Jump to content

It is your Destiny. [TCG] Masked Hero (Now with more Destiny Hero!)


Recommended Posts

Yo dawg, you got some balls. 3 AHL and 3 Solemn is gonna burn you insanely hard.

It actually works better than you think. Especially if you use Destiny Hero - Diamond Dude's effect to send A Hero Lives to the Graveyard; you Special Summon the Level 4 or lower "Hero" at no Life Point cost. Really, the bigger problem is occasional bricking.

Link to comment
Share on other sites

It actually works better than you think. Especially if you use Destiny Hero - Diamond Dude's effect to send A Hero Lives to the Graveyard; you Special Summon the Level 4 or lower "Hero" at no Life Point cost. Really, the bigger problem is occasional bricking.

AHL works that way? Who is that right after Doom Lord?

Link to comment
Share on other sites

AHL works that way? Who is that right after Doom Lord?

This card:

 

LGCX-EN134.jpg

 

It's actually fairly easy to Summon in this Deck. And it impedes the effects of face-up Effect Monsters. Really, the only problem is keeping it on the field. But even recovering it from the Graveyard's not too hard, either.

Link to comment
Share on other sites

He means to cut 1 Defender to add 1 Destiny Draw

 

----

 

Emergency Call is honestly not needed, all it can search that's really good is Bubbleman and that's mediocre as it is. You could be cute and add in Scapegoats and Foolish Burial to turbo out Plasma. Ferret Flames is also another obvious consideration for backrow.

 

Mask Charge is honestly not needed over something like Call of the Haunted.

Link to comment
Share on other sites

He means to cut 1 Defender to add 1 Destiny Draw

 

----

 

Emergency Call is honestly not needed, all it can search is Bubbleman and that's mediocre as it is. You could be cute and add in Scapegoats and Foolish Burial to turbo out Plasma.

Scapegoat won't aid at all. And I'd rather switch out Defender for a different Destiny Hero than for three Destiny Draws.

 

Foolish Burial is in the Side Deck, and Destiny Hero - Plasma is already nice enough as an option for Destiny Draw; I don't think I need to send it from my Deck to the Graveyard.

 

 

Ferret Flames is also another obvious consideration for backrow.

Doesn't more backrow clog up Turbo Decks? Also: How's that an obvious consideration? I've seen absolutely no one with Masked Hero Decks who use that card.

 

Mask Charge is honestly not needed over something like Call of the Haunted.

You can recycle your Destiny Hero - Plasma, your Elemental Hero Bubbleman, and Destiny Hero - Diamond Dude with Mask Charge. AND Mask Change.

Link to comment
Share on other sites

Scapegoat makes it so you don't get OTK'd at worst, since HERO get smashed quite hard by Dracopal and Kozmo, and it's fodder for Plasma at best.

 

Ferret Flames is an obvious "consideration", not a staple. It's not run in top decks because it's not a good card to draw if you don't get AHL, but if you do you can bypass Kozmo ships and all sorts of immune stuff. Hell, it can get rid of Magnus I believe due to how it's worded.

 

You don't really need to recycle that much. You'd much rather have them in the Grave so you can revive them with Call. You never resolve more than 3 Mask Change per game, so it's much more efficient to run something that instantly gives you a Dark Law without wasting your Normal instead of recycling a Diamond Dude and then waiting a turn for it to resolve.

 

Also, if this is a turbo deck, lack of Upstart Goblin for consistency purposes is weird. I don't see a solid OTK path for this deck and looks like a *turbo soft lock* deck at best.

Link to comment
Share on other sites

Scapegoat makes it so you don't get OTK'd at worst, since HERO get smashed quite hard by Dracopal and Kozmo, and it's fodder for Plasma at best.

Seems more like petty stalling.

 

Ferret Flames is an obvious "consideration", not a staple. It's not run in top decks because it's not a good card to draw if you don't get AHL, but if you do you can bypass Kozmo ships and all sorts of immune stuff. Hell, it can get rid of Magnus I believe due to how it's worded.

How many copies? Plus: There's no guarantee you draw A Hero Lives.

 

You don't really need to recycle that much. You'd much rather have them in the Grave so you can revive them with Call. You never resolve more than 3 Mask Change per game, so it's much more efficient to run something that instantly gives you a Dark Law without wasting your Normal instead of recycling a Diamond Dude and then waiting a turn for it to resolve.

I have run this Deck with Call of the Haunted; it is nowhere near as good as this build. Plus: You're only giving one example of a card to recycle.

 

Also, if this is a turbo deck, lack of Upstart Goblin for consistency purposes is weird. I don't see a solid OTK path for this deck and looks like a *turbo soft lock* deck at best.

Well, not necessarily a Turbo Deck; I'd rather have 20 monsters than 14 (okay; Instant Fusion's not a monster, but is in an option for up to 2 monsters).

Link to comment
Share on other sites

I won't deny that. It's a cute idea though if you do want to try it out.

 

Ferret Flames is usually only ran at 1, so it may not be worth your time.

 

Plasma is OK to recycle, but it's only Destiny Draw fodder at that point. Doom Lord can't get rid of Kozmo ships, so it's usually just Destiny Draw fodder. Diamond Dude I already stated above. Although, if Mask Charge is working out for you I won't complain.

Link to comment
Share on other sites

Just putting it out there, destiny draw is literally the reason people run D-heros at all. Not using 3 is silly.

 

And since you brought up Diamond Dude with AHL, you should keep in mind Diamond Dude into destiny draw is a +2.

 

Drop Utopia Ray. A second UTL activation isn't good enough to justify it. Replace it with Abyss Dweller. It hurts BA, Kozmo, etc, and bubbleman gives it the ATK boost.

 

Plus, you only need 2 Norden, maybe 1 acid, and you could get away with 2 dark law. This give you space for better rank 4 options, notably Daigusto Emeral, Traptrix Rafflesia, Heroic Champion Excalibur, and perhaps even Evilswarm Nightmare.

 

Additionally, your side deck is a mess. It would be better used on cards to bring in for specific matchups, not cards that qre good but you didn't have space for. What do you bring in Allure of Darkness against? The space would be better used on cards like Maxx "C", Fog King/Mask of Restrict, and Imperial Iron Wall.

 

Another thing. What others say about mask charge is correct. While it is powerful, it isn't particularly good, due to the fact it does nothing without previous actions, and it doesn't accelerate plays. Compare COTH. Simply summoning shadow mist gets you a dark law, without even consuming your normal summon. Summon diamond dude gives you potential at gaining advantage from his effect, as well as a material for rank 4. Since it doesn't consume a normal summon, it speeds up your deck so you can make more meaningful plays.

 

I mean, you can continue to refuse just about every bit of advice you get, but at that point I don't see why you posted the deck.

Link to comment
Share on other sites

I say you should keep the Doom Lords. If I remember correctly, it has to be on the field in order to return the banished monster to the field so it can get rid of problematic cards as well as be a Mask Change target.

Doom lord has to be on the field to banish the monster, not to return it. The effect resolves by banishing the monster, and it will return without starting a chain.

 

Too much acids, even if you run 3 bubbleman, you can make space for more rank 4 

Link to comment
Share on other sites

Just putting it out there, destiny draw is literally the reason people run D-heros at all. Not using 3 is silly.

 

And since you brought up Diamond Dude with AHL, you should keep in mind Diamond Dude into destiny draw is a +2.

 

Drop Utopia Ray. A second UTL activation isn't good enough to justify it. Replace it with Abyss Dweller. It hurts BA, Kozmo, etc, and bubbleman gives it the ATK boost.

 

Plus, you only need 2 Norden, maybe 1 acid, and you could get away with 2 dark law. This give you space for better rank 4 options, notably Daigusto Emeral, Traptrix Rafflesia, Heroic Champion Excalibur, and perhaps even Evilswarm Nightmare.

 

Additionally, your side deck is a mess. It would be better used on cards to bring in for specific matchups, not cards that qre good but you didn't have space for. What do you bring in Allure of Darkness against? The space would be better used on cards like Maxx "C", Fog King/Mask of Restrict, and Imperial Iron Wall.

 

Another thing. What others say about mask charge is correct. While it is powerful, it isn't particularly good, due to the fact it does nothing without previous actions, and it doesn't accelerate plays. Compare COTH. Simply summoning shadow mist gets you a dark law, without even consuming your normal summon. Summon diamond dude gives you potential at gaining advantage from his effect, as well as a material for rank 4. Since it doesn't consume a normal summon, it speeds up your deck so you can make more meaningful plays.

 

I mean, you can continue to refuse just about every bit of advice you get, but at that point I don't see why you posted the deck.

Thank you.

 

After further testing, I decided that Call of the Haunted was a better choice than Mask Charge. One of my original builds used Heroic Champion - Excalibur. However, I figured someone would call me out on it, and say that having it while I already have Utopia the Lightning would be redundant. My favorite one that you suggested was Daigusto Emeral.

 

Too much acids, even if you run 3 bubbleman

That was practically already said already.

 

you can make space for more rank 4 

Could you elaborate?

 

Tinkered build:

 

ek8G42s.jpg

 

Though, what else should I add to the Side Deck?

Link to comment
Share on other sites

It kind of works. Just activate Yuki Usagi's effect, and then you can Special Summon Bubbleman, and if you have a monster in your hand other than it, Normal Summon it.

 

The only reason Bubbleman works is if you have a low monster count, so you can search into Bubbleman for a quick Rank4. You can't trigger hand traps at will, so they'll rot in your hand with your dead Bubbleman and you won't be able to advance for the turn. Sure, you can Normal Summon the Veiler, etc., but that's wasting a Normal Summon that's not Shadow Mist or Diamond Dude that won't even contribute to Rank 4 plays, all for the sake of...possibly Synchro Summoning when the Extra Deck is packed as it is? I'm not seeing the "it kind of works" part of it. It should be synergistic to the deck or have merit that's worth the added inconsistency. I don't see that extra merit.

Link to comment
Share on other sites

The only reason Bubbleman works is if you have a low monster count, so you can search into Bubbleman for a quick Rank4. You can't trigger hand traps at will, so they'll rot in your hand with your dead Bubbleman and you won't be able to advance for the turn. Sure, you can Normal Summon the Veiler, etc., but that's wasting a Normal Summon that's not Shadow Mist or Diamond Dude that won't even contribute to Rank 4 plays, all for the sake of...possibly Synchro Summoning when the Extra Deck is packed as it is? I'm not seeing the "it kind of works" part of it. It should be synergistic to the deck or have merit that's worth the added inconsistency. I don't see that extra merit.

Did I say Effect Veiler or so much as mention it on this thread? No.

 

Also: NEVER did I mention the possibility of adding Synchro Monsters in this thread. Your argument falls flat when you argue a point in which I never brought up.

Link to comment
Share on other sites

Did I say Effect Veiler or so much as mention it on this thread? No.

Also: NEVER did I mention the possibility of adding Synchro Monsters in this thread. Your argument falls flat when you argue a point in which I never brought up.

Well ghost bunny is just worse veiler, with Monkeyboard being pretty much the only saving grace so
Link to comment
Share on other sites

Did I say Effect Veiler or so much as mention it on this thread? No.

 

Also: NEVER did I mention the possibility of adding Synchro Monsters in this thread. Your argument falls flat when you argue a point in which I never brought up.

 

Giga suggested that you should add hand traps into your build. I disagreed. First, with a very poor post on my part, which I regret. However, I then elaborated further after your response; I explained why hand traps are awful in HERO with specific examples (namely that hand traps will clog Bubbleman and that Normal Summoning or wasting a hand trap to make Bubbleman live is awful). Now, you decide to ignore the point I was trying to make by....saying the examples used to prove my point weren't mentioned beforehand? That's a terrible refuation of my post that doesn't even look at the point I was trying to make.

 

Actually read and comprehend before you want to disregard one of my posts, because I rarely post bullshit in this section. I never argued for using Effect Veiler or Synchro Monsters, those were specific cards and scenarios that I used as examples which are clearly mediocre and should never be considered in HERO. Therefore, Ghost Ogre, Effect Veiler, Maxx "C", ANY hand trap is not worth running in HERO over regular Spells and Traps purely because blocking Bubbleman is bad and will greatly hinder your plays and versatility. Forbidden Chalice and Mystical Space Typhoon are much better options over hand traps.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...