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HEROIC Deck [Help Wanted]


Arctic55

Question

This is an archetype I created that got good reviews.  I decided I would print it professionally and take it to a local tournament, however, I suck at deck building.  Would you guys help me?

 

[spoiler=Monsters]

[spoiler=HEROIC Rider]http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=HEROIC+Rider&cardtype=Monster&subtype=effect&attribute=Dark&level=4&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F739639%2F202614127.jpg&circulation=1st+Edition&set1=FATE&set2=STAY1&inset=on&type=Warrior&carddescription=When+this+card+is+Summoned+(from+your+hand)%2C+you+can+add+1+%22HEROIC%22+monster+to+your+hand.+When+this+card+is+destroyed+by+battle%2C+you+can+add+1+%22HEROIC%22+spell+card+except+%22HEROIC+Field%22+to+your+hand.+If+%22HEROIC+Field%22+is+on+the+field%2C+this+card+cannot+be+destroyed+by+a+Level+5+or+lower+monster.+You+can+only+use+this+card%27s+effects+if+you+do+not+have+any+non-%22HEROIC%22+monsters+in+your+graveyard+(except+Extra+Deck+monsters).&atk=1700&def=1200&creator=KAZUKI+TAKAJASHI&year=1996&serial=77937943

 

Lore: When this card is Summoned (from your hand), you can add 1 "HEROIC" monster to your hand. When this card is destroyed by battle, you can add 1 "HEROIC" spell card except "HEROIC Field" to your hand. If "HEROIC Field" is on the field, this card cannot be destroyed by a Level 5 or lower monster. You can only use this card's effects if you do not have any non-"HEROIC" monsters in your graveyard (except Extra Deck monsters).

 

 

[spoiler=HEROIC Lancer]http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=HEROIC+Lancer&cardtype=Monster&subtype=effect&attribute=Dark&level=4&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F739639%2F095674608.png&circulation=1st+Edition&set1=FATE&set2=STAY2&inset=on&type=Warrior&carddescription=When+this+card+battles+a+defense+position+monster%2C+deal+piercing+damage.+Once+per+turn%2C+when+this+card+would+be+destroyed+by+battle+or+card+effect%2C+flip+a+coin%3B+If+the+result+is+heads%2C+negate+the+card+destruction.+If+%22HEROIC+Field%22+is+on+the+field%2C+is+unaffected+by+your+opponents%27+Spell+Cards.+You+can+only+use+this+card%27s+effects+if+you+do+not+have+any+non-%22HEROIC%22+monsters+in+your+graveyard+(except+Extra+Deck+monsters).&atk=1900&def=1000&creator=KAZUKI+TAKAJASHI&year=1996&serial=14114834

 

Lore: When this card battles a defense position monster, deal piercing damage. Once per turn, when this card would be destroyed by battle or card effect, flip a coin; If the result is heads, negate the card destruction. If "HEROIC Field" is on the field, is unaffected by your opponents' Spell Cards. You can only use this card's effects if you do not have any non-"HEROIC" monsters in your graveyard (except Extra Deck monsters).

 

 

[spoiler=HEROIC Archer]http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=HEROIC+Archer&cardtype=Monster&subtype=effect&attribute=Dark&level=4&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F739639%2F416602164.png&circulation=1st+Edition&set1=FATE&set2=STAY3&inset=on&type=Warrior&carddescription=When+this+card+battles+a+monster%3B+if+the+monster+is+not+destroyed%2C+you+can+target+1+Spell+or+Trap+card+on+the+field+and+destroy+it%2C+your+opponent+cannot+activate+the+target+in+response+to+this+card+effect.+When+this+card+is+destroyed%2C+by+battle+or+card+effect%2C+you+can+draw+1+card%3B+If+you+drew+a+%22HEROIC+Phantasm%22+spell+card%2C+you+can+draw+1+more+card.+If+%22HEROIC+Field%22+is+on+the+field%2C+you+can+change+this+card+to+Defense+Position+during+your+End+Phase+and+this+card+gains+1000+DEF.+You+can+only+use+this+card%27s+effects+if+you+do+not+have+any+non-%22HEROIC%22+monsters+in+your+graveyard+(except+Extra+Deck+monsters).&atk=1900&def=1000&creator=KAZUKI+TAKAJASHI&year=1996&serial=52893674

 

Lore: When this card battles a monster; if the monster is not destroyed, you can target 1 Spell or Trap card on the field and destroy it, your opponent cannot activate the target in response to this card effect. When this card is destroyed, by battle or card effect, you can draw 1 card; If you drew a "HEROIC Phantasm" spell card, you can draw 1 more card. If "HEROIC Field" is on the field, you can change this card to Defense Position during your End Phase and this card gains 1000 DEF. You can only use this card's effects if you do not have any non-"HEROIC" monsters in your graveyard (except Extra Deck monsters).

 

 

[spoiler=HEROIC Caster]http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=HEROIC+Caster&cardtype=Monster&subtype=effect&attribute=Dark&level=6&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F739639%2F199966388.jpg&circulation=1st+Edition&set1=FATE&set2=STAY4&inset=on&type=Spellcaster&carddescription=You+can+Normal+Summon+this+card+by+banishing+1+%22HEROIC%22+monster+in+your+graveyard+instead+of+Tributing.+When+this+card+is+Summoned+(from+your+hand)%2C+you+can+Special+Summon+1+monster+from+either+player%27s+banished+zone+with+its+effects+negated.+Once+per+turn%2C+you+can+draw+1+card%2C+if+it+is+a+%22HEROIC%22+monster+(except+%22HEROIC+Caster)+gain+500+Life+Points.+If+%22HEROIC+Field%22+is+on+the+field%2C+this+card+cannot+be+targeted.+You+can+only+use+this+card%27s+effects+if+you+do+not+have+any+non-%22HEROIC%22+monsters+in+your+graveyard+(except+Extra+Deck+monsters).&atk=2600&def=2300&creator=KAZUKI+TAKAJASHI&year=1996&serial=57807028

 

Lore: You can Normal Summon this card by banishing 1 "HEROIC" monster in your graveyard instead of Tributing. When this card is Summoned (from your hand), you can Special Summon 1 monster from either player's banished zone with its effects negated. Once per turn, you can draw 1 card, if it is a "HEROIC" monster (except "HEROIC Caster) gain 500 Life Points. If "HEROIC Field" is on the field, this card cannot be targeted. You can only use this card's effects if you do not have any non-"HEROIC" monsters in your graveyard (except Extra Deck monsters).

 

 

[spoiler=HEROIC Assassin]http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=HEROIC+Assassin&cardtype=Monster&subtype=effect&attribute=Dark&level=6&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F739639%2F840081837.jpg&circulation=1st+Edition&set1=FATE&set2=STAY5&inset=on&type=Warrior&carddescription=You+can+Normal+Summon+this+card+by+banishing+1+%22HEROIC%22+monster+in+your+graveyard+instead+of+Tributing.+When+this+card+battles+a+level+6+or+higher+monster%2C+you+can+send+1+%22HEROIC%22+monster+from+your+deck+to+the+graveyard+and+gain+1000+ATK+until+your+next+End+Phase.+Once+per+turn%2C+you+can+excavate+the+top+2+cards+of+your+Deck%2C+add+1+of+them+to+your+hand+and+discard+the+other.+If+%22HEROIC+Field%22+is+on+the+field%2C+this+card+is+immune+to+your+opponent%27s+monster+effects.+You+can+only+use+this+card%27s+effects+if+you+do+not+have+any+non-%22HEROIC%22+monsters+in+your+graveyard+(except+Extra+Deck+monsters).&atk=2300&def=1800&creator=KAZUKI+TAKAJASHI&year=1996&serial=62966539

 

Lore: You can Normal Summon this card by banishing 1 "HEROIC" monster in your graveyard instead of Tributing. When this card battles a level 6 or higher monster, you can send 1 "HEROIC" monster from your deck to the graveyard and gain 1000 ATK until your next End Phase. Once per turn, you can excavate the top 2 cards of your Deck, add 1 of them to your hand and discard the other. If "HEROIC Field" is on the field, this card is immune to your opponent's monster effects. You can only use this card's effects if you do not have any non-"HEROIC" monsters in your graveyard (except Extra Deck monsters).

 

 

[spoiler=HEROIC Saber]http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=HEROIC+Saber&cardtype=Monster&subtype=effect&attribute=Light&level=6&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F739639%2F595375580.jpg&circulation=1st+Edition&set1=FATE&set2=STAY6&inset=on&type=Warrior&carddescription=You+can+Normal+Summon+this+card+by+banishing+1+%22HEROIC%22+monster+in+your+graveyard+instead+of+Tributing.+While+this+card+is+on+the+field%2C+all+other+%22HEROIC%22+monsters+on+the+field+gain+500+ATK+and+DEF.+If+a+%22HEROIC%22+monster+you+control+is+destroyed+while+this+card+is+on+the+field%2C+you+take+half+damage.+If+%22HEROIC+Field%22+is+on+the+field%2C+is+unaffected+by+your+opponents%27+Spell+Cards.+You+can+only+use+this+card%27s+effects+if+you+do+not+have+any+non-%22HEROIC%22+monsters+in+your+graveyard+(except+Extra+Deck+monsters).&atk=2500&def=2500&creator=KAZUKI+TAKAJASHI&year=1996&serial=18434927

 

Lore: You can Normal Summon this card by banishing 1 "HEROIC" monster in your graveyard instead of Tributing. While this card is on the field, all other "HEROIC" monsters on the field gain 500 ATK and DEF. If a "HEROIC" monster you control is destroyed while this card is on the field, you take half damage. If "HEROIC Field" is on the field, is unaffected by your opponents' Spell Cards. You can only use this card's effects if you do not have any non-"HEROIC" monsters in your graveyard (except Extra Deck monsters).

 

 

[spoiler=HEROIC Berserker]http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=HEROIC+Berserker&cardtype=Monster&subtype=effect&attribute=Dark&level=8&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F739639%2F464863429.png&circulation=1st+Edition&set1=FATE&set2=STAY7&inset=on&type=Warrior&carddescription=You+can+Normal+Summon+this+card+by+banishing+2+%22HEROIC%22+monsters+in+your+graveyard+instead+of+Tributing.+Once+per+turn%2C+this+card+cannot+be+destroyed.+This+monster+gains+500+ATK+and+DEF+for+every+monster+your+opponent+controls.+If+%22HEROIC+Field%22+is+on+the+field%2C+this+card+cannot+be+targeted+or+attacked+by+Extra+Deck+monsters.+You+can+only+use+this+card%27s+effects+if+you+do+not+have+any+non-%22HEROIC%22+monsters+in+your+graveyard+(except+Extra+Deck+monsters).&atk=3000&def=3000&creator=KAZUKI+TAKAJASHI&year=1996&serial=85214573

 

Lore: You can Normal Summon this card by banishing 2 "HEROIC" monsters in your graveyard instead of Tributing. Once per turn, this card cannot be destroyed. This monster gains 500 ATK and DEF for every monster your opponent controls. If "HEROIC Field" is on the field, this card cannot be targeted or attacked by Extra Deck monsters. You can only use this card's effects if you do not have any non-"HEROIC" monsters in your graveyard (except Extra Deck monsters).

 

 

 

 

 

[spoiler=Spells]

[spoiler=Heroic Field]http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=HEROIC+Field&cardtype=Spell&trapmagictype=Field&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F739639%2F773548887.png&circulation=1st+Edition&set1=FATE&set2=STAY8&inset=on&carddescription=%22HEROIC%22+monsters+gain+500+ATK+and+DEF.+Once+per+turn%2C+you+can+shuffle+up+to+3+banished+%22HEROIC%22+monsters+back+into+your+deck.+Once+per+turn%2C+if+you+opponent+has+more+Life+Points+than+you%2C+you+can+Special+Summon+1+%22HEROIC%22+level+4+monster+from+your+deck.&creator=KAZUKI+TAKAJASHI&year=1996&serial=97379888

Field Spell Card

 

Lore: "HEROIC" monsters gain 500 ATK and DEF. Once per turn, you can shuffle up to 3 banished "HEROIC" monsters back into your deck. Once per turn, if you opponent has more Life Points than you, you can Special Summon 1 "HEROIC" level 4 monster from your deck.

 

 

[spoiler=Rider HEROIC Phantasm]http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Rider+HEROIC+Phantasm&cardtype=Spell&trapmagictype=Quick-Play&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F739639%2F821774456.jpg&circulation=1st+Edition&set1=FATE&set2=STAY9&inset=on&carddescription=You+can+only+activate+%22Rider+HEROIC+Phantasm%22+once+per+turn.+You+can+only+activate+this+card+while+%22HEROIC+Rider%22+is+on+the+field.+Target+1+%22HEROIC+Rider%22+and+send+as+many+%22HEROIC%22+monsters+as+you+want+from+your+Hand+or+Field+to+the+graveyard+and+gain+ATK+equal+to+their+ATK+until+your+next+Standby+Phase.&creator=KAZUKI+TAKAJASHI&year=1996&serial=43449427

Quick-play Spell Card

 

Lore: You can only activate "Rider HEROIC Phantasm" once per duel. You can only activate this card while "HEROIC Rider" is on the field. Target 1 "HEROIC Rider" and send as many "HEROIC" monsters as you want from your Hand or Field to the graveyard and gain ATK equal to their ATK until your next Standby Phase.

 

 

[spoiler=Lancer HEROIC Phantasm]http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Lancer+HEROIC+Phantasm&cardtype=Spell&trapmagictype=Quick-Play&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F739639%2F268711211.png&circulation=1st+Edition&set1=FATE&set2=0STAY&inset=on&carddescription=You+can+only+activate+%22Lancer+HEROIC+Phantasm%22+once+per+turn.+You+can+only+activate+this+card+while+%22HEROIC+Lancer%22+is+on+the+field.+Target+1+monster+on+the+field+and+banish+it.+Banish+the+top+card+from+your+opponent%27s+deck%3B+if+the+banished+card+was+a+Spell+or+Trap%2C+banish+a+second+card.&creator=KAZUKI+TAKAJASHI&year=1996&serial=44337822

Quick-play Spell Card

 

Lore: You can only activate "Lancer HEROIC Phantasm" once per duel. You can only activate this card while "HEROIC Lancer" is on the field. Target 1 monster on the field and banish it. Banish the top card from your opponent's deck; if the banished card was a Spell or Trap, banish a second card.

 

 

[spoiler=Archer HEROIC Phantasm]http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Archer+HEROIC+Phantasm&cardtype=Spell&trapmagictype=Quick-Play&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F739639%2F456433398.jpg&circulation=1st+Edition&set1=FATE&set2=1STAY&inset=on&carddescription=You+can+only+activate+%22Archer+HEROIC+Phantasm%22+once+per+duel.+You+can+only+activate+this+card+while+%22HEROIC+Archer%22+is+on+the+field.+When+this+card+is+activated%2C+destroy+all+monsters+on+the+field+(except+%22HEROIC+Archer)+and+gain+Life+Points+equal+to+half+the+DEF+of+your+opponent%27s+monsters.&creator=KAZUKI+TAKAJASHI&year=1996&serial=44442094

Quick-play Spell Card

 

Lore: You can only activate "Archer HEROIC Phantasm" once per duel. You can only activate this card while "HEROIC Archer" is on the field. When this card is activated, destroy all monsters on the field (except "HEROIC Archer) and gain Life Points equal to half the DEF of your opponent's monsters.

 

 

[spoiler=Caster HEROIC Phantasm]http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Caster+HEROIC+Phantasm&cardtype=Spell&trapmagictype=Quick-Play&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F739639%2F722063511.png&circulation=1st+Edition&set1=FATE&set2=2STAY&inset=on&carddescription=You+can+only+activate+%22Caster+HEROIC+Phantasm%22+once+per+turn.+You+can+only+activate+this+card+while+%22HEROIC+Caster%22+is+on+the+field.+Target+1+monster+on+the+field%2C+negate+its+effects+and+gain+Life+Points+equal+to+it%27s+ATK+and+destroy+it.+Your+opponent+cannot+activate+the+destroyed+card%27s+effect+in+the+grave+until+their+next+Standby+Phase.&creator=KAZUKI+TAKAJASHI&year=1996&serial=63431548

Quick-play Spell Card

 

Lore: You can only activate "Caster HEROIC Phantasm" once per duel. You can only activate this card while "HEROIC Caster" is on the field. Target 1 monster on the field, negate its effects and gain Life Points equal to it's ATK and destroy it. Your opponent cannot activate the destroyed card's effect in the grave until their next Standby Phase.

 

 

[spoiler=Assassin HEROIC Phantasm]http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Assassin+HEROIC+Phantasm&cardtype=Spell&trapmagictype=Quick-Play&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F739639%2F036977865.png&circulation=1st+Edition&set1=FATE&set2=3STAY&inset=on&carddescription=You+can+only+activate+%22Assassin+HEROIC+Phantasm%22+once+per+duel.+You+can+only+activate+this+card+while+%22HEROIC+Assassin%22+is+on+the+field.+Target+1+monster+on+the+field%3B+for+every+400+ATK+the+target+has%2C+your+opponent+has+to+banish+1+monster+from+their+deck+and+then+shuffle.&creator=KAZUKI+TAKAJASHI&year=1996&serial=97379888

Quick-play Spell Card

 

Lore: You can only activate "Assassin HEROIC Phantasm" once per duel. You can only activate this card while "HEROIC Assassin" is on the field. Target 1 monster on the field; for every 400 ATK the target has, your opponent has to banish 1 monster from their deck and then shuffle.

 

 

[spoiler=Saber HEROIC Phantasm]http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Saber+HEROIC+Phantasm&cardtype=Spell&trapmagictype=Quick-Play&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F739639%2F934201730.jpg&circulation=1st+Edition&set1=FATE&set2=4STAY&inset=on&carddescription=You+can+only+activate+%22Saber+HEROIC+Phantasm%22+once+per+duel.+You+can+only+activate+this+card+while+%22HEROIC+Saber%22+is+on+the+field.+If+%22HEROIC+Saber%22+would+be+destroyed+by+battle%2C+activate+this+care%3B+negate+the+destruction+and+banish+the+attacking+monster+instead.+Your+opponent+takes+damage+equal+to+the+banished+monster%27s+ATK.&creator=KAZUKI+TAKAJASHI&year=1996&serial=63431548

Quick-play Spell Card

 

Lore: You can only activate "Saber HEROIC Phantasm" once per duel. You can only activate this card while "HEROIC Saber" is on the field. If "HEROIC Saber" would be destroyed by battle, activate this care; negate the destruction and banish the attacking monster instead. Your opponent takes damage equal to the banished monster's ATK.

 

 

[spoiler=Berserker HEROIC Phantasm]http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=Berserker+HEROIC+Phantasm&cardtype=Spell&trapmagictype=Quick-Play&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F739639%2F441198780.png&circulation=1st+Edition&set1=FATE&set2=5STAY&inset=on&carddescription=You+can+only+activate+%22Berserker+HEROIC+Phantasm%22+once+per+duel.+You+can+only+activate+this+card+while+%22HEROIC+Berserker%22+is+on+the+field.+Target+1+%22HEROIC+Berserker+and+banish+1+Level+6+or+higher+monster+from+either+player%27s+graveyard+(except+%22HEROIC+Berserker%22+and+the+target+gains+ATK+equal+to+the+banished+monster%27s+ATK.&creator=KAZUKI+TAKAJASHI&year=1996&serial=63142160

Quick-play Spell Card

 

Lore: You can only activate "Berserker HEROIC Phantasm" per duel. You can only activate this card while "HEROIC Berserker" is on the field. Target 1 "HEROIC Berserker and banish 1 Level 6 or higher monster from either player's graveyard (except "HEROIC Berserker" and the target gains ATK equal to the banished monster's ATK.

 

 

 

 

 

I'm thinking 3 of each monster from the archetype except Berserker, 2 Berserkers.  Also, 1 of each spell, except the field spell, 2 field spells.  That gets me to 30 cards.

 

Then I was thinking of using:

Torrential Tribute

Call of the Haunted

Breakthrough Skill

Fiendish Chain

Solumn Warning

Vanity's Emptyness

Compulsory Evacuation Device

Dimensional Prison

Mirror Force

Bottomless Trap Hole

 

Raigeki

2x Dark Hole

 

And that brings me to 43 cards total.  Help me with my build?

 

P.S. Also, OCG/PSCT help would be nice.

 

[spoiler=Prototype Cards]

[spoiler=HEROIC Emiya Shirou]http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=HEROIC+Emiya+Shirou&cardtype=Fusion&subtype=effect&attribute=Light&level=10&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F739639%2F237437198.png&circulation=1st+Edition&set1=FATE&set2=ST1AY&inset=on&type=Warrior&carddescription=HEROIC+Archer+%2B+HEROIC+Saber%0D%0ACan+be+Fusion+Summoned+during+your+Standby+Phase+without+using+%22Polymerization%22.+This+card+gains+300+ATK+for+every+monster+in+both+player%27s+Graveyard+and+your+Banished+Zone.+Once+per+turn%2C+during+either+players+turn%2C+you+can+negate+one+card+effect.&atk=%3F&def=2500&creator=KAZUKI+TAKAJASHI&year=1996&serial=50295116

Lore: HEROIC Archer + HEROIC Saber
Can be Fusion Summoned during your Standby Phase without using "Polymerization". This card gains 300 ATK for every monster in both player's Graveyard and your Banished Zone. Once per turn, during either players turn, you can negate one card effect.

 

 

[spoiler=HEROIC Gilgamesh]http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=HEROIC+Gilgamesh&cardtype=Fusion&subtype=effect&attribute=Dark&level=10&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F739639%2F828528671.jpg&circulation=1st+Edition&set1=FATE&set2=ST2AY&inset=on&type=Warrior&carddescription=HEROIC+Berserker+%2B+HEROIC+Caster%0D%0ACan+be+Fusion+Summoned+during+your+Standby+Phase+without+using+%22Polymerization%22.+This+card+is+unaffected+my+monster+effects.+This+card+cannot+be+destroyed+by+battle.+Once+per+turn%2C+you+gain+800+Life+Points+and+your+opponent+looses+800+Life+Points.&atk=3200&def=3200&creator=KAZUKI+TAKAJASHI&year=1996&serial=09190065

Lore: HEROIC Berserker + HEROIC Caster
Can be Fusion Summoned during your Standby Phase without using "Polymerization". This card is unaffected my monster effects. This card cannot be destroyed by battle. Once per turn, you gain 800 Life Points and your opponent looses 800 Life Points.

 

 

[spoiler=HEROIC Reality Marble]http://www.yugiohcardmaker.net/ycmaker/createcard.php?name=HEROIC+Reality+Marble&cardtype=Spell&trapmagictype=Continuous&rarity=Common&picture=http%3A%2F%2Fimages.yugiohcardmaker.net%2F739639%2F158563702.jpg&circulation=1st+Edition&set1=FATE&set2=ST3AY&inset=on&carddescription=This+card+can+only+be+activated+from+your+hand%2C+Graveyard%2C+or+Banished+Zone+if+%22HEROIC+Emiya+Shirou%22+or+%22HEROIC+Gilgamesh%22+is+on+the+field.+If+this+card+is+in+your+hand%2C+you+can+Banish+it+or+send+it+to+the+Graveyard%3B+if+you+do%2C+draw+1+card.+When+this+card+is+on+the+field%2C+all+your+opponent%27s+monsters+lose+500+ATK+and+DEF.+For+every+%22HEROIC%22+monster+except+%22HEROIC+Emiya+Shirou%22+and+%22HEROIC+Gilgamesh%22%2C+your+opponent%27s+monsters+lose+500+ATK+and+DEF.&creator=KAZUKI+TAKAJASHI&year=1996&serial=55784865

Lore: This card can only be activated from your hand, Graveyard, or Banished Zone if "HEROIC Emiya Shirou" or "HEROIC Gilgamesh" is on the field. If this card is in your hand, you can Banish it or send it to the Graveyard; if you do, draw 1 card. When this card is on the field, all your opponent's monsters lose 500 ATK and DEF. For every "HEROIC" monster except "HEROIC Emiya Shirou" and "HEROIC Gilgamesh", your opponent's monsters lose 500 ATK and DEF.

 

 

 

 

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For Archer's Spell/Trap destruction effect, I would go for:

At the end of the Damage Step, when this card battles an opponent's monster, but the opponent's monster was not destroyed by the battle: You can target 1 Spell or Trap card on the field; destroy it. Your opponent cannot activate the targeted card in response to this effect's activation.

 

Rider should state what kind of destruction is it protected from: it can be by battle, by effect, or both:

- If "HEROIC Field" is face-up on the field, this card cannot be destroyed by battle with a Level 5 or lower monster.

- If "HEROIC Field" is face-up on the field, this card cannot be destroyed by the effects of Level 5 or lower monsters.

- If "HEROIC Field" is face-up on the field, this card cannot be destroyed by battle with a Level 5 or lower monster, or by their effects.

 

Lancer:

If "HEROIC Field" is face-up on the field, this card is unaffected by the effect of your opponents' Spell Cards.  --> If "HEROIC Field" is face-up on the field, this card is unaffected by your opponent's Spell effects

 

Caster:

Once per turn: You can draw 1 card and reveal it, and if it is a "HEROIC" monster, except "HEROIC Caster", gain 500 LP.

 

 

Finally, I will bring you up the option of making the floating effects of Archer and Rider mandatory because as they stand now with "When" and "you can" clauses, they can miss timing, which is somewhat inconvenient. In order to make them not miss timing, all you have to do is replace the "When" with "If":

If this card is destroyed by battle or card effect: You can draw 1 card...

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You can ask I Hate Snatch Steal about this, as he technically does use his own stuff at his local store; least the last time he mentioned anything of the sort. However, that's simply a hobby store and likely one of the few that will permit customs.

 

Before you print these, ask the people in charge of running said tournament if you can use them on the side for unofficial matches.

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Regarding points 1, 2 and 4:

The latest banlist changed that: http://forum.yugiohcardmaker.net/topic/356196-tcg-banlist-aug-2016/

Allure and Restrict were Unlimited, while Stormforth was Limited. But yes, x3 Stormforth would have been handy. There is still Soul Exchange, but the Battle Phase lock is taxing.

 

3. The ATK and DEF of the Level4 Fusion monster are mostly irrelevant, since Instant Fusion won't let the monster attack and will be destroyed at the End Phase anyway. That Angelina works, but it wouldn't be any more useful than, lets say, Karbonala Warrior; unless you intent to take advantage of its Attribute: for instance, as LIGHT it can be used along an HEROIC to Summon Black Luster Soldier. But still, maining a BLS just for that purpose is unreliable. Instead, you should be looking at the Xyz options the Level4 Fusions offer IMO: for example, a Warrior like Karbonala or Angelina allows you to Summon Rank4s such as Excalibur or Blade Armor Ninja, whereas a DARK like Darkfire Dragon allows you to Summon Master Key Beetle, Evilswarm Nightmare, etc.

 

5. Norden is pretty much a 2-material Rank4 monster at the cost, so to speak, of just 1 card (Instant Fusion), and that's quite efficient. Of course, you should have a Level4 HEROIC in the grave first for Norden to revive it.

Yep yep... this is why I'm the scrub around here.  I should have thought of those, but glad you were here to set me straight.  One last question, do you think having other cards besides the HEROICS would be harmful since you wouldn't be able to use the level 6 and 8 monsters' Normal Summon effects?  I see that going for extra deck monsters is probably more helpful, but I still have a slight concern.

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You can ask I Hate Snatch Steal about this, as he technically does use his own stuff at his local store; least the last time he mentioned anything of the sort. However, that's simply a hobby store and likely one of the few that will permit customs.

 

Before you print these, ask the people in charge of running said tournament if you can use them on the side for unofficial matches.

Good idea, I might just do that.  But, would someone please review the cards?  At least the 3 new ones?  And I need PSCT/OCG help if I'm gonna pass 'em off as real cards to those not in-the-know.

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For Archer's Spell/Trap destruction effect, I would go for:

At the end of the Damage Step, when this card battles an opponent's monster, but the opponent's monster was not destroyed by the battle: You can target 1 Spell or Trap card on the field; destroy it. Your opponent cannot activate the targeted card in response to this effect's activation.

 

Rider should state what kind of destruction is it protected from: it can be by battle, by effect, or both:

- If "HEROIC Field" is face-up on the field, this card cannot be destroyed by battle with a Level 5 or lower monster.

- If "HEROIC Field" is face-up on the field, this card cannot be destroyed by the effects of Level 5 or lower monsters.

- If "HEROIC Field" is face-up on the field, this card cannot be destroyed by battle with a Level 5 or lower monster, or by their effects.

 

Lancer:

If "HEROIC Field" is face-up on the field, this card is unaffected by the effect of your opponents' Spell Cards.  --> If "HEROIC Field" is face-up on the field, this card is unaffected by your opponent's Spell effects

 

Caster:

Once per turn: You can draw 1 card and reveal it, and if it is a "HEROIC" monster, except "HEROIC Caster", gain 500 LP.

 

 

Finally, I will bring you up the option of making the floating effects of Archer and Rider mandatory because as they stand now with "When" and "you can" clauses, they can miss timing, which is somewhat inconvenient. In order to make them not miss timing, all you have to do is replace the "When" with "If":

If this card is destroyed by battle or card effect: You can draw 1 card...

[spoiler=Archer]This card's effects can only be applied/resolved while all monsters in your Graveyard, except Fusion, Synchro, and Xyz Monsters, are "HEROIC" monsters. At the end of the Damage Step, if this card battles an opponent's monster, but the opponent's monster was not destroyed by the battle: You can target 1 Spell or Trap card on the field; destroy it. Your opponent cannot activate the targeted card in response to this effect's activation. If this card is destroyed by battle or card effect: You can draw 1 card, also if you drew a "HEROIC Phantasm" spell card, you can reveal it and draw 1 more card. During the End Phase, if you control "HEROIC Field" : You can change this card to Defense Position, and if you do, it gains 1000 DEF.

 

 

[spoiler=Rider]This card's effects can only be applied/resolved while all monsters in your Graveyard, except Fusion, Synchro, and Xyz Monsters, are "HEROIC" monsters. If this card is Summoned from your hand: You can add 1 "HEROIC" monster from your Deck to your hand. If this card is destroyed by battle: You can add 1 "HEROIC" Spell Card except "HEROIC Field" from your Deck to your hand. If "HEROIC Field" is face-up on the field, this card cannot be destroyed by battle with a Level 5 or lower monster, or by their effects.

 

 

[spoiler=Lancer]This card's effects can only be applied/resolved while all monsters in your Graveyard, except Fusion, Synchro, and Xyz Monsters, are "HEROIC" monsters. If this card attacks a defense position monster, inflict piercing battle damage to your opponent. Once per turn, if this card would be destroyed by battle or card effect, flip a coin, and if the result is heads, this card is not destroyed. If "HEROIC Field" is face-up on the field, this card is unaffected by your opponent's Spell effects.

 

 

[spoiler=Caster]You can Normal Summon this card without tributing by banishing 1 "HEROIC" monster in your Graveyard. This card's effects can only be applied/resolved while all monsters in your Graveyard, except Fusion, Synchro, and Xyz Monsters, are "HEROIC" monsters. If this card is Summoned from your hand: You can Special Summon 1 banished monster, but its effects are negated. Once per turn: You can draw 1 card and reveal it, and if it is a "HEROIC" monster, except "HEROIC Caster", gain 500 LP. If "HEROIC Field" is face-up on the field, this card cannot be targeted by cards or effects.

 

 

I've applied all your edits I think, including changing all the "when" to "if".  Can you look over them again?

 

Edit 1: [spoiler=Assassin]You can Normal Summon this card without tributing by banishing 1 "HEROIC" monster in your Graveyard. This card's effects can only be applied/resolved while all monsters in your Graveyard, except Fusion, Synchro, and Xyz Monsters, are "HEROIC" monsters. If this card battles a level 6 or higher monster: You can send 1 "HEROIC" monster from your deck to the graveyard, and this card gains 1000 ATK until your next End Phase. Once per turn, you can excavate the top 2 cards of your Deck, add 1 of them to your hand and discard the other. If "HEROIC Field" is face-up on the field, this card is unaffected by your opponent's monster effects.

 

 

Edit 2: [spoiler=Saber]You can Normal Summon this card without tributing by banishing 1 "HEROIC" monster in your Graveyard. This card's effects can only be applied/resolved while all monsters in your Graveyard, except Fusion, Synchro, and Xyz Monsters, are "HEROIC" monsters. All other face-up "HEROIC" monsters you control gain 500 ATK and DEF. While this card is on the field, you take halved battle damage from battles involving "HEROIC" monsters you control. If "HEROIC Field" is face-up on the field, this card is unaffected by your opponent's Spell effects and you take no battle damage involving this card.

 

 

Edit 3: [spoiler=Berserker]You can Normal Summon this card without tributing by banishing 2 "HEROIC" monsters from your Graveyard. This card's effects can only be applied/resolved while all monsters in your Graveyard, except Fusion, Synchro, and Xyz Monsters, are "HEROIC" monsters. Once per turn, this card cannot be destroyed by battle or a card effect. This card gains 500 ATK and DEF for each monster your opponent controls. If "HEROIC Field" is face-up on the field, this card cannot be targeted or attacked by Extra Deck monsters.

 

Edit 4: [spoiler=Emiya Shirou]"HEROIC Archer"+ "HEROIC Saber"

You can also Fusion Summon this card by sending the above monsters you control to the Graveyard (in which case you do not use "Polymerization"). This card gains 300 ATK for each monster in the graveyard. Once per turn, if your opponent activates a card or effect: You can negate that card or effect. Once per turn, if "HEROIC Field" is face-up on the field: You can Special Summon 1 Level 4 "HEROIC" monster from your Deck or Graveyard.

 

 

Edit 5: [spoiler=Gilgamesh]"HEROIC Berserker" + "HEROIC Caster"

You can also Fusion Summon this card by sending the above monsters you control to the Graveyard (in which case you do not use "Polymerization"). This card is unaffected by monster effects. This card cannot be destroyed by battle. Once per turn: You gain 800 LP, also your opponent loses 800 LP. Once per turn, if "HEROIC Field" is face-up on the field: You can Special Summon 1 Level 4 "HEROIC" monster from your Deck or Graveyard.

 

 

Edit 6: [spoiler=Spells]

[spoiler=Lance HEROIC Phantasm]You can only activate this card while "HEROIC Lancer" is face-up on the field. Target 1 monster on the field; banish it, also banish the top card from your opponent's Deck, then, if it was a Spell or Trap Card, you can banish 1 card on the field. You can only activate 1 "Lancer HEROIC Phantasm" per turn.

 

[spoiler=Archer HEROIC Phantasm]You can only activate this card while "HEROIC Archer" is face-up on the field. Destroy all monsters on the field, except "HEROIC Archer", and, if you do, gain LP equal to half the DEF of your opponent's monsters destroyed by this effect. You can only activate 1 "Archer HEROIC Phantasm" per turn.

 

[spoiler=Rider HEROIC Phantasm]Target 1 face-up "HEROIC Rider" and send any number of "HEROIC" monsters from your hand or field to the Graveyard; that target gains ATK equal to the sent monster(s)' ATK until your next Standby Phase. You can only activate 1 "Rider HEROIC Phantasm" per turn.

 

[spoiler=Caster HEROIC Phantasm]You can only activate this card while "HEROIC Caster" is face-up on the field. Target 1 face-up monster on the field; negate its effects, also gain LP equal to it's ATK and destroy it. Your opponent cannot activate the destroyed card's effect(s) in the grave until their next Standby Phase. You can only activate 1 "Caster HEROIC Phantasm" per turn.

 

[spoiler=Assassin HEROIC Phantasm]You can only activate this card while "HEROIC Assassin" is face-up on the field. Target 1 monster on the field; your opponent banishes 1 monster from their Deck for every 500 ATK that target has (maximum of 5). You can only activate 1 "Assassin HEROIC Phantasm" per turn.

 

[spoiler=Saber HEROIC Phantasm]If a "HEROIC Saber" you control would be destroyed by battle: You can send this card from your hand or side of the field to the Graveyard; that card is not destroyed, also banish the other battling monster, then your opponent takes damage equal to the banished monster's ATK. You can only activate 1 "Saber HEROIC Phantasm" per turn.

 

[spoiler=Berserker HEROIC Phantasm]Target 1 face-up "HEROIC Berserker" you control and banish 1 Level 6 or higher monster from the Graveyard, except "HEROIC Berserker"; that target gains ATK equal to the banished monster's ATK. You can only activate 1 "Beserker HEROIC Phantasm" per turn.

 

[spoiler=HEROIC Field]"HEROIC" monsters gain 500 ATK and DEF. Once per turn: You can shuffle up to 3 of your banished "HEROIC" monsters into your Deck. Once per turn, if you opponent has more LP than you: You can Special Summon 1 Level 4 "HEROIC" monster from your Deck.

 

[spoiler=HEROIC Reality Marble]All of your opponent's monsters lose 700 ATK and DEF for every "HEROIC" monster you control. You cannot activate this card on the field unless you control a "HEROIC Emiya Shirou" or "HEROIC Gilgamesh". If this card is in your hand while you control a "HEROIC" monster: You can discard it; draw 1 card. If this card is in the Graveyard while you control "HEROIC Emiya Shirou" or "HEROIC Gilgamesh": You can move it to one of your Spell/Trap Zones, and if you do, activate it.

 

 

 

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Actually, I think you should be more specific on the last effect of HEROICs:

You can only use this card's effects if you do not have any non-"HEROIC" monsters in your graveyard (except Extra Deck monsters).

 

What do you mean with "use"? It is intended to also negate continuous effects? Otherwise this wording only blocks effect that start a chain (e.g. Rider's search effect, Archer's card drawing effect), while Summoning conditions of the Level6+ HEROICs, as well as continuous effects like the protections under Heroic Field, Berserker's ATK boost and OPT destruction protection, wouldn't be affected. In that case, having non-HEROIC monsters in the deck wouldn't be as punishing.

 

But if the clause is intended to lock all effects, including continuous ones and summoning conditions, it should be best to avoid non-HEROIC maindeck monsters, or else the entire deck will most likely fall apart once a non-HEROIC reaches the grave. But if you really want non-HEROIC monsters, IMO Trap Monsters as well as monsters that banish themselves (e.g. Plaguespreader Zombie) should be acceptable options.

So, does the word "use" negate all effects except the summon conditions?  Or would several effects be unaffected?  Because, if I can negate all effects except the Normal Summon conditions, that would be great.  Basically, the archetype wasn't supposed to work well with non-HEROIC main deck monsters.

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In that case, I suggest a clause like:

This card's effects are negated unless all the monsters in your Graveyard, except Fusion, Synchro and Xyz Monsters, are "HEROIC" monsters.

 

That way, both trigger and continuous should be negated, and since summoning conditions technically aren't continuous nor trigger effects, they should be unaffected.

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Using your cards, this is what I would start with:

[spoiler=]

Monsters: 13

x3 Rider

x3 Archer

x3 Caster

x3 Assassin

x1 Berserker

 

Spells: 16~18

x3 Heroic Field

x2~3 Terraforming

x3 Instant Fusion

x2~3 Allure

x1 Upstart Goblin

x1 Reinforcement of the Army

x1 Stormforth

x1 Soul Charge

x1 Foolish Burial

x1 Raigeki

 

Traps: 6

x3 Solemn Strike

x1 Solemn Warning

x1 Bottomless

x1 Emptiness

 

Fill with backrow, meta calls, techs, etc.

 

Extra Deck:

x1 Norden

x1 Level4 non-effect Fusion

x1 Thousand Eyes Restrict

x1 Gilgamesh

Fill with Rank4 and 6 staples and techs

 

 

The main issues I found with this archetype is that it's really limited by the Normal Summon and besides the Field and Caster, they have little means for generating extra Summons for Extra Deck plays; also their effects being "turn off" as soon as a non-HEROIC maindeck monster reaches the grave is a hindrance. This is where Instant Fusion comes in: as Fusion Monsters they won't disrupt the HEROICs effects and enable Rank4 plays. Also, its LP payment, as well Upstart, contribute to creating an LP difference between your opponent and make the Field Spell live.

 

Caster is the best HEROICs here IMO, Rider is pretty much as staple as an HEROIC searcher, while Assassin helps with generating card advantage; Archer is a bit slow and acts as backup and summon fodder for the Level6+ HEROICs, but its backrow removal is handy too. Berserker under Heroic Field is the closest to a boss the archetype has, but I think too many copies of it can get cloggy, so 1 should suffice. You can run Call of the Haunted(s) to revive it.

 

Personally I wouldn't bother with any of the HEROIC Phantasm spells, since they are reliant on controlling their respective HEROICs, and you may not always have them available.

 

While the Emiya Fusion is tempting, Saber seems subpar overall, and controlling both it and an Archer during the Standby Phase is situational so... personally I wouldn't bother with neither of them but it's your call. I wouldn't rely too much on Gilgamesh either; I recommend just 1 copy n case you get the chance of summoning it and you really need that protection effect and the Heroic Field is missing because a Berserker + Caster + Field should be intimidating enough.

 

Other considerations:

- As HEROICs they actually get HERO support and, for instance, they are all Mask Change targets for summoning Dark Law, or tech a Miracle Fusion for summoning Absolute Zero with a HEROIC + Norden/Abyss Dweller/etc. Also, note that as Fusion Monsters, neither of them will lock the effects of the HEROICs. Actually, I'm now thinking it's worth to main some Mask Changes there...

- "Escape from the Dark Dimension" can be handy for bringing back monsters banished for the Summon of the Level6+ HEROICs.

- Another alternative is combining them with a Pendulum engine so you can Pendulum Summon the Level6+ HEROICs from the hand and activate their card drawing effects for advantage. Also, the Pendulums won't go to the grave naturally, keeping it clear from negating the effects of the HEROICs. For instance, Metalfoes could use their effects to destroy an Archer and trigger its effect while searching for a Metalfoe Spell/Trap.

But be wary of the risk of a Pendulum being negated by an opponent's effect, which will effectively send it to the grave.

 

Of course, the ideal is to actually test the deck to see what works and want doesn't and make the proper changes, but personally I would start with that build.

 

 

 

As for text fixes, I see some bits here and there like missing PSCT and punctuation marks, but I won't go into detail. What I will mention is that the parenthesis on "(from your hand)" are only used in Summon conditions, but not in effects. I mean, cards like Cyber Dragon have it because it's an inherent Summon clause, but, for instance, Fluffal Dog and Tin Goldfish, don't have it.

First of all, I wish I could give you more than 1 like.  Amazing job.  A few concerns though:

1. Allure of Darkness is Limited

2. Thousand-Eyes Restrict is Banned

3. There are not and level 4 non effect Fusions (at least that I can find) over 1500 ATK.  I was thinking of using this instead: http://forum.yugiohcardmaker.net/topic/347484-angelina/

4. Are 3 The Monarchs Stormforth too much?

5. How is Norden useful?

 

I already put the deck together on DP, gonna test it after work I hope.

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First of all, I wish I could give you more than 1 like.  Amazing job.  A few concerns though:

1. Allure of Darkness is Limited

2. Thousand-Eyes Restrict is Banned

3. There are not and level 4 non effect Fusions (at least that I can find) over 1500 ATK.  I was thinking of using this instead: http://forum.yugiohcardmaker.net/topic/347484-angelina/

4. Are 3 The Monarchs Stormforth too much?

5. How is Norden useful?

 

I already put the deck together on DP, gonna test it after work I hope.

 

Regarding points 1, 2 and 4:

The latest banlist changed that: http://forum.yugiohcardmaker.net/topic/356196-tcg-banlist-aug-2016/

Allure and Restrict were Unlimited, while Stormforth was Limited. But yes, x3 Stormforth would have been handy. There is still Soul Exchange, but the Battle Phase lock is taxing.

 

3. The ATK and DEF of the Level4 Fusion monster are mostly irrelevant, since Instant Fusion won't let the monster attack and will be destroyed at the End Phase anyway. That Angelina works, but it wouldn't be any more useful than, lets say, Karbonala Warrior; unless you intent to take advantage of its Attribute: for instance, as LIGHT it can be used along an HEROIC to Summon Black Luster Soldier. But still, maining a BLS just for that purpose is unreliable. Instead, you should be looking at the Xyz options the Level4 Fusions offer IMO: for example, a Warrior like Karbonala or Angelina allows you to Summon Rank4s such as Excalibur or Blade Armor Ninja, whereas a DARK like Darkfire Dragon allows you to Summon Master Key Beetle, Evilswarm Nightmare, etc.

 

5. Norden is pretty much a 2-material Rank4 monster at the cost, so to speak, of just 1 card (Instant Fusion), and that's quite efficient. Of course, you should have a Level4 HEROIC in the grave first for Norden to revive it.

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In that case, I suggest a clause like:

This card's effects are negated unless all the monsters in your Graveyard, except Fusion, Synchro and Xyz Monsters, are "HEROIC" monsters.

 

That way, both trigger and continuous should be negated, and since summoning conditions technically aren't continuous nor trigger effects, they should be unaffected.

So, I like what I said and replaced Archer's clause with the one you gave.  I then posted Archer's entire effect on the Status Updates asking for OCG/PSTG changes.  Here's what I got back (credit goes to mido9):

[spoiler=Archer]This card's effects can only be applied/resolved while all monsters in your Graveyard, except Fusion, Synchro, and Xyz Monsters, are "HEROIC" monsters. When this card battles a monster, if the monster is not destroyed: You can target 1 Spell or Trap card on the field; destroy it. Your opponent cannot activate the targeted card in response to this card's activation. When this card is destroyed by battle or card effect: You can draw 1 card, also if you drew a "HEROIC Phantasm" spell card, you can reveal it and draw 1 more card. During the End Phase, if you control "HEROIC Field" : You can change this card to Defense Position, and if you do, it gains 1000 DEF.

 

Should I change the last sentence to ==> If "HEROIC Field" is face-up on the field: You can change this card to Defense Position, and if you do, it gains 1000 DEF.

 

 

Edit 1: [spoiler=Rider - Thanks Dova]This card's effects can only be applied/resolved while all monsters in your Graveyard, except Fusion, Synchro, and Xyz Monsters, are "HEROIC" monsters. When this card is Summoned from your hand: You can add 1 "HEROIC" monster from your Deck to your hand. When this card is destroyed by battle: You can add 1 "Heroic" Spell Card except "HEROIC Field" from your Deck to your hand. If "HEROIC Field" is face-up on the field, this card cannot be destroyed by a Level 5 or lower monster.

 

 

Edit 2: [spoiler=Lancer - Thanks Dova dn JuanoGS11]This card's effects can only be applied/resolved while all monsters in your Graveyard, except Fusion, Synchro, and Xyz Monsters, are "HEROIC" monsters. When this card attacks a defense position monster, inflict piercing battle damage to your opponent. Once per turn, if this card would be destroyed by battle or card effect, flip a coin, and if the result is heads, this card is not destroyed. If "HEROIC Field" is face-up on the field, this card is unaffected by the effect of your opponents' Spell Cards.

 

 

Edit 3: [spoiler=Caster - Thanks Dova]You can Normal Summon this card without tributing by banishing 1 "HEROIC" monster in your Graveyard. This card's effects can only be applied/resolved while all monsters in your Graveyard, except Fusion, Synchro, and Xyz Monsters, are "HEROIC" monsters. When this card is Summoned from your hand: You can Special Summon 1 banished monster, but its effects are negated. Once per turn: You can draw 1 card and reveal it, and if it is a "HEROIC" monster (except "HEROIC Caster"), gain 500 LP. If "HEROIC Field" is face-up on the field, this card cannot be targeted by cards or effects.

 

 

Are these OCG changes agreeable?

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Using your cards, this is what I would start with:

[spoiler=]

Monsters: 13

x3 Rider

x3 Archer

x3 Caster

x3 Assassin

x1 Berserker

 

Spells: 16~18

x3 Heroic Field

x2~3 Terraforming

x3 Instant Fusion

x2~3 Allure

x1 Upstart Goblin

x1 Reinforcement of the Army

x1 Stormforth

x1 Soul Charge

x1 Foolish Burial

x1 Raigeki

 

Traps: 6

x3 Solemn Strike

x1 Solemn Warning

x1 Bottomless

x1 Emptiness

 

Fill with backrow, meta calls, techs, etc.

 

Extra Deck:

x1 Norden

x1 Level4 non-effect Fusion

x1 Thousand Eyes Restrict

x1 Gilgamesh

Fill with Rank4 and 6 staples and techs

 

 

The main issues I found with this archetype is that it's really limited by the Normal Summon and besides the Field and Caster, they have little means for generating extra Summons for Extra Deck plays; also their effects being "turn off" as soon as a non-HEROIC maindeck monster reaches the grave is a hindrance. This is where Instant Fusion comes in: as Fusion Monsters they won't disrupt the HEROICs effects and enable Rank4 plays. Also, its LP payment, as well Upstart, contribute to creating an LP difference between your opponent and make the Field Spell live.

 

Caster is the best HEROICs here IMO, Rider is pretty much as staple as an HEROIC searcher, while Assassin helps with generating card advantage; Archer is a bit slow and acts as backup and summon fodder for the Level6+ HEROICs, but its backrow removal is handy too. Berserker under Heroic Field is the closest to a boss the archetype has, but I think too many copies of it can get cloggy, so 1 should suffice. You can run Call of the Haunted(s) to revive it.

 

Personally I wouldn't bother with any of the HEROIC Phantasm spells, since they are reliant on controlling their respective HEROICs, and you may not always have them available.

 

While the Emiya Fusion is tempting, Saber seems subpar overall, and controlling both it and an Archer during the Standby Phase is situational so... personally I wouldn't bother with neither of them but it's your call. I wouldn't rely too much on Gilgamesh either; I recommend just 1 copy n case you get the chance of summoning it and you really need that protection effect and the Heroic Field is missing because a Berserker + Caster + Field should be intimidating enough.

 

Other considerations:

- As HEROICs they actually get HERO support and, for instance, they are all Mask Change targets for summoning Dark Law, or tech a Miracle Fusion for summoning Absolute Zero with a HEROIC + Norden/Abyss Dweller/etc. Also, note that as Fusion Monsters, neither of them will lock the effects of the HEROICs. Actually, I'm now thinking it's worth to main some Mask Changes there...

- "Escape from the Dark Dimension" can be handy for bringing back monsters banished for the Summon of the Level6+ HEROICs.

- Another alternative is combining them with a Pendulum engine so you can Pendulum Summon the Level6+ HEROICs from the hand and activate their card drawing effects for advantage. Also, the Pendulums won't go to the grave naturally, keeping it clear from negating the effects of the HEROICs. For instance, Metalfoes could use their effects to destroy an Archer and trigger its effect while searching for a Metalfoe Spell/Trap.

But be wary of the risk of a Pendulum being negated by an opponent's effect, which will effectively send it to the grave.

 

Of course, the ideal is to actually test the deck to see what works and want doesn't and make the proper changes, but personally I would start with that build.

 

 

 

As for text fixes, I see some bits here and there like missing PSCT and punctuation marks, but I won't go into detail. What I will mention is that the parenthesis on "(from your hand)" are only used in Summon conditions, but not in effects. I mean, cards like Cyber Dragon have it because it's an inherent Summon clause, but, for instance, Fluffal Dog and Tin Goldfish, don't have it.

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 I decided I would print it professionally and take it to a local tournament, 

 

 

My biggest issue is the above.  You cannot use cards you created in tournaments.  Don't waste the money using professional printers.  Just size them to the size of real cards, print them off, and slide them over useless cards.  While in sleeves, they feel and weigh very close to real cards.

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Actually, I think you should be more specific on the last effect of HEROICs:

You can only use this card's effects if you do not have any non-"HEROIC" monsters in your graveyard (except Extra Deck monsters).

 

What do you mean with "use"? It is intended to also negate continuous effects? Otherwise this wording only blocks effect that start a chain (e.g. Rider's search effect, Archer's card drawing effect), while Summoning conditions of the Level6+ HEROICs, as well as continuous effects like the protections under Heroic Field, Berserker's ATK boost and OPT destruction protection, wouldn't be affected. In that case, having non-HEROIC monsters in the deck wouldn't be as punishing.

 

But if the clause is intended to lock all effects, including continuous ones and summoning conditions, it should be best to avoid non-HEROIC maindeck monsters, or else the entire deck will most likely fall apart once a non-HEROIC reaches the grave. But if you really want non-HEROIC monsters, IMO Trap Monsters as well as monsters that banish themselves (e.g. Plaguespreader Zombie) should be acceptable options.

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My biggest issue is the above.  You cannot use cards you created in tournaments.  Don't waste the money using professional printers.  Just size them to the size of real cards, print them off, and slide them over useless cards.  While in sleeves, they feel and weigh very close to real cards.

If you ask the people in charge, they might at a local tournament.  I don't know if it's just my printers, but they always come out blurry, and it's pretty obvious when you try to read them, that they are face.  The professional says they cam make it pass completely as a real card (except for the eye of anubis in the corner).

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