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E. Hero Fusions and the Chaos Envoy monsters are on a completely different level...you only need ONE of each (only two foils) while the fusions require at least SIX ultra rares. Do you see the difference?
I just have to respond:
CED and BLS were going for at least 50 each, Those E-heroes things are going for 10 each, at least the Ultimate Flame Wingman is here, so do YOU see the difference.
I'm just saying; there are plenty of rich kids(doesn't include me) playing this game, if a decktype IS really effective some rich dude WILL build a deck around them, but they aren't....
However, who am I to tell you that, it's just an opinion...
Wow, talk about severely bashing the Elemental Heroes! That's harsh!
Anyway, they're better than what you think, to be honest. I'm not saying you're wrong, but you under-estimate them. First off, Miracle Fusion is one of the best support cards in here, seeing as you can fuse from the graveyard. Second, Skyscraper gives a major power bonus to all the heroes, which can be very useful when taking out the metagame (V-lords, Cyber Dragons and Jinzos... oh my!). Third, they are all warriors, which gives them access to Reinforcement of the Army, Command Knight, and other warrior-type support. And last, don't forget that the elemental heroes are also meant to be a bit more "fun" than competitive (well, it can be competitive...), so ease up a bit on the bashing.
This is NinjaDuelist, over and out! ^_^
Don't forget this card that's gonna be out with the JPN game soon
GX1-JP003
Hero Halo
Trap - Normal
This card becomes an Equipment card after activation, and equip it to a Warrior sub-type Monster with attack strength 1500 or less. All opponent's Monsters with attack strength of
1900 or more cannot choose the equipped Monster as the target of attack.
Wow, talk about severely bashing the Elemental Heroes! That's harsh!
Anyway, they're better than what you think, to be honest. I'm not saying you're wrong, but you under-estimate them. First off, Miracle Fusion is one of the best support cards in here, seeing as you can fuse from the graveyard. Second, Skyscraper gives a major power bonus to all the heroes, which can be very useful when taking out the metagame (V-lords, Cyber Dragons and Jinzos... oh my!). Third, they are all warriors, which gives them access to Reinforcement of the Army, Command Knight, and other warrior-type support. And last, don't forget that the elemental heroes are also meant to be a bit more "fun" than competitive (well, it can be competitive...), so ease up a bit on the bashing.
This is NinjaDuelist, over and out! ^_^
Yeah, it was kinda harsh, sorry for that, but It just can't seem to get through people's mind, they're always like; ''The ____ Card in the next set will make theme____ Rock'' or '' _____ The new CC/Chaos/etc''....
Well, if you think miracle fusion will make it a competetive deck good luck...
PS: However, it is prolly a FUN deck to play, though in that case I prefer Dark Paladin for his slick art xD
The fact that they're holo makes them look even better, especially E. Hero Shining Flare Wingman! ^_^ *Holds it up in the light* ooohhhh...preeettyyyyy XD
hero halo seems problamatic. If the small ehero like say avian is equipped with hero halo and they can't declare avian a attack target. Then if he's your only monster they can legally attack you directly. on top of that why not get clayman into defense or a large fusion and then equip either with raregold armor. then you can summon avian to go in after them for direct slashes without haveing to worry.
I'm just saying that if your considering hero halo consider raregold armor first.
sparkman+spark blaster is so good but the only thing he can't kill with it is cyber dragon at 1600 def everything else from vampire lord, horus, jinzo can all bite spark blaster
hero halo seems problamatic. If the small ehero like say avian is equipped with hero halo and they can't declare avian a attack target. Then if he's your only monster they can legally attack you directly. on top of that why not get clayman into defense or a large fusion and then equip either with raregold armor. then you can summon avian to go in after them for direct slashes without haveing to worry.
I'm just saying that if your considering hero halo consider raregold armor first.
sparkman+spark blaster is so good but the only thing he can't kill with it is cyber dragon at 1600 def everything else from vampire lord, horus, jinzo can all bite spark blaster
Actually....Hero Halo doesn't have the "This card cannot be attacked" text, but has the "This card cannot be the target of an attack" the same type of text that Command Knight has
GX1-JP001
Hero Halo
Normal Trap
After activation, this card becomes an Equip Card, and can only be Equipped to a Warrior-Type Monster with an ATK of 1500 points or less. All of your opponent's Monsters with an ATK of 1900 points or more cannot select the Equipped Monster as an attack target.
You're talking apples and oranges. Command Knight makes you attack other monsters before you get to her. As long as you have another warrior, your opponent has to attack that warrior. When she's by herself, she's not protected in any way. Hero Halo makes it so you never get to whoever it's equipped to, so it's protection even while alone. That gives it a fisherman effect.
i think hero's deck are good but more like Gravekeeper/ archfiend good you know? but with the new format being up in the air anything could work like my Hero deck (in my sig) is 12-2 and one loss only came to down to my Flame wingman getting snatch steal away from me. their fun to run because they are more about battle than most decks and less control they can get techish. i also find that running all the hero support is not a good idea just to run what you need to get by.
You're talking apples and oranges. Command Knight makes you attack other monsters before you get to her. As long as you have another warrior, your opponent has to attack that warrior. When she's by herself, she's not protected in any way. Hero Halo makes it so you never get to whoever it's equipped to, so it's protection even while alone. That gives it a fisherman effect.
So because of the "fisherman's effect", if it's on the field by itself, though it means protection, doesn't it also mean a direct attack by the opponent? Sounds like a Command Knight lock sounds better than Hero Halo protection.
But if that's the case, couldn't you use Spirit Barrier with Hero Halo to reduce battle damage to 0?
Or better yet (off topic), I'm inspired by this "Spirit Barrier" thingy. It can go great with Guardian Kay'est.
The fact that all the new E Hero fusions in Elemental Energy are ultras has to be a bit tough on the E Hero player, as you will usually want at least 2 of each fusion. However, once you have that fusion deck complete, whether by pulling them, trading for them, or buying singles, it will be something to behold!
Wow, so many pessimistic and impatient people in here. E-Heroes are nothing to laugh at. If the owner of the deck has had plenty of experience with the deck, he/she will have a good chance on winning Top 4. Just wanted to give my opinion. And remember, experience makes a difference.