Forum:Robbing Heroes

Hi

after a quite long inactive time I decided that it is time to think of another deck (perhaps it also has something to do with the fact, that I optained the WC10 game some days ago^^). This time it is something which works against my favourites... Stardust and even the Assault and Majestic forms. But not only those would have a very hard time against those Heroes...

I already had some duels against some minor opponents in WC10 and it works quite well... but I want it to work better than that, so here you are asked^^

Here are robbing Heroes, E-heroes who often use the opponents monsters for their fusions (Things I'd like to add but I found no space for are in brackets . What I possibly could throw out are also in brackets []. Perhaps you have some ideas? :) )

(If I missed something on the March10 list let me know, my mind is sometimes stuck in Sep09^^)

Ok, what do we have here? Lets begin with the Fusions and the Monster(s) which are the reason for this Deck: First Elemental Hero Great Tornado. With Super Poly say byebye to Stardust, Assault, Majestic and every other wind monster on the opponents field and say hallo to a 2800 Monster with a permanent shrink effect. And not like Gale only to 1 Monster, to all (face up) Monsters! Second to fourth are Absolute Zero, Gaia and The Shining. The first eliminates every monster on the opponents field when he leaves it (therefore I'd wish to add a Transporter or 2...) and says byebye to any water monster the opponent controls with super poly. All remaining Water monsters give him aditional attack, giving him the ability to become a huge beatstick with the right circumstances (or just 3k with another ocean^^). Gaia says byebye to earth monsters (e.g. D.D. Warrior/-Lady) and has a built in Riryoku trigger effect. The Shining is some really strong being, even if there is only 1 Fusion with miracle performed (3200). He also can say byebye to Jugdement Dragon and all the other anoying light monsters. In addition he Returns up to 2 RFG Heroes if sent to the grave. The only thing which is missing now are Fusions with Dark and Fire Monsters^^

The remaining Fusions are there just for various circumstances and the fact that they somehow can be created out of the Monsters I chose (some only with King of the swamp). Perhaps the only one I have to Explain is Wild Wingman. He is just there as an emergancy s/t remover ;)

'''For the ones I'd like to add... well, the only thing I might remove is 1 gaia. Out of the 4 he is the rarest one to hit the field. Darkbright would be interesting because of some nice pircing damage and a built in Michizure effect. Flame Wingman and Phoenix Enforcer could add some right to exist for Avian beside the thing explained below...'''

Now to the Fusionmaterials, lets begin with him. He is there for being a wind hero other than Stratos (whose existance I really don't need to explain... need I?^^). Sparkman is there for being light and a decent attack for a hero... and someone with really good fusion possebilities beside the main ones (shining flare/phoenix, plasma vice, ...). Ocean: water for Absolute Zero and can recycle heroes which is just great. Now for Prisma... well, I'm a bit unsure if I even need him. Ok, he has really good attack (for an E-hero), is light (one of the most used ones) and his name can be changed... but I hardly need that effect because the main fusions only need "Any E-Hero" and some random monster with specific element. On the other side, he could dump heroes in the grave (an effect I also needed quite rarely until now... but it can be quite nice with some miracle fusions^^). Now for Wildheart: Needed for some nice Fusions and Trap immunity :). Also some nice earth element if I don't want to waste the next hero. Woodsman. He searches out Poly from the deck AND GRAVE and is something nice for the start with 2k def. Attacked "oh too bad, not destroyed" and "a free Poly in standby phase" is far too great to miss. The last one is King of the swamp. Fusion Substitute and searches Poly? I think that can't be better :)

'''Here I thought about replacing the (or at least 1 or 2) Plasmas with Bladedge but I'm really not sure if that would be the right decition... and perhaps adding a necroshade because I have some daubts that Bladedge is that good without him...'''

Let's enter the Spell section. First there is the card this Deck has the name from: Super Poly. Any E-Hero from your side of the field + countless other possible monsters from the opponents side of the field = an even better E-Hero on your side and 1 missing monster on the other side. Great, what do you want more? Perhaps a fusion in your battle phase within your own heroes to get the opponents life point to 0 with a surprise new monster. Or the fact, that this card can't be negated by anything (and please state a not already banned continous card which cancels spells beside Spell Canceller ;) ). Since our heroes are strong, but not the best in attack there is burden. E-Call and reinforcement are really great searchers for any lvl4 or lower E-hero. MST + Trunade + Heavy = s/t removal stabels. What can't be missed in a Fusion Deck is Future Fusion. Get Heroes to the grave for miracle and get a Fusion monster out 2 turns later? GREAT :). With all the searchers around 2 Polys are enough (3 Wood + 3 king + 2 = 8 effective Polys, 3 of them even reoptainable from the grave). Miracle fuses our already fused monsters to an additional or even a different hero. In addition they power up The Shining. And last, if there is nothing left on the field and in the grave we can put our RFG heroes to the Deck and even get another fusion with paralell :). Oh, and swords are there for some breathing time if our heroes are mirrored of LVed to get the right fusion card to fuse something new to the field.

'''As for de-fusion, I thought about that in the same way as the transporter below, removing Absolute Zero from the field. Instead of returning him it returns the fusion materials, which would have an open field for attacks and could be used for other fusions as well. But I'm not that sure about this card since the materials would be more than 1 time in the rfg zone or even in the deck... tell me what you think :)'''

Ok, last is the tiny trap zone. '''First there is monster removal with mirror and bottemless. I'm still not sure if I actually need them, please tell me what you think here. I thought about replacing them with Transporter. Call even wouldn't be that necessary here but with Bladedge that would be much more usefull I think.''' Dark Bribe and Solemn are there for s/t negation, the latter can even prevent sucessfull summons if necessary.

ok, that's it. If you have any suggestions feel free to post them. And please help me to decide at '''the marked spots. This Deck is also a little too big, want a card amount about 40-44. So, what to remove?''' -dest- 21:09, March 6, 2010 (UTC)