

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Posts posted by Hina's Simp


  1. Stratos and Malicious? The deck is already explosive, but now it becomes so much more consistent and stable in the lategame. That is hype for the deck. Maybe the variations might change to include Bubbleman and Absolute Zero, since those cards are "you have to play these cards; they're bad". This is hype. Even Generation Next could be fun, maybe. Pushes Neos and this helps it, too. The deck just pulling off all fronts now, though.


  2. lUTOrHN.png

    The Calming Queen

    LV 7 / LIGHT / Fiend / Pendulum / Effect

    ATK 2700 / DEF 2000

    Scales < 8, 8 >

    Pendulum Effect: If you have no cards in your other Pendulum Zone: Add 1 “The Haunting King” from your Deck to your hand. If a Pendulum Monster in your Pendulum Zone would be destroyed, destroy

    this card as well.

    Effect: You can reveal this card from your hand and discard 1 other Pendulum Monster: Add 1 “The Haunting King” from your Deck to your hand.

     

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    The Haunting King

    LV 7 / DARK / Fiend / Pendulum / Effect

    ATK 2400 / DEF 1800

    Scales < 1, 1 >

    Pendulum Effect: If you have no cards in your other Pendulum Zone: Add 1 “The Calming Queen” from your Deck to your hand. If a Pendulum Monster in your Pendulum Zone would be destroyed,

    destroy this card as well.

    Effect: You can reveal this card from your hand and discard 1 other Pendulum Monster: Add 1 “The Calming Queen” from your Deck to your hand.

     


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    Adamant HERO Crowning Achievement

    LV 3 / WATER / Warrior / Effect

    ATK 1000 / DEF 800

    When this card is Normal Summoned: Until the End Phase, “Adamant HERO” monsters you control cannot be destroyed by battle. When this card is Special Summoned: Until the End Phase, “Adamant HERO” monsters cannot be destroyed by card effects.

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    Adamant HERO Furthered Wind

    LV 3 / WIND / Warrior / Effect

    ATK 1000 / DEF 800

    When this card is Normal Summoned: Target 1 face-up monster your opponent controls; until the End Phase, its ATK is halved. When this card is Special Summoned: Target 1 face-up monster you control; until the End Phase, its ATK is doubled.

    LFG5RqD.png

    Adamant HERO Initial Spark

    LV 3 / FIRE / Warrior / Effect

    ATK 1000 / DEF 800

    When this card is Normal Summoned: gain 200 LP for each “HERO” monster you control. When this card is Special Summoned; inflict 200 damage to your opponent for each “HERO” monster you control.

    p4Y6TEq.png

    Adamant HERO Inspired Dark

    LV 4 / DARK / Warrior / Effect

    ATK 1500 | DEF 1000

    When this card is Normal Summoned: target 1 monster on the field; return this and that target to their owner’s hand. When this card is Special Summoned: target 1 Spell/Trap on the field; return this card and that target to their owner’s hand.

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    Adamant HERO Iris Damsel

    LV 4 / LIGHT / Warrior / Effect

    ATK 1500 | DEF 1000

    When this card is Normal Summoned: you can reveal 1 “Adamant HERO” Pendulum Monster from your hand, and if you do; add 1 “Adament HERO” Pendulum Monster from your Deck to your hand. When this card is Special Summoned; add 1 Spell/Trap from your Deck to your hand, that specifically lists “Adamant HERO” in its text.

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    Adamant HERO Solid Stance

    LV 3 / EARTH / Warrior / Effect

    ATK 1000 / DEF 800

    When this card is Normal Summoned: Target 1 “Adamant HERO” monster in your GY; add that target to your hand. When this card is Special Summoned: Target 1 “Adamant HERO” monster in your GY; Special Summon it.

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    Childe of the Adamant

    LV 1 / EARTH / Warrior / Effect

    ATK 200 / DEF 500

    Once per turn: You can reveal “Adamant HERO” 1 Fusion Monster from your Extra Deck, then send 1 of the Fusion Materials whose name is specifically listed on that card from your hand or Deck to the GY; this card's name becomes the sent monster's until the End Phase.

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    Heat of Battle

    Normal Spell

    Target 1 “Adamant HERO” monster you control; return that target to your hand, also banish 1 card your opponent controls.

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    Present Presence

    Normal Spell

    Target 1 “Adamant HERO” monster you control: Return that target to your hand; Draw 2 cards. You can only activate 1 “Present Presence” per turn.

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    Shield of the Adamant

    Quick-Play Spell

    Target 1 “Adamant HERO” monster you control: Return that target to your hand; “Adamant HERO” monsters you control cannot be targeted by, or destroyed by, card effects.

    uyTMlV4.png

    Quick-Play Spell

    When a Spell/Trap Card is activated, target 1 “Adamant HERO” monster you control: Return that target to your hand; negate the activation, and if you do, destroy that card.

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    Bonfire of the Vanities

    Normal Trap

    Target any number of “Adamant Hero” monsters in your GY; Special Summon them, and if you do, you lose 1000 LP for each monster Special Summoned by this effect. You can only activate 1 “Bonfire of the Vanities” per turn.

    A6oDEJ6.png

     

    Parting Gifts

    Normal Trap

    When an opponent’s monster declares an attack: Target 1 “Adamant HERO” you control and the attacking monster; Return the targeted “Adamant HERO” monster to you hand, also negate the attack.

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    Recalling Reinforcements

    Normal Trap

    Target 1 face-up monster you control: Return any number of monsters you control to the hand; it gains 200 ATK for each monster returned to your hand this way.

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    Unreal Reality

    Continuous Trap

    Once per turn: You can return 1 “Adamant HERO” monster you control or from your Graveyard, then target 1 monster you control; it can’t be targeted by or destroyed by card effects, or destroyed by battle.

     

     


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    Messenger Raven

    LV 3 / WIND / Winged-Beast / Effect

    ATK 1000 / DEF 1200

    Cannot be Special Summoned. During either player’s turn, when a monster would be Summoned: You can send this card from your hand to the GY; this turn, negate the Summon, and if you do, destroy that card. You can only activate this effect of “Messenger Raven” once per turn.

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    Mounted Cavalier

    LV 3 / FIRE/ Beast / Effect

    ATK 1200 / DEF 1300

    Cannot be Special Summoned. During either player’s turn, when a player would draw 1 card outside of their Draw Phase: You can send this card from your hand to the GY; this turn, that player discards 1 card instead. You can only activated this effect of “Mounted Cavalier” once per turn.

     

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    Owl Seer

    LV 2 / DARK / Winged-Beast / Effect

    ATK 1300 / DEF 1100

    Cannot be Special Summoned. During either player’s turn, when a Spell/Trap would be activated: You can send this card from your hand to the GY; this turn, negate the activation, and if you do, destroy that card. You can only activate this effect of “Owl Seer” once per turn.

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    Weave Wolf

    LV 2 / EARTH / Beast / Effect

    ATK 1200 / DEF 1500

    Cannot be Special Summoned. During either player’s turn, when a Monster effect would be activated: You can send this card from your hand to the GY, this turn, negate the activation. You can only activate this effect of “Weave Wolf” once per turn.

    Cemetery of the Familiars

     

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    Trap Card

    Banish up to 5 Beast-Type of Winged Beast-Type monsters from your GY; Draw 1 card for each monster banished this way. You cannot Special Summon the turn this card is activated.


  5. The biggest problem here is lighting, which is focused on white-based charcoal. It works to highlight different values in colors but not bring out the light source. I think you should attempt negative space on a white canvas to explore proper lighting, since you have the light values on the actual canopy. The light is missing from the background and on the water, which would be better handled if you had a clear idea of the light source. On your next piece, I want you to try the same idea without the bridge or the pier, just with the water and sky. Then try to figure out how the lighting will affect these different aspects of the piece. I could go more into this, but I think you understand what I am trying to say and I am also sick so I don't want to write too much more.


  6. Update: I dropped the Evil HERO Aduster Gold package to play Super Poly since it gives me more tools to Starving Venom Fusion Dragon, plus E-HERO The Shining and Nova Master provide utility against other decks. The Shining makes grindy, Thunder Dragon games, have a solid beater while Nova is powerful against Salams. I kept the Utopia OTK with Utopia Double, but I wouldn't mind trying to find room for Utopia since it leads to potential OTKs that can occur after the first/second Fusion summon, in more grindy games. This is a more explosive version since Faris helps to run through the deck more.

    I wasn't a big fan of the Dynatag into Dystypia combo, but that could be in board if I feel it as more power. The set up for the combo is just ridiculous when Plasma just hits harder and is easier to set up with Faris/Vyon.


  7. PmfadXc.png

    1 Elemental HERO Honest Neos
    2 Elemental HERO Solid Soldier
    2 Elemental HERO Stratos
    3 Vision HERO Vyon
    2 Elemental HERO Shadow Mist
    3 Vision HERO Faris
    2 Vision HERO Increase
    2 Destiny HERO - Malicious
    1 Destiny HERO - Celestial
    1 Destiny HERO - Plasma
    3 Ash Blossom & Joyous Spring
    3 E - Emergency Call
    1 A Hero Lives
    1 Reinforcement of the Army
    3 Mask Change
    3 Fusion Destiny
    3 Called from the Grave
    1 Polymerization
    1 Double or Nothing!
    2 Super Polymerization
    3 Infinite Impermanence

    2 Masked HERO Dark Law
    1 Masked HERO Dian
    1 Masked HERO Anki
    2 Xtra HERO Cross Crusader
    1 Xtra HERO Wonder Driver
    1 Xtra HERO Dread Decimator
    1 Number 39: Utopia Double
    1 Destiny HERO - Dangerous
    1 Elemental HERO The Shining
    1 Elemental HERO Nova Master
    1 Starving Venom Fusion Dragon
    1 Vision HERO Adoration
    1 Vision HERO Trinity


  8. 14 minutes ago, A Crap Guide to CC said:

    A nitpick but their themes don't seem Xtra HERO-ish.
    Concerned on the lack of hard OPT on Distress, as it can use itself and another HERO to drop a 2nd copy and fetch another Fusion Spell.
    Muse seems like a better Decimator, although I have seen Decimator lead to OTKs which IDK if Muse would be able to pull off. But in those instances, there is always Decimator to drop that OTK.

    There's a theme to Xtra HEROes that I must be missing.

    That's a good idea. I didn't think of the re-use of the effect.

    Muse wasn't meant to OTK. Decimator does that. That effect is more win-more, where this was just meant to ease out draws and pressure the opponent.


  9. There are not that many Xtra HERO Link monsters. It kinda sucks, especially since Isolde and Summon Sorceress are the only solid Honest Neos support links out there. I wanted to try out two different cards that I thought were useful.

    JPvFUo2.png

    Xtra HERO Distress Instrumentalist

    Dark / Warrior / Link / Effect

    Attack 1800 | Link -2 (BL, BR)

    2 "HERO" Effect monsters

    When this card is Link Summoned; add 1 Spell Card that specifically lists "Fusion Summon" in its text, from your Deck to your hand. You can only Summon 1 "Xtra HERO Distress Instrumentalist" per turn.

    v6VZuOw.png

    Xtra HERO Angelic Muse

    Light / Warrior / Link / Effect

    Attack 2100 | Link -3 L, R, B)

    2+ "HERO" Effect monsters

    If a "HERO" monster is Normal or Special Summoned to your zone this card points to; Draw 1 card. You can only activate this effect of "Xtra HERO Angelic Muse" once per turn. This card gains 200 ATK for each "HERO" monster Summoned this turn. If this card attacks a Defense Position monster, inflict piercing damage.

     

     


  10. 4 hours ago, A Crap Guide to CC said:

    Didn't mean to sting. I meant to praise you, actually. I really thought you were making an statement with these cards. As if saying that you don't need to make convoluted effects or 3+ effects to make cards good.

    And I take back entirely what I stated about the Fusion: I failed to see that it uses materials from the Deck. That's big. And yet, it being a Cont. Spell makes it more vulnerable than if it was, let's say a Normal Spell, because backrow removal will be able to stop it. In that way it's a balancing factor.

    Nah, man. Just wanting to make cards, sometimes. It is something creative that's just fun, since I am into the game again (Duel Links and anime).


  11. On 5/6/2019 at 6:51 PM, A Crap Guide to CC said:

    Was truly surprised when I saw these being made by you. They are way too simple. Can't say they are bad because, well, for instance the first one is almost as good as Stratos, Fusion Substitute monsters see relevant use sometimes, and they all benefit form HERO support, which is a big boon. Still, cannot shake off the vibe that they are joke cards, or you trying to make a point or something.
    If anything, the Spell is the most underwhelming of the set, because it doesn't look any better than good old Poly, and doesn't benefit from any HERO support.
    Ice Prowler would have been a blast back on the days of Toadally HEROes, though.

    RIP me making cards man, that stings.

    I was trying to go for simple cards as generic HERO support, just by reading the GX manga and getting back into the anime. Don't really know of the archetype passed those canons, so I don't know what to tell you.

    I thought the Fusion was dope, man. It seemed perfect for a Yuki style deck because of all the singleton heroes, especially since it is a Brilliant Fusion for HEROes. Didn't really know how to make it balanced without breaking the HERO archetype. Generic Search + Generic Fusion Material + Fusion from Deck seemed like great support cards to HEROes. Even if simple...

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