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Main strategy is to combine (chain equipment) with a (Fusion Gate), and rely on the high-level fusions to use as xyz materials, depending on the monsters on opponent's field can invoke the galaxy-eyes to deny its effects using 2 absolute zero (destiny hero + King of the Swamp) and the main phase 2 rely on others, after that you can invoke the elemental hero electrum to return the cards banned the deck and invoke the Dragoon then alternates between between Dragoon Electrum and to be able to rely 3 monsters level 10, and xyz the same level .. should invoke a electrum for last so that the monsters are on the deck to invoke the Elemental hero core in the end .... -One issue to consider is the fact that you can only attack the next turn. -My request for help is to improve the speed of the deck and not get caught without the necessary cards in hand.
16
- Elemental HERO Sparkman x1
- Elemental HERO Burstinatrix x1
- Elemental HERO Clayman x1
- Elemental HERO Avian x1
- Elemental HERO Neos Alius x1
- Elemental HERO Bubbleman x1
- Destiny HERO - Plasma x1
- Destiny HERO - Dogma x1
- King of the Swamp x2
- Cardcar D x3
- A Cat of ill Omen x3
- Destiny End Dragoon x3 (Kill and rip Opp Life)
- Elemental HERO Electrum x3 (Return Banned Cards to deck)
- Elemental HERO Absolute Zero x2 (Xyz or could kill opp monster field)
- Elemental HERO Core
- Superdimensional Robot Galaxy Destroyer (Kill Spell/Traps)
- Number 99: Utopic Dragon (Protect From Some traps)
- Superdreadnought Rail Cannon Gustav Max (If dragoon takes amount of lp use to finalize)
- Number 107: Galaxy-Eyes Tachyon Dragon (For negate some bastards)
- Number 23: Lancelot, Ghost Knight of the Underworld (Protect you next turn)
Ftriedge (talk • contribs) 18:48, January 26, 2015 (UTC)
Replacing the vanilla e heros with blazes and shadow mists might be a decent start. Maybe put in the appropriate hero signal traps?Deathwingincarnate (talk • contribs) 23:09, January 26, 2015 (UTC)