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Bring forth the Evil! Evil Heroes, that is.


玄魔の王

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Evil Heroes need specific support, so I'ma give it to 'em.

 

Evil Hero Nightmare Crystal

DARK

Level: 4

[Fiend/Effect]

Once per turn, if this is the only monster you control, you can send 1 "Dark Fusion" or "Dark Calling" from your Deck to your Graveyard. During your next Standby Phase, you may activate that card's effect.

ATK/ 1400

DEF/ 1600

 

Evil Hero Obsidian Warlord

DARK

Level: 4

[Fiend/Effect]

You cannot Normal Summon this card is you do not control "Castle of Oblivion". When this card is flipped face-up, add 1 "Castles of Oblivion" from your Deck to your hand. If this set card is attacked by a monster with an ATK of 1500 or less, change it to it to Attack Position.

ATK/ 2100

DEF/ 100

 

Evil Hero Revenant

DARK

Fiend

6/1000/2000

You can remove from play this card in your Graveyard to Normal Summon 1 "Evil Hero" monster from your hand without Tributing.

 

Evil Hero Savageman

EARTH

Fiend

4/1500/1600

Negate the activation and effect of a Trap Card that targets this card and destroy it. If a Fiend-type monster attacks a Defense Position monster, destroy it without applying Damage Calculation.

 

Evil Hero Dogma Archfiend

DARK

Level: 8

[Fiend/Effect]

This card cannot be Special Summoned from the Graveyard. If this card is Tribute Summoned by Triobuting 3 monsters, including 1 "Evil Hero" monster, halve your opponent's Life Points.

ATK/ 3400

DEF/ 2400

 

Evil Hero Saw Commander

DARK

Level: 1

[Fiend/Effect]

When this card is used for the Fusion Summon of an "Evil Hero" monster card, draw 2 cards.

ATK/ 300

DEF/ 300

 

Evil Hero Night Crusader

DARK

Level: 4

[Fiend/Effect]

This card cannot be Normal Summoned or set. You can remove from play 2 "Evil Hero" monsters from your Graveyard to Special Summon this card.

ATK/ 2100

DEF/ 1500

 

Evil Hero Dragoon Infinity

DARK

Level: 10

[Fiend/Fusion/Effect]

"Evil Hero Dogma Archfiend" + 1 Level 7 or higher "Evil Hero" monster

This card cannot be Special Summoned except with "Dark Fusion". This card cannot be destroyed by card effects. Once per turn, you can equip up to 1 monster your opponent controls at a time to this card. This card gains ATK equal to the equipped monster's ATK. When this card is destroyed, inflict damage to your opponent equal to the equipped monster's ATK.

ATK/ 3000

DEF/ 3000

 

Rainbow Dark Neos

DARK

Level: 10

[Fiend/Fusion/Effect]

“Elemental Hero Neos” + “Rainbow Dragon” OR “Rainbow Dark Dragon”

This card cannot be Special Summoned except with “Dark Fusion”. Once per turn, you can activate 1 of these effect:

-You can send 1 Monster Card you control to the Graveyard to remove from play all Monsters your opponent controls.

-You can send 1 Spell or Trap Card you control to the Graveyard to remove from play all Spell & Trap Cards your opponent controls.

-You can send 1 card from the top of your Deck to the Graveyard to remove from play all cards in your opponent’s Graveyard.

-You can remove from play all “Evil Hero” monsters you control and are in your Graveyard to have this card gain 500 ATK for each card removed.

ATK/ 4500

DEF/ 3000

 

Evil Hero Beelze Neos

DARK

Fiend/Fusion

12/2500/2500

This card can only be Special Summoned by the effect of "Dark Fusion". The Fusion Material Monsters for this card are any 5 Fiend-type monsters, including at least 1 "Evil Hero" monster and at least 1 Level 7 or higher Fiend-type monster. Once per turn, you can remove from play a Fiend-type monster in your Graveyard. This card gains that card's effect(s) until the End Phase. This card gains 300 ATK for each monster removed from play with this effect.

 

Dark Fusion Gate

Continuous Spell

This card's name is treated as "Dark Fusion" while on the field and in the Graveyard. Once per turn, you can remove monsters on the field and in your hand that are listed on an "Evil Hero" Fusion Monster from play to Special Summon that Fusion Monster (This Special Summon is treated as a Fusion Summon).

 

Corruption's Rebirth

Normal Spell

Return 3 of your removed from play "Evil Hero" monsters to your Deck. Draw 2 cards.

 

E - Ebon Calling

Normal Spell

Destroy 1 set card your opponent controls for every "Evil Hero" monster you control.

 

V - Vile Spirit

Normal Spell

Activate by removing from play 1 "Dark Fusion" in your Graveyard. Special Summon 1 "Evil Hero" Fusion Monster from your Graveyard, ignoring the Summoning Conditions. Its effect(s) is negated, and it cannot attack this turn.

 

I - Impenetrable Shadows

Normal Spell

Select 1 "Evil Hero" monster and 1 other face-up monster. While the selected monster is on the field, that "Evil Hero" monster gains 500 ATK and cannot be destroyed by battle.

 

L - Lost Forces

Normal Spell

Discard or Tribute 1 "Evil Hero" monster. Draw 2 cards. If this card is in your Graveyard during your Draw Phase, you can add this card to your hand instead of conducting your normal draw.

 

EVIL Force

Normal Spell

Activate by removing from play "E - Ebon Calling", "V - Vile Spirit", "I - Impenetrable Shadows" and "L - Lost Forces" from your Graveyard. Special Summon 1 "Evil Hero" Fusion Monster from your Extra Deck (This Special Summon is treated as a Fusion Summon with "Dark Fusion"); it gains 1000 ATK and DEF. It can attack your opponent directly this turn.

 

Castles of Oblivion

Field Spell

When an "Evil Hero" monster is Special Summoned, it gains 1000 ATK until the End Phase. Once per turn, if you control no Fusion Monsters, you can return 2 "Evil Hero" monsters, or 1 "Dark Fusion" or "Dark Calling" from your Graveyard to your Deck.

 

Dark Successor

Normal Trap

Activate only when an "Evil Hero" Fusion Monster is destroyed. Remove that monster from play and Special Summon 1 "Evil Hero" Fusion Monster from your Extra Deck with the same Level (This Special Summon is treated as a Fusion Summon with "Dark Fusion".).

 

Evil Counter

Counter Trap

Activate only when your opponent attacks an "Evil Hero" monster you control. Destroy the attacking monster and end the Battle Phase.

 

Descent of Malice

Continuous Trap

When this card is activated, its name is treated as "Dark Fusion". Special Summon 1 removed from play "Evil Hero" Fusion Monster. If either that monster or this card is removed from the field, destroy the other card.

 

Evil Rising

Normal Trap

When this card is activated, its name is treated as "Dark Fusion". Special Summon 1 "Evil Hero" Fusion monster from either player's Graveyard. It is removed from play at the End Phase.

 

More to come.

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E-Ebon Calling HAS to be:

 

"Destroy 1 Set card on the field for every "Evil Hero" monster on the field. A face-down card cannot be chained to this effect."

 

And now you have it better.

 

And here's a few additions :3

 

I - Impenetrable Shadows

Normal Spell Card

Select 1 monster, and 1 "Evil Hero" monster on the field. As long as the selected monster is on the field, the selected "Evil Hero" monster gains 500 ATK, and cannot be destroyed by battle.

 

Castles of Oblivion (yayz to game references)

Field Spell Card

If an "Evil Hero" monster is Special Summoned, it gains 1000 ATK until the End Phase. Once per turn, if you control no Fusion Monsters, you can add 2 "Evil Hero" monsters, or 1 "Dark Fusion" or 1 "Dark Calling" from your Graveyard to your Deck.

 

Evil Hero - Oblivion Prince (* * * *) DARK

Fiend/Effect - ATK 2000 DEF 100

FLIP: Add 1 "Castles of Oblivion" from your Deck to your hand. If this card is attacked by a monster with an ATK of 1500 or less, switch it to Attack Position.

 

You can use them if u want.

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Who's that last monster a reference to?

 

Probably Marluxia.

 

I would say that Lost Forces has some broken elements. While it does have the weakness of being a Spell Card, its ability to regenerate means that not only are Ev-Heroes being dumped to the Graveyard, but also that you basically get a second draw. It's almost as bad as D-Draw. But I would hope to see an E-V-I-L Strike! or something similar. Also, if I may...

 

Evil Hero Revenant (Necroshade)

DARK

Fiend (it could also be Zombie)

6/1000/2000

While this card is in the Graveyard, you can remove it from play to Normal Summon 1 "Evil Hero" monster from your hand without Tributing any monsters.

 

Evil Hero Savageman (Wildheart)

DARK

Fiend (could also be Warrior)

4/1500/1600

Negate the activation and effect of a Trap Card that targets this card and destroy it. If a Fiend-type monster attacks a Defense Position monster, destroy it without applying Damage Calculation.

 

Dark Fusion Gate

Continuous Spell (It can be a Field Spell if you're willing to forgo Oblivion)

This card's name is treated as "Dark Fusion" while on the field and in the Graveyard. Once per turn, you can remove monsters on the field and in your hand that are listed on an "Evil Hero" Fusion Monster from play to Special Summon that Fusion Monster.

 

Corruption's Rebirth

Normal Spell

Return 3 of your removed from play "Evil Hero" monsters to your Deck. Draw 2 cards.

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Who's that last monster a reference to?

 

Probably Marluxia.

 

I would say that Lost Forces has some broken elements. While it does have the weakness of being a Spell Card' date=' its ability to regenerate means that not only are Ev-Heroes being dumped to the Graveyard, but also that you basically get a second draw. It's almost as bad as D-Draw. But I would hope to see an E-V-I-L Strike! or something similar. Also, if I may...

 

Evil Hero Revenant (Necroshade)

DARK

Fiend (it could also be Zombie)

6/1000/2000

While this card is in the Graveyard, you can remove it from play to Normal Summon 1 "Evil Hero" monster from your hand without Tributing any monsters.

 

Evil Hero Savageman (Wildheart)

DARK

Fiend (could also be Warrior)

4/1500/1600

Negate the activation and effect of a Trap Card that targets this card and destroy it. If a Fiend-type monster attacks a Defense Position monster, destroy it without applying Damage Calculation.

 

Dark Fusion Gate

Continuous Spell (It can be a Field Spell if you're willing to forgo Oblivion)

This card's name is treated as "Dark Fusion" while on the field and in the Graveyard. Once per turn, you can remove monsters on the field and in your hand that are listed on an "Evil Hero" Fusion Monster from play to Special Summon that Fusion Monster.

 

Corruption's Rebirth

Normal Spell

Return 3 of your removed from play "Evil Hero" monsters to your Deck. Draw 2 cards.

[/quote']

 

I like these, so I think I'kk change them a bit and add them. And while I'm doing that, I'll add another monster: Dogma Archfiend (Dogma Daemon). Mwu-ha-ha-ha-ha!

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For Dark Successor, you're going to want to change the parenthetical to (This is treated as a Special Summon by "Dark Fusion."), as DF doesn't actually Fusion Summon. And I would say to up the stats on Evil Dragoon, as you would be better off with Dogma or Malicious Fiend (which could have the same requirements as Dragoon.) Either that, or give it another effect that makes it worth it.

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For Dark Successor' date=' you're going to want to change the parenthetical to (This is treated as a Special Summon by "Dark Fusion."), as DF doesn't actually Fusion Summon. And I would say to up the stats on Evil Dragoon, as you would be better off with Dogma or Malicious Fiend (which could have the same requirements as Dragoon.) Either that, or give it another effect that makes it worth it.

[/quote']

 

Send' date=' from your hand or side of the field to the Graveyard, Fusion Material Monsters that are listed on a Fiend-Type Fusion Monster Card, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon). The Special Summoned monster cannot be targeted by the effects of your opponent's Monsters, Spells, and Traps this turn.

[/quote']

 

I win.

 

Yeah, I was trying to think of another effect for Dragoon, and I think I have one. Posted now, plus a Trap card.

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I'll concede that. But all of the Evil Heroes have "This card cannot be Special Summoned except by Dark Fusion." in their opening lines. Which gives me an idea...

 

Lost Soul Returned

Continuous Trap

When this card is activated, its name is treated as "Dark Fusion". Special Summon an "Evil Hero" Fusion Monster from your Graveyard. If either that monster or this card is removed from the field, destroy the other card.

(I do realize that is not the correct OCG, and you can change it when you post it, but I want to see how it works out. One sentence is better than two.)

 

Evil's Final Hope

Normal Trap

When this card is activated, its name is treated as "Dark Fusion". Special Summon an "Evil Hero" Fusion monster from either player's Graveyard. It is removed from play at the End Phase.

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These cards are amazing :3 the are awesome' date=' well done for them, can't wait to acturly seeing them with images :D

 

Although i am still saddened by them..................................because they will never be released as real cards *starts crying*

 

10/10

[/quote']

 

Thank you for your input. Yeah, I wish they could be made real too.

 

Added the biggest Dark Fusion monster of them all.

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Dammit. Now that you've done that, I feel the compulsion:

 

Evil Hero Beelze Neos

DARK

Fiend/Fusion

12/2500/2500

This card can only be Special Summoned by the effect of "Dark Fusion". The Fusion Material Monsters for this card are any 5 Fiend-type monsters, including at least 1 "Evil Hero" monster and at least 1 Level 7 or higher Fiend-type monster. Once per turn, you can remove from play a Fiend-type monster in your Graveyard. This card gains that card's effect(s) until the End Phase. This card gains 300 ATK for each monster removed from play with this effect.

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Not a bad card' date=' though it occurs to me only half of these cards are actually mine now.

[/quote']

It's the WC collab set! Hoorah!

And it's occurred to me that I never rated your cards...

 

While being facsimiles of D and E-Heroes in some respects, they are original enough to stand out, and good enough to run in at least a local tourney.

8/10

 

Evil Heroes always were in my mind, but I think I can do a more original Hero. Posted now.

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