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Legendary Elemental heroes


anonimen31

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From Mother nature come heroes whose powers are still remembered by history. Emerge! Legendary Elemental heroes!


Legendary Elemental hero Ultimate Blizzard
fusion/effect. 12* 3300/2500
Lore: Elemental hero Absolute Zero + 1 WATER Hero monster

This card can only be special summoned by Fusion summon. The fusion summon of this card can only be performed using the above monsters. This card is unnafected by spell cards. Once per turn you can negate the activision effect of a trap card. As long as this card is face up on the field the speed of all cards is speed 1. This card gains 500 atk for every WATER monster in your graveyard. If this card is removed from the field special summon 1 Elemental Hero Absolute zero from your graveyard or from your removed from play cards.

Okay guys this guy is a real friggin boss. I'm thinking of making the other 5 monsters (gaia, tornado etc) Please comment, rate and fix if you can.
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Let's start with the OCG:[spoiler=OCG corrections]Legendary Elemental HERO Ultimate Blizzard
Fusion/Effect Level 12 3300/2500
Lore: "Elemental HERO Absolute Zero" + 1 WATER "HERO" monster

This card can only be Special Summoned by Fusion Summon. A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. This card is unaffected by Spell Cards. Once per turn: You can negate the activation of a Trap Card. As long as this card is face-up on the field: The spell-speed of all cards is 1. This card gains 500 ATK for every WATER monster in your Graveyard. If this card leaves the field: Special Summon 1 "Elemental HERO Absolute Zero" from your Graveyard or 1 banished "Elemental HERO Absolute Zero".
[/spoiler]

Next about the balanced part: OP!!!
1. no drawbacks
2. no costs
3. absolute protection
4. stops almost all traps (most traps activate during the opponent's turn and for that you need spell speed 2)
5. When your opponent did find a way to destroy it, you can still special summon absolute zero back
6. It also has the immense ATK increase of absolute zero, so actually, your opponent almost can't destroy it (only with monster card effects actually)

I'd say: remove the spell speed part, chose between trap or spell full protection and lastly, make leave the field: "When this card is destroyed by battle and sent to the Graveyard" or "when this card is destroyed by an opponent's card effect"
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Agreed, thanks TCG, ok second attempt

Legendary Elemental HERO Ultimate Blizzard
Fusion/Effect Level 12 3300/2500
Lore: "Elemental HERO Absolute Zero" + 1 WATER "HERO" monster

This card can only be Special Summoned by Fusion Summon. A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. When this card is Special Summoned your opponent can't activate any spell or trap cards untill the next Standby Phase.Once per turn you can negate the activision and destroy the effect of any spell, trap or effect monster untill your opponent's next standby phase. That effect can only be activated twice per duel. This card gains 500 ATK for every WATER monster in your Graveyard. This card can attack every monster your opponent controls. If it does you can't attack your opponent directly this turn. If this card is removed from the field Special Summon 1 "Elemental HERO Absolute Zero" from your Graveyard or 1 removed from play "Elemental HERO Absolute Zero" ignoring summoning conditions.

There, and no sorry dude but banished and leaves aren't really correct ocg. I know that it does have SOME nerfs but think about it: what are the odds of you having absolute on the field, WHILE holding a poly and a bubbleman or an ocean.
And finally to se15fy I will as soon as I find some good pics ;)

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[quote name='anonimen31' timestamp='1308845224' post='5305285']
Agreed, thanks TCG, ok second attempt

Legendary Elemental HERO Ultimate Blizzard
Fusion/Effect Level 12 3300/2500
Lore: "Elemental HERO Absolute Zero" + 1 WATER "HERO" monster

This card can only be Special Summoned by Fusion Summon. A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. When this card is Special Summoned your opponent can't activate any spell or trap cards untill the next Standby Phase.Once per turn you can negate the activision and destroy the effect of any spell, trap or effect monster untill your opponent's next standby phase. That effect can only be activated twice per duel. This card gains 500 ATK for every WATER monster in your Graveyard. This card can attack every monster your opponent controls. If it does you can't attack your opponent directly this turn. If this card is removed from the field Special Summon 1 "Elemental HERO Absolute Zero" from your Graveyard or 1 removed from play "Elemental HERO Absolute Zero" ignoring summoning conditions.

There, and no sorry dude but banished and leaves aren't really correct ocg. I know that it does have SOME nerfs but think about it: what are the odds of you having absolute on the field, WHILE holding a poly and a bubbleman or an ocean.
And finally to se15fy I will as soon as I find some good pics ;)
[/quote]
Firstly, Banish and Leave the Field are indeed correct OCG. A change to the OCG has been announced, three of the highlighted changes were ["remove from play" > "banish"], ["removed from the field" > "leaves the field"] and ["Elemental Hero" > "Elemental HERO"] (I love square brackets, they make things so much easier to read). These haven't been put into effect just yet, though, so you're both technically right.

Second, this is way too easy to get out, given its power. Hero decks these days can fuse anything with anything, anywhere, anytime. Fusing a hero with a water, then fusing Ab0 with a water hero is very easy, especially with Miracle Fusion and Fusion Gate. And don't get me started on how searchable polymerization is. You've got King of the Swamp, Fusion Sage, Synchro Fusionist, etc.

Third, isn't Absolute Zero powerful enough? It's got good attack, a way to boost it and destroys all your opponent's monsters when they get rid of it, regardless of the method.

Fourth, there are still some OCG problems. "Once per turn you can negate the activision and destroy the effect of any spell, trap or effect monster untill your opponent's next standby phase." Firstly, it's spelled "activation", Activision is the name of a video game company. And how does destroying it until the next standby phase work? Does it return to their hand? If so, it should say that. Also, "destroy the effect"?

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[quote name='se15fy' timestamp='1308837801' post='5305064']
Whoa. U should make it an image.
[/quote]

This section is called [b]Written[/b] Cards for a reason.

[spoiler=Now to correct the OCG of your second version.]Legendary Elemental Hero Ultimate Blizzard
Fusion/Effect Level 12 3300/2500
Lore: "Elemental Hero Absolute Zero" + 1 WATER "Elemental Hero", "Destiny Hero", or "Evil Hero" monster

This card cannot be Special Summoned except by Fusion Summon. When this card is Special Summoned: Your opponent cannot activate any Spell or Trap cards untill their next Standby Phase. Once per turn: You can negate the activation and destroy the effect of a card. This effect can only be used twice as long as this card remains face-up on the field. This card gains 500 ATK for every WATER monster in your Graveyard. This card can attack every monster your opponent controls. If it does you can't attack your opponent directly this turn. If this card is removed from the field: Special Summon 1 "Elemental Hero Absolute Zero" from your Graveyard or 1 banished "Elemental Hero Absolute Zero", ignoring summoning conditions.[/spoiler]

Now, their still might be some errors, but "banish" is definitely part of the new OCG. Regardless, this is still overpowered, which makes sense considering this is a Level 12 for no reason. It can sweep the field, and launches a direct attack when it's summoned because you can easily use Miracle Fusion on Absolute Zero with something like Ocean with nothing to stop it, and even if it dies, Absolute Zero comes back. Really, did you think it was necessary to make an upgrade to Absolute Zero?
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