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.
This discussion is a deck that I've been meaning to touch on for sometime. It seems in the last couple of sets, HEROes have received a lot of support, the biggest in Elemental HERO Great Tornado, The Shining and Parallel World Fusion. With monsters like Voltic, Stratos and E- Emergency Call, it seems to be me that HEROES, specifically, Elemental HEROES are a deck that could be classified as Tier 1.5 or Tier two, for those who don't recognize a Tier 1.5 as a play tier.
Cards that I find are exceptional for HEROES:
Elemental HERO Ice Edge: This little pint size warrior has a two part focus. He loads up the Grave for an Onmi HERO summon and two, he can bypass your monsters to get rid of a spell/trap you set. Gets under Most trap holes and he is ever good fodder for Any Omni Hero
Reborn Tengu: This guys is all around great and makes a very easy summon of Great Tornado. Not to mention, but when you use him for a fusion, you get another out of the gun for free. Not bad stats either. He also makes great synchro/xyz material for whatever you want. If you are using fusion HERO, you damn well oughta include this guy.
Elemental HERO Voltic: For decks that use mostly or all E-HERO, you can't go wrong. Aside of The Shining, you can always get a HERO back. Nothing feels better than getting a Stratos off a Voltic and getting to break up the back field or into another Search.
Elemental HERO Heat: The Heat is on with this monster. Max attack at 2600 is nothing to sneeze at. Makes good fodder for any Omni HERO summon, and can get you Nova Master if you want him.
A HERO Lives: Not bad for what you get, but a bit much for what you do get. Unless your getting an easy Fusion or XYZ summon, I'd opt to not max on this. First turn and getting a whole plethora of special summons is worth it.
Super Polymerization: This card is worth its weight in gold, but like A HERO Lives, is not worth maxing on. the two for one is a killer, but so is stealing one or more of your opponents' cards to summon a monster you get. Of course, if they're machines, you'd do better with Chimeratech Fortress Dragon, or if you''re feeling ballsy, Overdragon
What do you guys think about this deck type? What are some possible variations of this build? Can we expect HEROES to be a stronger type in the next format? Are they're skeletons that one can use to build this deck? Let's discuss?
I'm waiting for my copies of A Hero Lives to show up but I'm pretty excited about this deck right now.
Elemental HERO Ice Edge I agree that this guy is severely underrated. It puts your opponent in a tough position where they have to deal with Ice Edge or lose part of their back row. I like it as a one off in a deck that can easily search it out. Add in the fact Super Poly can fuse him with your opponent's threats after it's attacked or on your opponent's turn and you've got something really nice.
The other idea I like is attacking with Ice Edge, blowing up a card, and then tributing Ice Edge with Enemy Controller to take one of your opponent's monsters. This move could work with Miracle Fusion to also get rid of your opponent's monster.
Elemental HERO Voltic I like Voltic if the deck supports him. Unfortunately I don't think what I personally have planned will be able to run Voltic. It's tough because if he had a higher attack he'd border on broken, so I can understand why the designers made him the size he is. He really needs the attack boost of Skyscraper.
Elemental HERO Heat At worst Heat is what, an 1800 attacker? Not bad. If he gets bigger than that it's a plus. Right now I added him to my version because I wanted the deck to have access to all of the Omni Heroes without relying on my opponent's deck. Heat is really the best Fire option that we have.
A HERO Lives Honestly I don't see any reason not to max out this card. Yes it costs you half of your life points, but it also gives the deck unparallelled access to it's monsters. A HERO Lives and Emergency Call get you any Omni Hero you could want. Late game it's not going to matter if you have 500 LP or 250. This card increases your consistency, flexibility, and explosiveness. To me it's the backbone of the deck.
Super Polymerization Agree, this card is great. I think we can take some of the sting out of this cards cost if we put our minds to when and how it's played.
Hero Blast Generally this is just used with Neo Alius but it's been effective in the past. Maybe adding Clayman to the mix could help this card be more reliable.
Fifth Hope Pot of Avarice for Elemental Heroes that can be run in threes. In the right build I think this could really good. I don't think Merchant Pot Turbo can work anymore, but there should be a lot of easy ways to load the Graveyard up.
Hero's Bond This was another card that I thought was interesting, but it's a lot higher risk. This could set up a lot of Fusion and Xyz summons, but you could really put yourself in a hole.
Somewhat ironic bit in terms of Voltic is that, in the manga, he has Voltic Spear which, on any other monster, is a 300 ATK increase, but on Voltic, it's a 1000 ATK increase, lol.
Though, also, Voltic's effect (like several of the manga E. Heroes, especially Airman and Ocean) was completely different in being a Necroface removal-returner when it did Battle Damage.
I'm waiting for my copies of A Hero Lives to show up but I'm pretty excited about this deck right now.
A HERO Lives Honestly I don't see any reason not to max out this card. Yes it costs you half of your life points, but it also gives the deck unparallelled access to it's monsters. A HERO Lives and Emergency Call get you any Omni Hero you could want. Late game it's not going to matter if you have 500 LP or 250. This card increases your consistency, flexibility, and explosiveness. To me it's the backbone of the deck.
Hero Blast Generally this is just used with Neo Alius but it's been effective in the past. Maybe adding Clayman to the mix could help this card be more reliable.
Fifth Hope Pot of Avarice for Elemental Heroes that can be run in threes. In the right build I think this could really good. I don't think Merchant Pot Turbo can work anymore, but there should be a lot of easy ways to load the Graveyard up.
Hero's Bond This was another card that I thought was interesting, but it's a lot higher risk. This could set up a lot of Fusion and Xyz summons, but you could really put yourself in a hole.
A Hero Lives is not a bad card, and it makes for great opening plays
but the issue I have is the midgame play, where you are going to suffer. Nowadays, the metagame deviates from long standing plays (for which warriors suffer from a drawn out game) and unless you have the cards for the Omni Hero right there, you're going to have it sit in your hand. And for a archetype like Elemental Hero, you wanna hit hard and fast, considering Great Tornado, Earth, Vision Hero are all one trick ponies, Absolute Zero needs to be removed from the board and the Shining Needs to hit the grave.
Hero's Bond is excellent, but promotes bad hand management. If you teched it, it would have to be for the XYZ summon. Even under miracle fusion, Hero's bond is outplayed by Fusion Gate and A Hero Lives. Still, it has it's merits if you can replenish your hand quick enough
Fifth Hope works if you can get Heros in the grave, but its more effective in decks that don't really spam Miracle Fusion. You'd want to have as many Hero's in the grave to ensure it going off, and Miracle Fusion is denying that to go off.
I find quite the opposite for A Hero Lives. I hold it until my opponent thinks they have me in a corner by shutting down one of my summons with Warning/Judgment/Torrential/Bottomless or when I have a hand that will allow me to push for game. Early game A Hero Lives is quite costly and with the amount of deck thinning and drawing that I'm running it's not like I need it (to steal an older Versus term) hit my drops.
The real key to a Fusion based Elemental Hero deck is Prisma. He can easily set up two Fusions in a turn. Summon Prisma and send whatever you need to the Graveyard. The best case is using Super Poly to fuse Prisma with one of your opponent's monsters. From there you have two Heroes in your Graveyard so Miracle Fusion is a straight swap of a Spell card for an Omni Hero. Add in any number of other cards like Monster Reborn, Call of the Haunted, or A Hero Lives for more shenanigans.
Dark World is about the only deck that messes with Super Poly making it a pretty tough match up.
However, prisma will not with omni heroes since there is not a specifically named monster. So unless ypur using specific ones in your extra, (ie terra firma) I reallydont knoe bout prisma
I don't use Omni Heroes with Prisma's effect, I just set up the Graveyard for Omni Heroes. I run Elemental Hero Grand Neos so I can send Grand Mole to the Graveyard, Elemental Hero Terra Firma so I can send Ocean, and Elemental Hero Inferno so I can send Heat to the Graveyard. This gives me access to the Earth, Water, and Fire Omni Heroes relatively easy. Wind is taken care of by Stratos which the deck hits early game anyway so that's not something to worry about.
The only thing I really don't have covered right now is a Light Hero that I can send to the Graveyard with Prisma. I could run Elemental Hero Neos, but that just seems like a liability.
I want to take a look at some of the Fusions in the E-Hero arsenal since they are really what the deck is looking to summon. Without the Fusions this deck isn't worth running.
Elemental HERO Absolute Zero I see this as more of a control card since it needs to leave the field to activate it's effect. Drop down Absolute Zero in the early game, or for that matter late game when you have the game in hand, and force your opponent to deal with it. Their best answer is Spell or Trap based removal when they have no monster on the field since a monster effect would at a minimum clear that monster out. Early game the odds are your opponent will have more answers to this, but that also means you can force out cards.
Elemental HERO Gaia Gaia is an answer to basically any monster your opponent plays. The down side is on your opponent's turn Gaia is slightly under powered. This can be mitigated with Book of Moon or Enemy Controller, allowing Gaia to attack into the softer defense value that most commonly played monsters have.
Elemental HERO Great Tornado Gaia's brother in arms. Great Tornado hits your opponent's whole side of the field, making it a great option when you can swarm and take out multiple threats. It's stronger base attack also makes it less vulnerable than Gaia in follow up turns. Great Tornado is also a nice way to get rid of an opponent's Stardust Dragon with Super Poly. Unfortunately the only great options to summon Tornado straight out of your own monsters are likely Stratos and Reborn Tengu.
Elemental HERO Nova Master With all of the minuses that the deck takes through Fusion summons, Nova Master is a way to start building your hand back up. He's not as versatile as Gaia or Great Tornado, but there will be situations where he'll come in handy.
Elemental HERO The Shining Using Miracle Fusion to summon the Shining means his attack immediately jumps to an impressive 3200. He can easily climb higher than that. With Agent Angels still seeing a lot of play in the metagame, the Shining is easy to drop with Super Poly and one of your opponent's monsters. The fact that he refills your hand when he leaves the field is a nice added bonus.
Elemental HERO Escuridão The Dark Omni Hero that we don't have yet which is unfortunate because without him Super Poly is hurts in the Dark World match up. While the Shining likes to be summoned with Miracle Fusion, Escuridão likes to be summoned with Super Poly. He only gets a 100 attack boost for each monster in your Graveyard so he may not reach far over a 3000 attack. Since he gives the deck an Dark option for Super Poly more than makes up for that.
Elemental HERO Necroid Shaman I started looking at the old Elemental Hero Fusions a lot more closely lately and Necroid Shaman is one I've been giving some thought. Unfortunately it means I would have to run Necroshade, but with Prisma in the deck he would find his way into the Graveyard pretty easily. Shaman hit's the field, takes out one of your opponent's monsters and then adds one to your side of the field. That's pretty impressive and really helps to balance out the cost of Fusion summoning this card. If you can drop him with Miracle Fusion you've effectively cost got yourself a +2 in card advantage (-1 opponent monster, +1 monster on your side). That alone seems worth consideration.
Unfortunately, Necroid Shaman puts a monster from your opponent's Graveyard to THEIR side of the field, so it's essentially replacing a, preferably, bigger monster for a smaller one that it or some other monster can attack over.
I was half alseep this morning when I was reading it so I may have confused the wording. Your opponent get's the monster? That does seem more balanced. If that's the case I'm not going to have to worry about trying to shoe horn anything into the deck.
Instead of necroid shaman, we can go for darkbright. While he's no absolute zero, when he's destroyed, he pops a monster makes him worthwile. Though the attack is subpar, he definitely can set up a force out or two early game in lieu of Zero. Trample and a dark hero at that, he can switch for zero or be used to summon an omni hero once he's gone. Not that great overall compared to the onmi hero, but offers a bit in control if you want it
The thing with elemental/evil HERO fusions: Elemental has more support. Evil. Is more broken. Wild wingan is great, but your gonna have to run pointless avian to make it. Terra Firma fits. Trade in zero and get a near clean shot straight through. Dark bright comes in second then plasma vice. The possibilities are virtually limitless with this deck
Hi guys. I'm a new member of the site, and I've been running an E-hero deck for the past few weeks. I transitioned from a warrior toolbox I've been running for two years, and I brought some of my favorite cards over. I personally find that by adding in cards like D.D Warrior Lady or D.D Assassin, it helps end the game that much more quickly by letting you set and then remove an opponent's high power monster from play.
Another monster that works amazingly in my deck seems to be Spell Striker. His ability to be summoned limitless times from either the hand, deck or grave by banishing a spell is great for stalling for a few turns. Plus, the fact that he attacks directly and causes you to take no damage whatsoever means that you have a powerhouse if you can get a few power boosting cards on him. I don't know all that much about some of the fusions in this deck, but I can honestly say that Great Tornado isn't much use.
Anyway, figured I'd drop in and see if anyone had something to say about these, or if anyone has advice.
Thanks for reading
-Dryditch