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Umbra's EHeroes.


Umbra

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[spoiler=Monsters]

Elemental Hero Streetsmart

EARTH

Warrior

4 / 1600 / 1100

If you control a “Skyscraper” Field Spell Card, when this card battles, increase this card's ATK by 800 points.

 

Hero's Helping Hand

EARTH

Warrior

3 / 800 / 400

You can discard this card and Tribute 1 “Elemental Hero” monster you control to Special Summon an “Elemental Hero” Fusion Monster in your Extra Deck whose Level Stars equal the Level Stars of the Tributed monster + 3. (This Special Summon is treated as a Fusion Summon)

 

Elemental Hero Bladebreaker

EARTH

Warrior

4 / 1700 / 1300

When this card is Normal Summoned, you can destroy 1 Equip Spell Card on the field. When this card attacks, decrease the attacked monster's ATK/DEF by 400.

 

Elemental Hero Miracle Dawn

LIGHT

Warrior

5 / 2100 / 1500

When this card attacks, select 1 Fusion Monster in your Extra Deck and send it to the Graveyard.

 

Elemental Hero Death Swordsman

DARK

Warrior / Tuner

3 / 1100 / 200

By sending this card to the Graveyard from your hand or your side of the field, you can Special Summon 1 Level 4 or lower “Hero” monster from your Graveyard. If you use this effect, you can Special Summon this card from your Graveyard during your next Standby Phase. If this card is Special Summoned, until the end of your next turn, it is not treated as a Tuner monster.

 

Elemental Hero Chain Fighter

DARK

Warrior

4 / 2400 / 2300

This card attacks all monsters your opponent controls. Decrease this card's ATK by 400 points for each monster on your opponent's side of the field.

 

Neos Ex Machina

LIGHT

Warrior

12 / 4000 / 4000

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by “End of Evil”. When this card is Special Summoned, destroy all cards on the field (except this card). When this card inflicts Battle Damage to your opponent, increase your Life Points by the same amount. By sending this face-up card to the Graveyard, you can Special Summon as many “Elemental Hero” monsters from your Graveyard to your side of the field as possible.

 

 

 

[spoiler=Spells & Traps]

 

Elemental Draw

Spell Card

Discard 2 “Elemental Hero” monsters. Draw 3 cards.

 

Purge of Darkness

Spell Card

Tribute 1 “Elemental Hero” Fusion Monster you control. Select 1 “Evil Hero” Fusion Monster in your Extra Deck whose Fusion Material monsters are the same as the Fusion Material of the Tributed monster, and Special Summon that monster. (This Special Summon is treated as a Fusion Summon with “Dark Fusion”)

 

Elemental Surge

Spell Card

Discard 1 “Elemental Hero” monster. Destroy 1 card on the field.

 

Shield Blaster

Equip Spell Card

Decrease the DEF of the equipped monster by 800 points. Increase the ATK of the equipped monster by 600 points. When this card is sent to the Graveyard, draw 1 card.

 

Chained Hero

Trap Card

After activation, this card is treated as an Equip Spell Card and equipped to a face-up “Hero” monster you control. The equipped monster is changed to face-up Defense Position, and cannot declare an attack or change it's battle position. During your opponent's Battle Phase, your opponent can and must attack the equipped monster with all monsters they control. When the equipped monster battles, draw 1 card.

 

Bond of Heroes

Continuous Spell Card

Increase the ATK of all “Elemental Heroes” you control by 300 x the number of “Elemental Hero” monsters you control.

 

Hero Shield

Equip Spell Card

Equip only to a Warrior-type monster. The equipped monster cannot be destroyed as a result of battle.

 

Honorable Sacrifice

Continuous Trap

When your opponent declares an attack, you can send 1 “Elemental Hero” monster from your hand or Extra Deck to the Graveyard to negate the attack.

 

Elemental Storm - Charge of Brilliant Light

Spell Card

Send 2 “Elemental Hero” monsters from your Deck to the Graveyard. Destroy all face-down Spell or Trap Cards on the field.

 

Elemental Storm - Radiance of Great Dragon

Spell Card

Send 1 “Blue-Eyes White Dragon” and 1 “Elemental Hero” monster from your Deck to the Graveyard. Destroy all face-down Monster Cards on the field.

 

Shadow of the Hero

Quick-Play Spell Card

Pay 1000 Life Points. Special Summon 1 “Elemental Hero” monster in your Graveyard OR is removed from play. The Summoned monster can not declare an attack, has it's effect negated and is removed from play at the End Phase.

 

Retribution Strike

Spell Card

When an “Elemental Hero” monster you control is destroyed, and this card is in your Graveyard, you can remove this card from play to select 1 “Elemental Hero” monster in your Graveyard (except the destroyed monster) and Special Summon it to your side of the field.

 

Fighter Team

Continuous Spell Card

Select 3 or more “Elemental Hero” monsters you control with different Attributes. If any of the selected monsters battle, increase it's ATK by the other 2 selected monsters' combined ATK. If any of the selected monsters are destroyed by battle, destroy all of the selected monsters.

 

Gigantic Mass

Spell Card

Activate only while you control a face-up “Elemental Hero Clayman”. Select 1 monster on your side of the field, except “Elemental Hero Clayman”. Send 1 “Elemental Hero Clayman” from your side of the field to the Graveyard and increase the ATK/DEF of the selected monster by 800/2000.

 

D - Dominance of the Elements

Spell Card

Select 1 “Elemental Hero” monster in your Graveyard and add it to your hand. Draw 1 card. At the End Phase of this turn, discard 2 cards. If you cannot, skip your next 2 Draw Phases.

 

Call of the HORDE

Spell Card

Activate only by removing the following cards in your Graveyard from play: “H - Heated Heart”, “O - Oversoul” “R - Righteous Justice” “D - Dominance of the Elements” “E - Emergency Call” . Place as many “Elemental Soldier Tokens” (EARTH/Warrior-type/2/400/500) on your side of the field as possible. “Elemental Soldier Tokens” can attack your opponent directly during the turn they are summoned.

 

Skyscraper 3 - The Fallen City

Field Spell Card

This card can only be activated by discarding 1 “Skyscraper” Field Spell Card. When an "Elemental Hero" or “Evil Hero” monster you control attacks, if its ATK is lower than the ATK of the attack target, the attacking monster gains 1000 ATK during damage calculation only. If this card is destroyed, select 1 “Skyscraper” in your Graveyard and add it to your hand.

 

Time Barrier

Trap Card

Activate only when an “Elemental Hero” monster you control is attacked. Negate the attack and remove the monster from play. During your 3rd Standby Phase after activating this card, the monster is returned to your opponent's side of the field. During your opponent's next turn, the returned monster can attack twice during the same Battle Phase.

 

End of Evil

Spell Card

Activate only by sending 12 “Elemental Hero” monsters with different names in your Deck to the Graveyard. Special Summon “Neos Ex Machina” from your hand, deck or Graveyard.

 

 

[spoiler=Fusion & Synchro]

 

Elemental Hero Plasma Storm

LIGHT

Warrior / Fusion

7 / 2700 / 2400

“Elemental Hero Sparkman” + “Elemental Hero Wildheart”

This card cannot be Special Summoned except by Fusion Summon. Once per turn, you can destroy 1 card on the field. If the destroyed card was a Trap Card, inflict 1000 damage to your opponent.

 

Elemental Hero Shining Force

LIGHT

Warrior / Fusion

10 / 2500 / 2500

The Fusion Material for this card are any 5 LIGHT monsters, including at least 1 “Elemental Hero” monster. This card cannot be Special Summoned except by Fusion Summon. This card gains 300 ATK for each LIGHT monster in your Graveyard. Once per turn, you can remove any number of LIGHT monsters in your Graveyard to destroy the same amount of cards on the field.

 

Elemental Hero Dreadseeker

LIGHT

Warrior / Synchro

10 / 3300 / 3100

1 Tuner monster + “Elemental Hero Darkbright”

This card cannot be Special Summoned except by Synchro Summon. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If this card is destroyed, destroy cards on the field equal to the number of “Elemental Hero” monsters in your Graveyard.

 

Elemental Hero Infernal Twister

FIRE

Warrior / Fusion

6 / 2500 / 2300

“Elemental Hero The Heat” + “Elemental Hero Burstinatrix”

This card cannot be Special Summoned except by Fusion Summon. You can discard 1 “Elemental Hero” monster to inflict 500 damage to your opponent.

 

Elemental Hero Windborn Paladin

WIND

Warrior

5 / 2100 / 1300

“Elemental Hero Avian” + “Elemental Hero Sparkman”

This card cannot be Special Summoned except by Fusion Summon. When this card destroys a monster as a result of battle, draw 1 card for every 3 “Elemental Hero” monsters in your Graveyard.

 

Elemental Hero Wingman

WIND

Warrior / Fusion

6 / 2400 / 2300

1 “Elemental Hero” monster + 1 WIND monster

This card cannot be Special Summoned except by Fusion Summon. When this card destroys a monster as a result of battle, select cards on the field equal to the ATK of the destroyed monster divided by 1000 (rounded down) and return them to their owner's hands.

 

Elemental Hero Big Blaster

FIRE

Warrior / Synchro

6 / 2000 / 2500

1 Tuner monster + “Elemental Hero Burstinatrix”

This card cannot be Special Summoned except by Synchro Summon. Once per turn, during your Main Phase, you can send 1 “Elemental Hero” monster from your Deck to the Graveyard, to select and resolve one of the following effects:

- Destroy 1 card your opponent controls. This effect can not be selected if your opponent controls 3 cards or less.

- Inflict 1000 damage to your opponent. This effect cannot be selected if your opponent has 3000 Life Points or less.

- This card gains 1000 ATK until the End Phase.

 

Elemental Hero Magma Storm

FIRE

Warrior / Fusion

9 / 3300 / 3100

“Elemental Hero Sparkman” + “Elemental Hero Clayman” + “Elemental Hero Burstinatrix”

This card cannot be Special Summoned except by Fusion Summon. During each of your Standby Phases, decrease this card's ATK by 300 points, and inflict damage to your opponent equal to the number of cards on the field x 100.

 

Elemental Hero General Bladedge

EARTH

Warrior / Fusion

8 / 3200 / 3100

“Elemental Hero Bladedge” + 1 Level 6 or higher EARTH monster

When this card is Fusion Summoned, increase the ATK of all “Elemental Hero” monsters on the field by 500 points. When this card attacks a monster your opponent controls, increase it's ATK by 400 points x the number of “Elemental Hero” monsters on the field (except this card).

 

 

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I hate it when I cant find the right pics for cardds I make' date=' dont you?

These have some really great potential.. only if there was pics for them =(

[/quote']

 

Pics for cards? BLASPHEMY!

 

I make written cards for the simple fact that they are written; I don't need images.

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Streetsmart: Finally! A card that works with Skyscarper!

 

Helping Hand: Mind adding the following clause? "This Special Summon is treated as a Fusion Summon."

 

Bladebreaker: Fine card is fine.

 

Miracle Dawn: Now, why would you use this? Phantom of Chaos?

 

Death Swordsman: Big City loves this a lot. Might even replace Ocean.

 

Elemental Draw: I know that E-Heroes have RotA, E - EC, Ocean, and Stratos... but no, still.

 

Purge: Now that's inter-archetype support the way Konami should do it.

 

Surge: Even Tribute to the Doomed is better.

 

Shield Blaster: Sure, it gets a card for you, but it isn't enough to attract me to usin' it in E-Heroes.

 

Chained Hero: Rampart Blaster likes it, but I don't see why I shall use this, even for the gain of drawing cards.

 

Bond: Might be a problem in Big City.

 

Shield: I do not know what you get by this, honestly.

 

Sacrifice: Scrap-Iron Scarecrow for Big City.

 

Plasma Storm: Among the best E-Hero Fusions out there. Might be better than even Plasma Vice.

 

Shining Force: Broken. Even more so than DAD is.

 

Dreadseeker: God forbid this card is destroyed - potentially wrecks the controller more than it hurts his opponent.

 

Infernal Twister: The first Fusion of its kind I've seen, in E-Heroes. But I won't use it.

 

Windborn Paladin: Fine card is fine.

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Comments to your comments:

Shield + Chain gives you a monster that can not be destroyed by battle, and you can draw 1-5 cards every turn. (Sure, it can be negated, but that's beside the point.)

 

Miracle Dawn lets you dump Phoenix Enforcer or Flame Wingman for Miracle Fusion. Also, if run in a Cyberdark deck, it lets you dump BEUD and FGD.

 

Oh, and added the clause to Helping Hand.

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Guest Supreme Gamesmaster

Streetsmart is... kinda very useless.

 

Helping Hand could use the Test Tiger clause. Used Stratos into Flame Wingman could add some serious playability to the E-Hero veteran.

 

I like Miracle Dawn, you can dump Gyzarus for Reborn to get past an opposing Andal, then pull Herk by Darius + Bestiari + Laquari.

 

Death Swordsman is too slow to be effective.

 

Chain Fighter is suprisingly good; oftentimes, a single Stratos or Laquari can be considered a wall in itself. What it needs is a clause that it can't attack directly.

 

Neos Ex Machina is literally impossible to Summon in a good Deck. Kinda like Divine Neos, it falls into the category of kinda very useless.

 

E-Draw should more resemble D-Draw than Glad's Respite. Can be tough to get 2 E-Heroes in hand at once.

 

Purge of Darkness... I like it, I like it a lot. Heaven and Hell know Lightning Golem > Thunder Giant.

 

Shield Blaster's last clause makes it worth running in some Decks.

 

Chained Hero is amazing. With Captain Gold, it actually might make Shield & Sword halfway decent.

 

Bond of Heroes kinda makes Heat redundant, but I don't really care. A-Forces are better, though.

 

Hero Shield is made redundant by Mist Body; therefore, it's kinda very useless.

 

Honorable Sacrifice... I'd see major Reborn abuse if it weren't for the Honor Clause. Ironic that honor defeats honor. But Hero Guard is better, unless you're guarding that slow E-Hero Tuner.

 

Charge of Brilliant Light is really friggin' epic. Get 2 E-Heroes in the grave (or RFG'd if you're doing Macro Voltic) and slaughter MF/TT/etc.

 

Radiance of Great Dragon isn't really worth it. Only 1 face-down monster - Hoplomus - is worth worrying about. This doesn't justify running BEWD.

 

Shadow of the Hero is quite risky for Synchro-ing, but I guess I can see it working a bit with the Herochros. Telechro Heroes... hm.

 

Retribution Strike is, again, defeated by the Honor Clause. It's not wholly worthless, though, gives you Stratos when that stall Burstinatrix hit the grave.

 

Fighter Team should only work when attacking; otherwise, it's extremely overpowered. Needs some kind of Additional Destruction Clause.

 

Gigantic Mass isn't worth it. Clayman is only there for Thunder Giant anyway, so it's very rare that a Clayman hits the field.

 

Dominance of the Elements is an extremely powerful bit of tech I would expect to see rampantly in Hero decks.

 

I like the idea of Call of the HORDE, but 2000 damage isn't that much.

 

Time Barrier is made kinda very useless by Hero's Guard, MF, etc.

 

End of Evil is... impossible in a good deck. Ruled kinda very useless.

 

F/S coming soon.

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Comments to your comments:

 

@E-Draw:

RotA is at 3, Dominance is at 3, Stratos still exists. I don't see how getting Heroes in the hand is hard.

 

@Miracle Dawn:

MR'ing a Gyzarus that was sent from the Extra Deck to the Graveyard? Exactly, how?

 

@Call of the HORDE

A. Forces exist.

 

@Overall: What is this Honor Clause you speak of?

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Guest Supreme Gamesmaster
' pid='1101027' dateline='1221142491']

@Overall: What is this Honor Clause you speak of?

 

Sorry' date=' forgot those.

 

Honor Clause: This card cannot be Special Summoned except by Fusion Summon.

 

Test Tiger Clause: If you control a [X'] monster, you can Special Summon this card from your hand.

 

Continuing:

 

Plasma Storm: Clayman just died.

 

Shining Force: It's OP'd at first sight, but those subtle loopholes save the card (and demonstrate very careful YCMing). I can't see it really working anyway, though, since Stratos is WIND.

 

Dreadseeker: Darkbright is unplayable, so this is kinda very useless.

 

Infernal Twister: Underpowered burn, even with RotA/Stratos/E-Call.

 

Windborn Paladin: Absolutely epic in old-school. I can't count how many times I have nothing but Avian, Sparkman, and Polymerization in hand.

 

Wingman: Wow, there are a lot of Wingmen. Now all we need to do is find a splashable WIND monster.

 

Big Blaster: Pretty damn good. It's "your opponent controls", though. I can see it working in Kyub's Hero Burn deck.

 

Magma Storm: Eh. I can see the deck thinning by FF, but it just wouldn't be worth it IMO.

 

General Bladedge: Very anime-esque. The effect's a bit boring, but it can destroy anything by battle. I'd say it only got the second ATK increase if it targeted another monster as an attack target, to prevent OP'd direct attacks. Also, text in parentheses goes inside the punctuation.

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