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HEROs_Resolve.png
Target 1 "HERO" monster in your GY; Special Summon the targeted monster ignoring its summoning conditions, then, double the summoned monsters original ATK and DEF until the End Phase this turn. For the rest of the turn after this card resolves, you cannot Special Summon monsters. If you control no monsters and your opponent controls a monster that was Special Summoned from the Extra Deck, you can activate this card from your hand. You can only activate 1 "HERO's Resolve" per turn. 

So with the image I found I made this card not only as revival for HERO's but also as a Stat boosting card for the turn the monster was summoned while also giving it hand trap conditions if you had no monsters and your opponent controls a Extra Deck monster and finally balanced it with a hard OPT clause.

P.S. Sorry that the image ended up being huge on here.

Edited by Thomas★Zero

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IMO it's not that good, even with the "activate from hand" condition. You still have to Summon the monster properly in order to revive it with this, and the main HERO Fusions you would want to Summon because other effects can't are the Masked and "omni" HEROes, but due to the plenty of support they have, you may as well summon new copies with the Mask Changes, Miracle Fusion, Poly, Super Poly, etc. If it was searchable then it may have a chance as a 1-of when going first to have it as an extra life for an opening Dark Law, but even then, you may be better off dedicating main deck space to combo cards.

Should be decent for slower or casual variants of HEROes, though.

Edited by A Crap Guide to CC

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