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Visser HEROS


LiquidDJ11

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Visser HERO Thaddeus
Earth/Warrior/Effect/8 stars
3000/900
Effect: This card can only be summoned by Tributing 3 “Visser” monsters you control. Once per turn, negate the activation of a card effect and destroy that card.

Rapid Deployment Vizor
Spell/Continuous
Effect: Once per turn, if you control a “Visser” monster, you can Special Summon a lvl 4 or lower “Visser” monster from your hand. That card cannot declare an attack.

Blade Vizor
Spell/Normal
Effect: this card can only be activated if you control a “Visser” monster. negate the activation of a card effect and destroy that card.

Visser HERO Keltica
Earth/Warrior/Effect/4 stars
1600/0
Effect: Each time your opponent’s card effects are negated, inflict 1000 damage to your opponent

Heroes Vizor
Spell/Normal
Effect: Add 1 “Visser” monster from your Deck to your hand.

Visser HERO Archangel
Earth/Warrior/Effect/4 stars
1900/0
Effect: When this card is removed from the field, add 1 “Visser” monster from your Deck to your hand.

Visser HERO Wilfred
Earth/Warrior/Effect/6 stars
2400/900
Effect: When this card is Tribute Summoned, draw 1 card. When this card is removed from the field, add 1 “Visser” monster from your Deck to your hand.

Visser HERO Sasuke
Earth/Warrior/Effect/5 stars
2200/400
Effect: This card can also be Summoned by Banishing 1 “Visser” monster you control. If you do, draw 1 card. If that card is a “Visser” monster, you can Banish it to add 1 “Visser” monster from your Deck to your hand.

Visser HERO Chirac
Earth/Warrior/Effect/4 stars
1800/0
Effect: If this card was added to your hand by the effect of a “Visser” monster, it must be Summoned during your next Main Phase. When this card is Summoned, add 1 "Visser" monster from your Deck to your hand.

Razor Vizor
Trap/Normal
Effect: Draw 1 card. If there are 1 or more “Visser” monsters on the field, you can discard 1 card from your hand to destroy 1 monster your opponent controls.

Phase Vizor
Spell/Continous
Effect: This card can only be activated if you control a “Visser” monster. While this card remains on the field, “Visser” monsters removed from the field return to their owners Deck.

Visser HERO Genesis
Earth/Warrior/Effect/7 stars
2900/1200
Effect: This card cannot be Tribute Summoned, except by Tributing 2 “Visser” monsters. While this card remains on the field, your opponent must pay 1000 life points to activate card effects

Visser HERO Reginald
Earth/Warrior/Effect/5 stars
2400/1000
If you control a “Visser” monster, you can Special Summon this card from your hand. If you do, this card cannot declare an attack. Once per turn, Banish 1 “Visser” monster in your Graveyard to Draw 1 card

Visser HERO Malcom
Earth/Warrior/Effect/4 stars
1700/400
Effect: Once per turn, while this card is on the field, your opponent must discard 1 card from his hand before he activates any card effects.

Visser HERO Nebula
Earth/Warrior/Effect/4 stars
1600/1000
Effect: Once per turn, discard 1 card from your hand to negate the activation of a card effect.

Visser HERO Mechbird
Wind/Warrior/Effect/3 stars
1200/800
Effect: When this card is Summoned, add 1 “Visser” monster from your Deck to your hand. Then you and your opponent draw 1 card.

Visser HERO Augustus
Earth/Warrior/Effect/2 stars
350/1700
Effect: This card cannot be summoned if you do not control another “Visser” monster. While this card remains on the field, Your opponent cannot activate card effects against “Visser” monsters (except this card)

Visser HERO Kindred Soul
Earth/Warrior/Spirit/1 star
100/700
Effect: When this card is Normal Summoned, Tribute Summoned, or Special Summoned, it is returned to its owners hand at the End Phase. When this card is Summoned, destroy all non “HERO” monsters on the field. You can only activate this effect once per Duel.

Visser Remote
Trap/Normal
Effect: Activate only when a opponents monster declares an attack. search your deck for a lvl 4 or lower “Visser” monster and Special Summon it. The attacking monster must attack that monster.

Destruction Visor
Spell/Equip
Effect: You can only equip this card to a “Visser” monster. That card cannot be destroyed for 2 turns.

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The lock is too powerful. If they restricted the use of the effects of certain cards it would be fine, but you're forcing your opponent to resort to blindly attacking, and relying on just inherent summons and whatever continuous effects they may have to deal with your monsters.

Nebula isn't too bad, since it's easy to run over, and Malcom is passable although should really just be limited to the first time they use an effect. Genesis, however, is far too powerful, since even with effects most decks would have some difficulty getting over 2900 ATK, so without them most would find it almost impossible to deal with it, especially since you can protect it easily.

Vision HEROes work on summoning and being summoned from the S/T zone, so these needed to be a separate archetype.

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I was thinking have it negate monsters, spells or traps, rather than anything for a cost, but that can work. Maybe 800 though, since 1000 is rather steep, especially with an archetype that can attack. Genesis also needs an ATK reduction - 2900 is too much for a level 7, especially one with a lockdown effect.

Malcom should only work against the first effect your opponent activates. As is, most of the time you're halving their hand size which is too powerful.

Augustus should exclude itself from it's anti-targeting effect, to give your opponent a work around. You can have two lock, but not one.

As for the new cards:

Alternate win conditions aren't a good idea. They can't really be balanced properly. Keltica is fragile, but if you can prevent your opponent's effects that easily you're free to protect it from battle with little worry. Really though, such a condition should be the focus of a deck, not a tech in something else.

Heroes call is a problem, but not because of your set. It's a problem because it gives Elemental HEROes 8 search cards, which, whilst I doubt they'd need them all, is too many. Limit it to Visser HEROes.

Chirac is a gameplay nightmare. Unless you leave it revealed in your hand, it won't be tracked between adding and being summoned. Whilst it might be workable, it needs wording so that when it's added, you reveal it, and then draw when a Chirac is summoned from the hand. That way it doesn't need to be tracked.

Overall, there seems to be too much drawing and searching. You should probably cut down on the drawing effects. Being able to toolbox is fine, having a lot of draw power would be, but both is too much.

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