You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
I think these two work together by themselves pretty well. What two? Here:
Astral Barrier - Continuous Trap
If your opponent's monster attacks a monster on your side of the field, you can make the attack a direct attack to your Life Points.
Spirit Barrier - Continuous Trap
As long as a monster(s) remain(s) on your side of the field, battle damage to the controller of this card becomes 0.
This would make a powerful stall for Burner Decks or even Final Countdown Decks ^_^
Fellow Fiendonians,
I've been toying with using "A Hero Emerges" in my Archfiend deck. What are your thoughts on this card? It seems to have potential given the difficulties of summoning a Terrorking, and offers the potential of additional monsters on the field.
The downside(s) would be it's trigger, since limiting it's activation to an attack from your opponent leaves it open to destruction before it can be activated.
I've only run two duels with it so far, and as seems to be the case usually, the cards just didn't come up. I swear, when you add a new card to a deck it's like the other cards somehow keep the new cards from getting drawn. The only time I saw "A Hero Emerges" I had 11 cards in hand, icluding a "Mirrage of Nightmare" and an "Emergency Provisions".
Has it been working for anybody? Is it worth running, or should I leave it alone?
A Hero Emerges might come in handy in an Archfiend deck since they need to have field presence.
So summon a Vilepawn and when your opponent attacks it, activate A Hero Emerges and SS a 2nd Vilepawn for a lockdown.
Also, with Gilfer now in multiples, it might be a good idea to run this card, it and Cost Down.
Just gotta either reduce your hand size down to one monster or to monsters only.
Waldo10032 – The Fiendish Duelist
(Level 2 Judge)
(Level 1 Tournament Organizer)
(Yugiohrealms Member of the Month - June)
(Creator of the Fiendish Duelists Mailing Group)
New York, NY "Combining the energies of my 2 separate monsters, and the forces of Light and Darkness intertwine, opening the gates of chaos, bringing forth..THE BLACK LUSTER SOLDIER!!!"
Its been my experience that if I am running A Hero Emerges, that its best suited to when I have more than normal amounts of 7*+ monsters. Those are cards that tend to get stuck in your hand. Therefore, AHE is a perfect way to summon it (at least w/ Fiends) But, be sure to practice the style of play Waldo suggested: empty your hand of anything but monsters. If your opponent ever gets a s/t card, then you have wasted 2 cards for absolutely no effect, much less advantage.
In an Archfiend deck....I dont know, honestly. My gut reaction is no. My Archfiends support each other pretty well, as do the s/t cards decked. I cant see having that big of a problem getting Terrorking out to justify using AHE over another card, such as a monster removal card to protect my monsters and clear a path for direct attacks...even with Vilepawn.
But, I do like the idea of a Pawn lockdown created.
You guys have given me an idea though:
The Chosen One-
Normal Spell:
Select 1 Monster Card and 2 Non monster cards from your hand. Your opponent randomely selects 1 of the 3 cards. If it is the Monster Card, it is immediately Special Summoned in face up attack or Defense position and the remaining 2 cards are sent to the Graveyard. If it is not a Monster Card, all 3 cards are sent to the Grave.
Normally, people shiver and tuck this card far far away. But what if the monster was Gilfer?
What if the non monster cards were things like (I think its called) Goblin Management Expert?
There are a few cards that really only work if triggered from the Grave. Heck, with any Fiend, even if it wasnt chosen, its in the Grave for you-know-who. And Chosen One is such an unknown in the dueling world, really, it could shock your opponents. It would need some serious playing around with to make this idea work, but it interests me.
Oooh, that opens some SERIOUS potential with "The Chosen One" and Gilfer. Good eyes ByserSquid! What other spell/trap cards were you thinking of to take advantage of this with? I'm having trouble tracking some down.
I'm thinking a Last Will/Winged Minion or Searcher approach might work a bit better for the Archfiends. Since a lot of the support Archfiends are within Last Will requirements. Heck, I'd probably run Giant Rat as my primary searcher to bring out a pair of Vilepawns for a quick Archfiend lockdown.
Oh...to all of you members of the lair, the Eyes of Despair Deck has finally been updated. If you get a chance check it out and let me know your thoughts. 8^D
Im forgetting the name of one, but its the counterpart to Numinous Healer. Those 2 and the Goblin Management Unit (is that the right name) are all traps and the only ones that I can think of, offhand, in which you get bonuses to the effect for each one in the Grave.
"Memebers of the Lair"? What's that about. PM me a link if it's a web page dedicated to fiendish play, OK?
I'll keep playing around with AHE for a few days, but I'm not sure it will end up main decked. I took out a Book of Moon and Archfiends Roar to fit in two of them. At best, I think it's a "1 in the deck" card (for my deck) but I threw in two so I would be forced to deal with it more.
I might also try moving up from 2 Tribute Monsters to 3, but I tend to hate the idea of multiple tributes. If you draw heavy tributes with no special summoning support your dead.
Ahhh! Attack and Receive is the other one you're thinking of! It inflict 700 LP damage plus 300 for each Attack and Receive in your graveyard. I had fun with that one in my Earth Deck days. though you really get better play out of it when you run 3 and use it when you take a hit, you inflict 700,1000,and 1300 for each successful activation.
I've thought of another card that might help with the Astral/Spirit Barrier combo mentioned earlier:
After Genocide
Normal Magic LOD086
This card can only be activated during Main Phase 1. All monsters on both sides of the field that have been involved in damage calculation are destroyed during the End Step of the turn.
I'm not sure if it'll work with Spirit Barrier out, but if it does, it could be quite good. They attack, do nothing, and die. Too bad it's not a continuous magic.
Yeah, that's not too bad, but wouldn't After Genocide involve your own monster too....oooh wait it wouldnt' since you're bypassing it to direct attack.....tasty!
You can also pick Chaosrider Gustaph and 2 Spell cards and if Chaosrider is SSed, remove the 2 Spell cards to pump him up to 2000.
The Chosen One is pretty combo friendly. Just gotta have the right cards in your hand.
I personally prevent Magical Hats for the old "pick a card, any card" trick.
Waldo10032 – The Fiendish Duelist
(Level 2 Judge)
(Level 1 Tournament Organizer)
(Yugiohrealms Member of the Month - June)
(Creator of the Fiendish Duelists Mailing Group)
New York, NY Yugi :"Combining the energies of my 2 separate monsters, and the forces of Light and Darkness intertwine, opening the gates of chaos, bringing forth..THE BLACK LUSTER SOLDIER!!!"
I don't think After Genocide will really work with that the Astral and Spirit barrier as a combo. After Genoicde is a normal, not quick-play spell card.
You can also pick Chaosrider Gustaph and 2 Spell cards and if Chaosrider is SSed, remove the 2 Spell cards to pump him up to 2000.
The Chosen One is pretty combo friendly. Just gotta have the right cards in your hand.
I personally prevent Magical Hats for the old "pick a card, any card" trick.
Waldo10032 – The Fiendish Duelist
(Level 2 Judge)
(Level 1 Tournament Organizer)
(Yugiohrealms Member of the Month - June)
(Creator of the Fiendish Duelists Mailing Group)
New York, NY Yugi :"Combining the energies of my 2 separate monsters, and the forces of Light and Darkness intertwine, opening the gates of chaos, bringing forth..THE BLACK LUSTER SOLDIER!!!"
i thought of the Black Pendant thing, but the text specifies that the card must be sent from the Field to the Grave. Since, with Chosen One, BP would not actually be on the field, I dont think that the 500 damage effect would activate. thats the reason I suggested the trap cards I did.