Forum:Deck Guide/HERO

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HERO Guide

By BobaFett2 & AlejoValmont

  • Intro

"HEROes" are a group of 5 Archetypes: "Evil HERO", "Elemental HERO", Destiny HERO", "Masked HERO", and "Vision HERO". Each has a different focus and advantages that can be mixed between them. For a long time HERO cards have been taking like a week archetype, but now, with the release of a new structure deck and some cards from OCG we can find powerful combos (often performed by Masked HERO monsters). Let's see a fresh review about this five archetypes.

  • "Elemental HERO" cards have many focuses as they make up a very large archetype; the original purpose of the archetype is Fusion Summoning but it can also focus on Contact Fusing "Neos" monsters (with the "Neo-Spacian" archetype), using beatdown strategies, or combine with Gemini monsters in Miracle Gemini decks.
  • "Destiny HERO" cards focus on time - many effects take a turn to activate ("Clock Tower Prison" takes four of your opponent's Standby Phases to become useful). They are all DARK monsters and are a weaker archetype-they can add a lot of power to some decks but are bad stand-alone decks.
  • "Evil HERO" cards are twisted "Elemental HERO" monsters with better effects and Fusions. The "classic" "Elemental HERO" Fusion Monsters are re-made with more powerful effects and the opposite Attribute. "Evil HERO" decks have the same focus as "Elemental HERO" decks but are less supported.
  • "Masked HERO" cards are a new HERO Fusion Monster type Summoned by "Change" Quick-Play Spell Cards as "Mask Change", "Form Change" or "Mask Change II" which transforms any "HERO" monster into a "Masked HERO" Fusion Monster.
  • "Vision HERO" cards are few in number. They currently consist of two TCG/OCG Fusion Monsters, played along with the HERO archetype to support it, "Vision HERO Adoration" and "Vision HERO Trinity".

"Omni HERO" monsters are not an archetype in themselves but are a group of "Elemental HERO" Fusion Monsters who use one "HERO" monster and any monster of their Attribute - they can be Fusion Summoned with "Miracle Fusion" and are quite powerful.

Alone, none of these archetypes prove very powerful - they lose too much advantage or don't have enough power. However, both "Destiny HERO" and "Elemental HERO" monsters are among the most important cards in some of the most powerful tournament decks-"Destiny HERO - Malicious" and "Destiny Draw" are some of the most important cards in Teleport Dark Armed decks, "Elemental HERO Neos Alius", "Hero Blast", and "Miracle Fusion" are among the most important cards in Miracle Gemini decks, and "Elemental HERO Prisma" helped "Gladiator Beast" decks do well in tournaments.

These "HERO" cards have been affected by previous (or actual) banlists:

  • "Destiny HERO - Malicious" was Semi-Limited due to it being a Level 6 monster that can Special Summon more of itself (and combos with "Destiny Draw"), but has since returned to Unlimited status in both formats.
  • "Destiny Draw" was Limited due to it allowing you to draw two cards as well as sticking "Destiny HERO Malicious" or "Destiny HERO Dasher" in your Graveyard. It was Semi-Limited in the September 1st, 2011 lists and later Unlimited.
  • "Elemental HERO Stratos" is banned (in the TCG) because you can use it to search for any "HERO" monster into your deck, giving a great hand advantage, wich played along with cards like "Goblindbergh", allows you to Special summon that HERO monster. (or destroy Spell and Trap Cards).
  • "Destiny HERO - Disk Commander" is Banned because it makes any revival card into a "Pot of Greed" that gives you a monster.
  • "Elemental HERO Shadow Mist" was Limited in the OCG due to its searching capabilities and the ability to easily bring out the powerful "Masked HERO Dark Law".
  • "Neo-Spacian Grand Mole" is Limited because its effect is powerful and re-usable. Technically, it's not a "HERO" monster but it's part of the closely related "Neo-Spacian" archetype.

Pros and Cons

Pros

HERO decks can Fusion Summon without monsters on the field: Unlike Synchro Summons, Fusion Summons can be made using "HERO" monsters in your hand, Field, Graveyard, and even Banished "HERO" monsters.

HERO decks have ample draw and search power: "Elemental HERO Stratos" was an amazing searcher, but with him banned we can use cards such as "Reinforcement of the Army" or "E - Emergency Call" plus card effects like "E-HERO Shadow Mist", "E-HERO Blazeman" or even "E-HERO Prisma", searching from the deck to your hand or graveyard.

Cons

Fusion Summoning is risky: With the exception of "Miracle Fusion" and "Parallel World Fusion", Fusion Summoning is either slow or risky due to a loss of advantage.


Main Cards

Monsters

Elemental HERO:

  • Elemental HERO Avian: One of the basic and first "Elemental HERO" monsters. Due to it being a Normal Monster it has few uses.
  • Elemental HERO Bladedge: Since it's a two tribute 2600 it's not very good. It is used in "HERO" beatdown in combination with "Elemental HERO Necroshade".
  • Elemental HERO Blazeman: Has the ability to search "Polymerization" on its Summon, easing the toll on the hand that Fusion Summoning can take, OR you can send an "Elemental HERO" to the Graveyard to gain its statistics, most importantly its Attribute for more flexible Fusion Materials for the "Omni-HEROes".
  • Elemental HERO Bubbleman: "Bubbleman" can be used a Material to Fusion Summon "Absolute Zero" or to Transformation Summon "Vapor" or "Acid". However, it can be a +2 if you draw it while you have no cards in your hand and on your side of the field (works in a special type of Burn deck), and its built-in Special Summon effect is handy for making Xyz Monsters.
  • Elemental HERO Burstinatrix: Like "Avian", it only has a few uses.
  • Elemental HERO Captain Gold: "Captain Gold" saw use in "Skill Drain" decks as it's a 2100 that can be searched. It also searches for "Skyscraper" which is a key card in "HERO" beatdown.
  • Elemental HERO Clayman: See "Avian".
  • Elemental HERO Flash: Doesn't have much use since it needs a significant Graveyard set up-you have to have three other "Elemental HERO" monsters in your Graveyard. It has a powerful effect (returning a Spell Card from your Graveyard to your hand) but just isn't very reliable.
  • Elemental HERO Heat: Used in "HERO" beatdown as a potent attacker - it gains 200 ATK per "Elemental HERO" monster you control. It can be used in "HERO" Fusion decks but it only makes one non-"Omni HERO" monster.
  • Elemental HERO Ice Edge: "Ice Edge" is almost totally unused - he can attack directly but his low ATK and the cost make it not worth much and the ability to destroy a set Spell/Trap is offset by the cost of the direct attack and the fact that it would be more effective just to use "Mystical Space Typhoon".
  • Elemental HERO Knospe: "Knospe" is less useful than "Ice Edge"-it gains ATK and loses DEF at a very slow rate and maxes out at 1600, a mediocre score. However, it can attack your opponent directly and can't be attacked while you control another "Elemental HERO".
  • Elemental HERO Lady Heat: "Lady Heat" can be fused with "Heat" and it deals minimal burn damage (200 per "Elemental HERO" you control), making it next to useless.
  • Elemental HERO Necroshade: "Necroshade" is used in "HERO Beatdown" with "Foolish Burial" and "Hero Mask" to allow you to Normal Summon "Bladedge" without a cost. It also makes a mediocre Fusion Monster ("Darkbright") and a great Fusion Monster ("Necroid Shaman"). Also, you can Special Summon it with "Chaos End Master" to Synchro Summon a Level 8 Synchro Monster.
  • Elemental HERO Neo Bubbleman: "Neo Bubbleman" cannot be summoned in Advanced Format because "Metamorphosis" is banned. It destroys any monster that battles with it but even then, the cost of summoning ofsets the benefits and the fact that it still has 800 ATK.
  • Elemental HERO Neos: "Neos" is a two tribute 2500 monster with no effect-it's bad in general. However, it's used in "Neo Spacian" decks to make the "Neos" Fusion Monsters.
  • Elemental HERO Neos Alius: A Gemini Monster-it can be used with "Gemini Spark" and has made "Miracle Gemini" decks powerful. It also counts as "Neos" if re-summoned (however, almost never re-summoned).
  • Elemental HERO Ocean: "Ocean" can return a "HERO" monster from your side of the field or your Graveyard to it's owner's hand. This only works once per turn during your Standby Phase, making "Ocean" less useful than it could be.
  • Elemental HERO Poison Rose: Requires a useless card to summon and is basically a stronger "Knospe" (it gains 200 ATK and loses 200 DEF instead of 100).
  • Elemental HERO Prisma: "Prisma" is a great card-you can reveal any Fusion Monster in your Extra Deck to send a monster fro your Deck to your Graveyard with that name AND treat "Prisma" as that card. This means that "Prisma" can be used as "Foolish Burial" as well as a Fusion Substitute (and it can be used with Fusion Substitutes since it counts as that monster). In addition to that, it counts as being part of that archetype-you can use it and "Test Tiger" to get out a "Gladiator Beast Gyzarus" on your first turn or turn it into a "Cyber Dragon" and use it for "Chimeratech Fortress Dragon". Lastly, you can use it to send a "Necroshade" to your Graveyard.
  • Elemental HERO Shadow Mist: "Shadow Mist" can either search out a "Change" Quick-Play Spell to transform into "Dark Law" or simply search a "HERO" monster when it's sent to the Graveyard.
  • Elemental HERO Sparkman: See "Avian".
  • Elemental HERO Stratos: One of the best "HERO" monsters. It can search for any "HERO" monster when summoned (a +1) or destroy Spell/Trap Cards. It greatly increases the consistency of "HERO"-using decks.
  • Elemental HERO Voltic: "Voltic" has the most use in the "Voltic OTK" where you get "Voltic" to attack directly, resulting in it Special Summoning another "Voltic" and being removed from play by a combination of "Des Counterblow" and "Dimensional Fissure". It can also be used in "HERO Fusion" decks to Special Summon Banished "Elemental HERO" monsters.
  • Elemental HERO Wildheart: Due to it being immune to Trap Cards it can be used in quite a few combos. However, it isn't very good.
  • Elemental HERO Woodsman: "Woodsman", like "Ocean", has an effect that activates during your Standby Phase - you can add "Polymerization" from your deck to your hand. Combined with "Ocean" you get a Fusion Summon that is only a -1. Its 2000 DEF points also make it more durable than "Ocean".
  • Neos Wiseman: Only works if you are using "Yubel". It's hard to get rid of but is annoying to summon due to lack of synergy between archetypes.

Elemental HERO (Fusion):

  • Contrast HERO Chaos: "Chaos" is easier to Summon then most would think; since he's always treated as an "Elemental HERO", cards like "Miracle Fusion" can be used to Summon him. His effect is simple, yet extremely applicable; he can negate the effects of any card on the field once per turn, and this effect is a Quick Effect, so it can be activated in response to Spells and Traps to stop them as well.
  • Elemental HERO Absolute Zero: "Absolute Zero" is one of the Omni HERO monsters. Decks that commonly use it add "Snowman Eater" or "Penguin Soldier" so that they can make use of it. When it leaves the field, it destroys all of your opponent's monsters.
  • Elemental HERO Air Neos: While your opponent's Life Points are higher than yours, "Air Neos" gains ATK equal to the difference-a potent effect.
  • Elemental HERO Aqua Neos: "Aqua Neos" has a decent effect (discard a card to discard one of your opponent's cards) but "Neos" monsters already make you lose enough advantage that you should only use its effect with caution.
  • Elemental HERO Chaos Neos: "Chaos Neos" requires you to use "Neo-Spacian Glow Moss" which is in itself a terrible card, making this not worth using. It's effect is also random: you could get a very bad effect (return all of your monsters to your hand), a good effect (negates all of your opponent's monster's effects), or a great effect (destroy all monsters your opponent controls). It also sets all monsters when it leaves the field.
  • Elemental HERO Core: "Core" has a high cost of three "Elemental HEROes", but arguably makes up for it with two powerful effects and the ability to float into almost any "Elemental HERO" Fusion Monster. It can double its ATK when attacked, and if it destroys a monster in battle it can destroy another with its effect.
  • Elemental HERO Dark Neos: "Dark Neos" has a very useful effect, making it one of the better "Neos" Fusion Monsters - it negates one monster's effect while he remains on the field.
  • Elemental HERO Darkbright: "Darkbright" is terrible - it has only 2000 ATK and changes to Defense Position after attacking. It's piercing does not make up for it's negative effects.
  • Elemental HERO Divine Neos: "Divine Neos" has a very powerful effect but is too costly and too easy to get rid of. Since it requires 5 Fusion Material monsters, it's annoying to summon in any way other than with "Future Fusion" (now Forbidden). You can remove any "HERO" or "Neo-Spacian" monster in your Graveyard to give him 500 ATK and its effects (until the End Phase).
  • Elemental HERO Electrum: "Electrum" is a fusion of four monsters - too difficult to get out effectively and its effect (returning Banished cards to their owner's decks) won't affect the game that much.
  • Elemental HERO Escuridão: "Escuridão" is another Omni HERO that allows you to use the "Future Fusion FTK". It's effect is rather mediocre as it simply gains 100 ATK per "Elemental HERO" monster in your Graveyard but the ability to use a "DARK" monster for the Fusion Summon makes him powerful.
  • Elemental HERO Flame Wingman: One of the original "Elemental HERO" Fusion Monsters. It's not very good since the damage is usually inconsequential and its low ATK makes it vulnerable.
  • Elemental HERO Flare Neos: "Flare Scarab" is a little better than "Air Neos" because it gains ATK (400 for each of your opponent's set Spell and Trap Cards) more often and "Neo-Spacian Flare Scarab" can be used to make more powerful "Neos" Fusions.
  • Elemental HERO Gaia: Yet another Omni HERO. Its effect is one-shot (halve one of your opponent's monster's ATK and give it to "Gaia") but powerful.
  • Elemental HERO Glow Neos: "Glow Neos" has a decent effect (once per turn, you can destroy one face-up card your opponent controls and get an effect based on the type of card). However, it requires you to use "Neo-Spacian Glow Moss" which is a terrible card through and through.
  • Elemental HERO Grand Neos: "Grand Neos" is excellent (for a "Neos" Fusion) because it uses "Grand Mole" and because you can return one of your opponent's monsters to their hand.
  • Elemental HERO Great Tornado: Yet another Omni HERO with a very powerful effect - it halves the ATK and DEF of all of your opponent's face-up monsters.
  • Elemental HERO Inferno: Not worth using-it's materials are not very good. It also has low ATK and an effect (it gains 1000 ATK against WATER monsters) that is very situational and dependent on the metagame.
  • Elemental HERO Magma Neos: Even better than "Grand Neos" - First, it gains massive amounts of ATK, and when it returns to your Extra Deck (via any effect) it returns every card on the field to its owner's hand. This can be more powerful than the effect of "Absolute Zero"-you can re-use a "Stratos" and return Synchro Monsters to the Extra Deck. More easily Summoned with "Miracle Contact".
  • Elemental HERO Marine Neos: It has a great effect (you can discard a card in your opponent's hand for free) but requires you to add more cards to your deck ("NEX").
  • Elemental HERO Mariner: "Mariner" takes two weak "Elemental HERO" monsters and fuses them into a weak, worthless monster (it can attack directly while you control set Spell or Trap Cards but it only has 1400 ATK).
  • Elemental HERO Mudballman: "Mudballman" is a good defender (3000 DEF) but it's too costly to summon and not worth using.
  • Elemental HERO Necroid Shaman: "Necroid Shaman" is excellent-you can use it for the sole purpose of using "Prisma" to send "Necroshade" to your Graveyard. Also, you can use "Miracle Fusion" to Fusion Summon it after using "Necroshade's" effect. In addition to that, you get to destroy one of your opponent's monsters AND Special Summon a monster from their Graveyard-it makes "Polymerization" into a +0 and "Miracle Fusion" into a +2.
  • Elemental HERO Neos Knight: "Neos Knight" is mediocre as it requires you to use "Neos" (which is only worth using in "Neo-Spacian" decks). It gets a lot of ATK but it can't hurt your opponent (although it can attack twice).
  • Elemental HERO Nova Master: A great Omni HERO monster that lets you draw cards when it destroys an opponent's monster in battle.
  • Elemental HERO Phoenix Enforcer: "Phoenix Enforcer" cannot be destroyed by battle but it's low ATK and lack of other effects means that it won't do much other than serve as a wall. It's also vulnerable to "Ally of Justice Catastor".
  • Elemental HERO Plasma Vice: "Plasma Vice" is powerful and has piercing, in addition to a 1 for 1 effect that is also quite powerful (discard a card, destroy one of your Attack Position monster your opponent controls). However, it requires you to use "Bladedge" in "HERO" Fusion.
  • Elemental HERO Rampart Blaster: "Rampart Blaster" sits in Defense Position and deals damage through direct attacks. However, it can't actually deal damage through a direct attack if your opponent controls monsters.
  • Elemental HERO Shining Flare Wingman: "Shining Flare Wingman" is an okay card-it gets very powerful and deals a lot of effect damage but it has too costly Fusion Summoning requirements.
  • Elemental HERO Shining Phoenix Enforcer: Like "Shining Flare Wingman" this card is too costly.
  • Elemental HERO Steam Healer: "Steam Healer" combines two weak "HERO" monsters and makes a barely-useful Fusion Monster that gives you Life Points equal to the ATK of a monster it destroys as a result of battle).
  • Elemental HERO Storm Neos: Its effect (destroy all Spell and Trap Cards on the field and returning all cards on the field to their owner's decks when it's returned to your Extra Deck) is super-powerful and worth using in in WATER/AIR "Neos" decks.
  • Elemental HERO Tempest: "Tempest" is powerful but requires you to use three Fusion Material Monsters. It also has a -1 effect that is powerful but not very effective due to the abundance of destruction effects ("Smashing Ground", "Gemini Spark", "Hero Blast", "Dark Hole", "Scrap Dragon", etc)
  • Elemental HERO Terra Firma: "Terra Firma" is not very good-it has low ATK that can be boosted (with a sacrifice) and requires you to fuse two otherwise not-so-useful monsters.
  • Elemental HERO The Shining: A great Omni HERO. It is great in that it gains at least 600 ATK when Fusion Summoned by "Miracle Fusion" and it returns up to two Banished "Elemental HERO" monsters to your hand when removed from the field.
  • Elemental HERO Thunder Giant: "Thunder Giant" has good enough ATK to defeat a lot of monsters in battle. It can also destroy weaker monsters by having you discard a card.
  • Elemental HERO Wild Wingman: Since it requires you to use not-so-great cards "Wild Wingman" isn't that good. However, its effect (discard a card to destroy a Spell or Trap Card) is quite useful.
  • Elemental HERO Wildedge: "Wildege" came out with "Bladedge" and "Wildheart" for the anime but it's just not that good-it has a powerful effect (it can attack all monsters your opponent controls) but the two monsters are only good in totally different deck types.
  • Rainbow Neos: Like "Neos Wiseman" it's annoying to use due to lack of synergy between archetypes. However, it does have a very powerful effect (send a card you control to your Graveyard to return all of your opponent's cards of that type to their deck or send the top card of your Deck to your Graveyard to return your opponent's Graveyard to their Deck).

Destiny HERO:

  • Destiny HERO - Blade Master: "Blade Master" is similar to "Honest" because it can be used to power up your "Destiny HERO" monsters. However, both the amount of ATK it gives and the low ATK of "Destiny HERO" monsters makes it not worth using.
  • Destiny HERO - Captain Tenacious: "Captain Tenacious" is slow but can continually bring back your "Destiny HERO" monsters. It's low ATK makes it vulnerable and an easy target.
  • Destiny Hero - Dasher: "Dasher" was used with "Destiny Draw" to draw cards and allow you to Special Summon big monsters for free. It's no good in battle but it is also used in an OTK.
  • Destiny HERO - Defender: "Defender" was once an okay card because of its huge DEF. However, in today's meta, the drawn cards will only spell your own downfall.
  • Destiny HERO - Departed: A terrible card-it gives your opponent advantage and does nothing for you except in one OTK.
  • Destiny HERO - Diamond Dude: "Diamond Dude" is used in Diamond Dude Turbo decks to Special Summon big monsters and clearing your opponent's field without paying costs or fulfilling requirements.
  • Destiny HERO - Disk Commander: "Disk Commander" is by far the most powerful "HERO" monster-it can be Special Summoned by most resurrection Spell and Trap Cards and it can be searched and Special Summoned from your deck easily ("One for One", "Reinforcement of the Army", "Elemental HERO Stratos".). It also makes every resurrection card a +2.
  • Destiny HERO - Dogma: "Dogma" is very powerful and it halves your opponent's Life Points. However, his cost is too high to be worth using.
  • Destiny HERO - Doom Lord: "Doom Lord" can temporarily get rid of a card (or be used to destroy "Spirit Reaper") but its low ATK makes it easy to get rid of.
  • Destiny HERO - Double Dude: "Double Dude" splits into two when destroyed by battle but it requires a tribute to summon it.
  • Destiny HERO - Dread Servant: Allows you to destroy "Clock Tower Prison" and get out "Dreadmaster" as well as adding counters to "Clock Tower Prison". Next to useless.
  • Destiny HERO - Dreadmaster: Used in some OTK decks due to it's powerful abilities. However, it's not very good since it's either a mediocre two-tribute monster or it requires you to stall while "Clock Tower Prison" gains counters.
  • Destiny HERO - Dunker: A terrible card that has very minor effects.
  • Destiny HERO - Fear Monger: "Fear Monster" will Special Summon a "Destiny HERO" monster from your Graveyard after being destroyed by battle but its slow and not very good.
  • Destiny HERO - Malicious: "Malicious", like "Disk Commander" and "Stratos", is an amazing card. It can be used to gain advantage with "Destiny Draw" and it can be tributed or used as a Synchro/Xyz Material.
  • Destiny HERO - Plasma: "Plasma", like "Dogma", has a high cost. However, since it negates your opponent's monster's effects and can steal your opponent's monsters, along with not having a requirement as to what the monsters are, can be worth using and is very powerful.

Evil HERO:

  • Evil HERO Dark Gaia: "Dark Gaia" can be used with "Dark Fusion" to perform an OTK when combined with "Infernal Gainer" or "Megamorph". Doesn't work in normal "Evil HERO" decks.
  • Evil HERO Infernal Gainer: Allows your Fiend-Type monsters to attack twice. However, its effect is too minor to be worth using.
  • Evil HERO Infernal Prodigy: "Infernal Prodigy" is great in that it can be Special Summoned from your hand while you don't control any monsters. It can then be Tributed or used in a Synchro Summon. Also, if Tributed for a "HERO" monster, you get to draw a card during your End Phase.
  • Evil HERO Infernal Sniper: An upgraded "Rampart Blaster" that deals Effect Damage and works at all times.
  • Evil HERO Inferno Wing: An upgraded "Flame Wingman" that also deals Piercing damage.
  • Evil HERO Lightning Golem: An upgraded "Thunder Giant" that can destroy any monster for free once per turn.
  • Evil HERO Malicious Edge: An upgraded "Bladedge" that can be tributed with only one tribute.
  • Evil HERO Malicious Fiend: A Fusion of "Malicious Edge" with another Level 6 or higher Fiend-Type monster that has a powerful effect. However, it requires using a few not-so-great cards.
  • Evil HERO Wild Cyclone: An amazing monster-it stops your opponent from using Spell and Trap Cards in response to its attack and it destroys all of your opponent's set Spell and Trap cards after the Damage Step, which is incredibly powerful.

Masked HERO:

  • Masked HERO Acid: "Acid" is phenomenally powerful; it can be transformed from "Absolute Zero", triggering the effect of "Absolute Zero" to destroy your opponent's monsters. "Acid" then finishes the job by destroying their Spell/Trap Cards and weakening anything that survived by 300.
  • Masked HERO Anki: "Anki" has two excellent effects that make up for bringing it out instead of "Dark Law". In addition to being able to cut its damage in half to attack directly, it can also search a "Change" Quick-Play Spell if it destroys a monster in battle for even more advantage.
  • Masked HERO Blast: Similar to "Great Tornado" with an on-Summon ATK halving effect, it also includes an effect to bounce a Spell/Trap from your opponent's field. However, being a WIND monster, it is difficult to Summon.
  • Masked HERO Dark Law: Possibly one of the most potent monsters in existence; any card sent to the opponent's Graveyard is banished, and if they try and add more cards to the hand, then you can randomly remove a card in their hand. Easily Summoned due to the effect of "Shadow Mist".
  • Masked HERO Dian: "Dian" has powerful stats, and can bring out more "HERO" monsters from the Deck, but most of its EARTH Material targets tend to be sub-par or (in the case of "Neo-Spacian Ground Mole") more useful as themselves.
  • Masked HERO Divine Wind: "Divine Wind" has powerful battle effects; it can't be destroyed in battle, only allows your opponent to attack with a single monster, and nets you a free draw if it destroys a monster in battle. However the lack of any good targets in the TCG limits its usability.
  • Masked HERO Goka: "Goka" gains 100 ATK per "HERO" monster in your Graveyard. However, it isn't very powerful.
  • Masked HERO Koga: "Koga" can create large gaps in ATK between it and other monsters; in addition to gaining 500 ATK for each monster the opponent controls, it can also banish a "HERO" monster from the Graveyard to reduce a monster's ATK by that of the banished monster. Its LIGHT Attribute can make it a minor challenge to Summon.
  • Masked HERO Vapor: "Vapor" is quite good-it can't be destroyed by card effects, stopping it from being affected by "Ryko, Lightsworn Hunter", "Dark Hole", and other commonly used cards.

Vision HERO:

  • Vision HERO Adoration: Unlike Omni HERO monsters it can't be Special Summoned by "Miracle Fusion", making it not-so-good. However, it allows you to fuse two "HERO" monsters that normally wouldn't make a good Fusion Monster into a powerful beatstick.
  • Vision HERO Trinity: "Trinity" can attack three times but can't attack directly. Too costly to be worth using.

Spells

Elemental HERO:

  • A Hero Lives: A decent card-the half Life Point cost isn't too big of a deal and it lets you Special Summon an "Elemental HERO" monster from your deck-Special Summon "Stratos" and you get another search.
  • Bubble Blaster: It can only be equipped to "Bubbleman" which is bad outside of one deck. "Bubbleman" then gains 800 ATK which isn't very good and you take no damage from its battles. It also stops it from dieing by battle once...not good.
  • Bubble Illusion: "Bubble Illusion" is a mini-"Makyura the Destructor" that does little since it costs a card just to surprise your opponent.
  • Bubble Shuffle: You have to be using "Bubbleman" but it is a convenient way to Special Summon "Bladedge".
  • Burst Return: Requires you to use "Burstinatrix" to return "Elemental HERO" monsters to your hand. It's only good in combination with "Stratos" or against "Elemental HERO" decks.
  • Contact Out: "Contact Out" allows you to prevent yourself from losing a "Neos Fusion Monster" during your End Phase but "Instant Neo Space" is better.
  • Cyclone Boomerang: "Cyclone Boomerang" acts as a "Heavy Storm" if destroyed by "Mystical Space Typhoon"-an unlikely scenario (likely you using it) but that isn't all that bad. However, it requires you to use "Wildheart".
  • E - Emergency Call: Searches for any "Elemental HERO monster"-search for a "Stratos" and get another search, search for "Prisma" and use his effect, or search for a Fusion Material you need.
  • Fake Hero: Special Summons an "Elemental HERO" monster from your hand that can't attack and returns to your hand-not very good.
  • Feather Shot: It exchanges your other monster's attacks for the ability to let "Avian" attack all of your opponent's monsters. However, "Avian" is a 1000 ATK monster-not good.
  • Fifth Hope: "Fifth Hope" can be good if you draw it when you have nothing but "Pot of Avarice" is more effective (unless you're using an all "Elemental HERO" deck).
  • Hero Flash!!: It has a decent effect but requires you to already have not-very-good cards in your Graveyard.
  • Hero Heart: It's a -2 that doesn't really do much.
  • Hero Mask: "Hero Mask" turns any monster into a "Prisma". It's a "Foolish Burial" for "Elemental HERO" monsters that also allows you to turn it into a different monster-it's a good card but not a great one.
  • HERO'S Bond: It Special Summons more monsters from your hand. You can't Special Summon "Bladedge", "Necroshade", or "Neos" so it's not a very good card.
  • H - Heated Heart: It isn't "Elemental HERO" exclusive. However, its effect is very minor.
  • Instant Neo Space: Prevents a "Neos" Fusion Monster from returning to your Extra Deck through its own effect. It also allows you to Special Summon "Neos"-great for "Neos" decks.
  • Miracle Fusion: A fantastic card as it can be used to Fusion Summon an Omni HERO (making it useful in Miracle Gemini).
  • Neo Space: "Neo Space" gives "Neos" monsters 500 ATK and stops them from returning to your Extra Deck during your End Phase. It's a decent card.
  • Neos Force: A terrible card-it gives "Neos" 800 ATK and "Flame Wingman's" effect but just isn't that good.
  • O - Oversoul: Special Summons any Normal "Elemental HERO" monster in your Graveyard-it's good, but it can't Special Summon "Stratos" or "Prisma".
  • Parallel World Fusion: Works with "Miracle Fusion" to get a second Fusion Summon-however, you can't use it in the same turn that you Special Summon a monster. It's also OCG only.
  • R - Righteous Justice: Destroys Spell and Trap cards but "Mystical Space Typhoon" is better.
  • Reverse of Neos: Not a very good card since it relies on a monster being destroyed.
  • Rose Bud: Turns "Knospe" into "Poison Rose" (neither or which are very good).
  • Skyscraper: "Skyscraper" gives an attacking "Elemental HERO" monster 1000 ATK during the Damage Step if the other monster has more ATK. It's good in HERO Beatdown.
  • Skyscraper 2 - Hero City: Each turn you get to Special Summon an "Elemental HERO" that was destroyed by battle. It's a good card in HERO Beatdown.
  • Spark Blaster: "Spark Blaster", like "Bubble Blaster", is not very good because it requires a specific monster ("Sparkman") and gives mediocre effects (switching the Battle Position of a monster three times).
  • Wrath of Neos: It has some uses-it clears the field but returns "Neos" to your deck.

Destiny HERO:

  • Clock Tower Prison: "Clock Tower Prison" is used in some "Dreadmaster" OTK decks. It's too slow to be very useful although it does have a useful effect if you can keep it out for long enough.
  • Cyclone Blade: "Cyclone Blade" is good in that it can destroy Spell and Trap Cards. However, most "Destiny HERO" monsters are too weak to be worth attacking with and it has to destroy a Spell or Trap Card (which means it might have to destroy itself).
  • D - Formation: "D - Formation" is too slow to be very useful in "Destiny HERO" decks. It could be used in other decks but there aren't enough splashable "Destiny HERO" monsters for today's meta.
  • D - Spirit: Special Summons a Level 4 "Destiny HERO" monsters from your hand if you don't control any "Destiny HERO" monsters. It's okay but not great.
  • Dark City: The "Skyscraper" of "Destiny HERO" monsters.
  • Destiny Draw: A great card that adds speed to "Destiny HERO" decks. However, it being limited greatly weakens the archetype as a whole. As of September 1st, 2011, it is Semi-Limited.
  • Over Destiny: It has very few uses since the high-level "Destiny HERO" monsters shouldn't end up in your Graveyard (as they are used for lockdowns or OTKs).

Evil HERO:

  • Dark Calling: A "Miracle Fusion" for "Evil HERO" monsters. It's a great card for "Evil HERO" decks.
  • Dark Fusion: "Dark Fusion" is a "Polymerization" for Fiend-Type monsters but it's far more useful because it prevents the Fusion Monster from being targeted by Card Effects the turn it is summoned, allowing you to perform a more consistent OTK.

Masked HERO:

  • Mask Change: Without "Mask Change" "Masked HERO" monsters would be useless. It can be used to prevent a WATER or FIRE "HERO" monster from being Banished by tributing it and it can be chained to a card which would destroy that monster, allowing you to Special Summon another monster depending on its Attribute.

Traps

Elemental HERO:

  • Change of Hero - Reflector Ray: It deals a small amount of damage to your opponent's Life Points when an "Elemental HERO" Fusion Monster you control is destroyed-it's a minus 1 that's not worth using.
  • Clay Charge: It supports "Clayman" but it's far inferior to "Sakuretsu Armor", "Dimensional Prison", "Mirror Force", and other cards.
  • Edge Hammer: "Edge Hammer" will destroy your opponent's monster and inflict damage to their Life Points but you have to have "Bladedge" to tribute.
  • Elemental Recharge: You gain 1000 Life Points for every "Elemental HERO" Monster you control-not very good.
  • Feather Wind: "Feather Wind" negates a Spell or Trap Card as long as you control "Avian"-it's powerful but "Avian" itself is not worth using.
  • Hero Barrier: It negates an attack against an "Elemental HERO" monster. You could just use "Sakuretsu Armor", "Dimensional Prison", or "Mirror Force".
  • Hero Blast: "Hero Blast" is used in Miracle Gemini decks to destroy your opponent's monster and return "Neos Alius" to your hand-it's a great card. It can also be used with "Neos" to get rid of a really big monster. It's a +1.
  • Hero Counterattack: "Hero Counterattack" is similar to "A Hero Emerges but it also lets you destroy the attacking monster. It's not great due to random chance although HERO Beatdown decks can make use of it.
  • Hero Ring: "Hero Ring" is an Equip Trap Card that prevents your opponent's monsters with 1900 from attacking the equipped Warrior-Type monster. However, it only works on a monster with 1500 or less ATK so it has few practical uses.
  • Hero Signal: It Special Summons a monster when an "Elemental HERO" monster is destroyed by battle-this is a -1 unless you get "Stratos". It's good in that it gives a search but it's bad in that you could just use a better Trap Card.
  • Hero Spirit: "Hero Spirit" is terrible-it's worse than so many cards.
  • Kid Guard: It only works if you're using "Hero Kid" which is not a very good card. It does give you a search, but it's still not very good.
  • Mirror Gate: "Mirror Gate" just makes your opponent take the Battle Damage instead of you. It's just not that good because you still lose your monster.
  • Terra Firma Gravity: It only works if you're using "Terra Firma". It isn't very good except in the Terra Firma OTK.

Destiny HERO:

  • D - Chain: "D - Chain" gives a "Destiny HERO" monster 500 ATK and equips to it. It also inflicts 500 points of damage to your opponent's Life Points when destroyed-it's not very good.
  • D - Counter: "D - Counter" is a "Sakuretsu Armor" that only works for "Destiny HERO" monsters-it isn't very good.
  • D - Fortune: Like many other cards, you could just use superior defensive Trap Cards.
  • D - Shield: This card is important in Diamond Dude Turbo as it prevents "Diamond Dude" from being destroyed by battle. It works on other "Destiny HERO" monsters but isn't very good.
  • D - Time: Not a very good card-it only works if you're using both "Elemental HERO" and "Destiny HERO" monsters in the same deck and the only "Elemental HERO" monster you should be using in a "Destiny HERO" deck is "Elemental HERO Stratos" (which you should only use one of).
  • Destiny Mirage: It can Special Summon a large number of "Destiny HERO" monsters but requires your opponent to do something first.
  • Destiny Signal: Similar to "Hero Signal" but worse because you can't Special Summon "Stratos".

Other Cards

Monsters

  • Cross Porter: In "Neo-Spacian" decks "Cross Porter" is very useful (it searches and Special Summons "Neo-Spacian" monsters).
  • Destiny End Dragoon: A Fusion of "Dogma" and "Plasma". It's powerful and was difficult to get rid of before the advent of "Dimensional Prison".
  • Hero Kid: There wasn't any real reason to make this card-if Special Summoned you can Special Summon any number of copies of itself from your Deck but it has no good uses in a "HERO" deck.
  • King of the Swamp: "King of the Swamp" can be discarded to add "Polymerization" from your Deck to your hand and it can be used as a fusion substitute.
  • Phantom Magician: "Phantom Magician" Special Summons a "Hero" monster from your deck when he is destroyed by Battle-however, it has to have 1000 or less ATK, limiting it's usefulness.
  • Wroughtweiler: "Wroughtwieler" gives you a +1 when it's destroyed by battle, returning "Polymerization" and an "Elemental HERO" monster to your hand. It's good in HERO Fusion decks.

Spells

  • Branch!: Helps make up for the loss of advantage from Fusion Summons but usually not worth using.
  • De-Fusion: You can use "De-Fusion" to get extra attacks or save a Fusion Monster from being removed from the field by a card effect.
  • Dark Factory of Mass Production: Partially makes up for the loss of advantage from "Polymerization" in HERO Fusion.
  • Fusion Gate: Some "Voltic" decks use "Fusion Gate" as their main Fusion engine.
  • Fusion Sage: It searches for "Polymerization" but "King of the Swamp" is better.
  • Future Fusion: "Future Fusion" is great because it sends monsters from your Deck to your Graveyard for the Fusion Summon-you lose no advantage. However, it takes two of your turns to actually Special Summon the monster. There is an FTK deck that only needs "Future Fusion" to win and "Future Fusion" can be used to set up your Graveyard for "Miracle Fusion" or "Pot of Avarice".
  • Polymerization: The basic Fusion Summoning card. It isn't very good except in HERO Fusion decks.
  • Pot of Avarice: Since you fill your Graveyard quickly you can use "Pot of Avarice" to help replenish your hand.
  • Reinforcement of the Army: Adds any Level 4 or lower Warrior-Type monster from your Deck to your hand-really useful.
  • Super Polymerization: Use your opponent's monsters in the Fusion Summon or an Omni HERO.
  • Terraforming: Searches for the "Elemental HERO" and "Destiny HERO" Field Spell Cards.
  • Veil of Darkness: You can send "Evil HERO" monsters to your Graveyard for use with "Dark Calling" or send "Destiny HERO" monsters such as "Malicious" and "Dasher" to your Graveyard to activate their effects.

Traps

  • Miracle Kids: Only works if you're using "Hero Kid" and is not very good-just use a "Shrink" if you want to reduce ATK.

Variants

Elemental HERO

Elemental HERO Beatdown

Elemental HERO Beatdown focuses on getting out "Bladedge" efficiently and quickly and making use of "Skyscraper" to power him up enough to defeat almost any monster in battle.

Elemental HERO Fusion

Elemental HERO Fusion is not very consistent because it loses advantage too quickly and can easily be stopped by a single "Solemn Warning". However, if played correctly, they can be fast enough that you can get over "Warning" and regain the advantage.

Voltic OTK

The Voltic OTK uses the effect of "Elemental HERO Voltic" to Special Summon itself and attack directly.

Voltic Fusion

Voltic Fusion uses "Fusion Gate" and "Elemental HERO Voltic" to regain some of the advantage lost in Fusion Summons.

Miracle Gemini

Miracle Gemini is a powerful Elemental HERO deck that has made it to 1st place at YCS tournaments. It uses "Hero Blast" and "Gemini Spark" to destroy cards and "Miracle Fusion" to make Fusion Monsters.

Bubble Burn

Bubble Burn decks use the effects of "Elemental HERO Bubbleman" and "Card of Sanctity" to draw cards and inflict burn damage to your opponent's life points. It relies on "topdecking" the right cards to keep going.

Neo Spacian

Neo-Spacian decks are not usually very powerful because "Neos" Fusion Monsters return to your Extra Deck during your End Phase and because "Neos" is a pain to summon.

Aqua/Air Neos

"Neo-Spacian Aqua Dolphin" and "Neo-Spacian Air Hummingbird" combine with "Elemental HERO Neos" to make an incredibly powerful Fusion Monster-"Elemental HERO Storm Neos".

Future Fusion FTK

The Future Fusion FTK involves a long series of steps at the end of which you can loop "Dewloren, Tiger King of the Ice Barrier", "Power Tool Dragon", and "Symbol of Heritage" with "T.G. Hyper Librarian's" drawing effect in order to draw through the rest of your deck, eventually discarding it to deal 8000 or more points of damage to your opponent's life points with "Tempest Magician". The deck's main weakness is that you only get one "Future Fusion" per deck and most conventional drawing cards don't work for it-you want to start with a full hand that doesn't include "Blackwing - Zephyros the Elite" and "Plaguespreader Zombie". If you start with only one, you can just Normal Summon the other, but if you start with two, you can't do anything. As of September 1st, 2011, this deck is illegal in Advanced and Traditional Format due to the Banning of "Fishborg Blaster" and the Semi-Limiting of "Dewloren".

Fusion Gate OTK

There are a few Fusion Gate OTK deck variants, based on burning your opponent or drawing "Exodia" using loops with "Elemental HERO Electrum" and "Worm Zero".

Elemental HERO Synchro

Elemental HERO Synchro uses cards that Special Summon "Elemental HERO" monsters combined with Tuners that can be Special Summoned to Synchro Summon.

Destiny HERO

Teleport Dark Armed (Before Banlist)

At one point, Teleport Dark Armed was the best deck in the world. Almost every deck in the top 8 of World Championships would be Teleport Dark Armed, and when the banlist came, Konami hit so many of the deck's cards that it was pretty much impossible for it to be anything but dead. Cards that were hit by the balist include "Malicious" and "Destiny Draw" as well as "Allure of Darkness", "Reinforcement of the Army", "Crush Card Virus", "Solemn Judgment", "Emergency Teleport" and "Dark Armed Dragon".

Diamond Dude Turbo

Diamond Dude Turbo decks revolve around using "Destiny HERO Diamond Dude's" effect, which allows you to use a Spell Card without paying the cost, to access powerful Spell Cards. As the deck relies on luck, it is a risky deck, but people using this deck did win the 2007 AND 2008 Brazilian National Championships.

Plasma Lockdown

"Destiny HERO - Plasma" negates the effects of your opponent's monsters. You can combine this with "Horus the Black Flame Dragon LV8" or "Spell Canceller" and "Jinzo" or "Royal Decree" for a complete lockdown. Alternatively, you could use "Dark Simorgh" and "Anti-Spell Fragrance" as this is easier to do and will totally prevent your opponent from playing any cards other than monsters in Face-Up attack position.

Dogma OTK

"Destiny HERO - Dogma" halves your opponent's Life Points when summoned. This will almost always reduce their Life Points to 4000 or less, making a single attack from "Dogma" (with at least 600 extra ATK) enough to defeat your opponent. Cards like "Scapegoat" are used to provide tokens as fodder for the Special Summon of "Plasma".

Clock Tower Prison OTK

There are many different Clock Tower Prison OTK decks, all based around different methods of getting rid of "Clock Tower Prison". The most effective ones involve "Black Rose Dragon". Basically, once "Clock Tower Prison" has at least 4 Clock Counters on it and you have two "Destiny HERO - Dasher", in your Graveyard, you destroy "Clock Tower Prison" to Special Summon "Dreadmaster" from your Deck and use his effects to Special Summon two "Dasher", and if they all attack directly you will deal a total of 8400 points of damage.

Destiny Gishki

With the release of "Gishki Diviner", a new "Destiny HERO" based Deck has become viable, using the effects of "Gishki Diviner" and "Destiny HERO - Diamond Dude" with "Convulsion of Nature" to gain free advantage. "Deep Sea Diva" Special Summons "Gishki Diviner" and while "Destiny HERO - Malicious" Special Summons itself from your Graveyard after being discarded by "Destiny Draw", giving you free advantage. When used with "Deep Sea Diva", you can get a "Scrap Dragon", use "Diviner's" effect, and then destroy "Diviner" and a card your opponent controls, or just keep "Diviner" out for later. In addition to that, with "Elemental HERO Stratos" or "Destiny HERO - Diamond Dude" and "Deep Sea Diva", you can Synchro Summon "Trishula, Dragon of the Ice Barrier" or a Level 6 Synchro Monster such as "Brionac, Dragon of the Ice Barrier". With just "Deep Sea Diva", you can Synchro Summon a Level 5 Synchro Monster such as "Ally of Justice Catastor". In addition to that, "Miracle Fusion" allows you to Special Summon "Elemental HERO Absolute Zero" which not only can destroy all of your opponent's monsters but also can reach 3500 ATK easily with this deck. With the use of "Convulsion of Nature", "Mind Crush" becomes more useful.

Due to all these combos, the deck is extremely explosive. The main weakness is, of course, not drawing "Convulsion of Nature" but even then the deck is still quite powerful.

Evil HERO

Dark Gaia OTK

The Dark Gaia OTK deck uses "Evil HERO Dark Gaia" as it's killer monster. The OTK usually uses "Darkness Neosphere"/"Raviel, Lord of Phantasms", and "Valkyrion the Magna Warrior" to get a near-definite OTK but it can also use "Big Piece Golem" (since you can actually use it) instead. The OTK is one of the following:

  • "Megamorph" + "Evil HERO Dark Gaia"
  • "Evil HERO Infernal Gainer" + "Evil HERO Dark Gaia"
  • "Dark Calling" + "Dark Fusion" (Two "Dark Gaia")

Evil HERO Beatdown

Evil HERO Beatdown focuses on using "Evil HERO Malicious Edge" as a big monster (similar to HERO Beatdown using "Bladedge"). "Evil HERO Infernal Gainer" allows your "Malicious Edge" or "Malicious Fiend" to attack twice and "Infernal Prodigy" Special Summons itself and you get to draw a card if you tribute him for "Malicious Edge". "Malicious Fiend" can be summoned by Fusing two "Malicious Edge".

Evil HERO Fusion

The better Evil HERO Fusion decks use two "Evil HERO" Fusion Monsters: "Evil HERO Wild Cyclone" and "Evil HERO Lightning Golem" because they are the best "Evil HERO" Fusion Monsters. They can also use "Miracle Fusion".

Masked HERO

Masked HERO Deck

Masked HERO Decks use "Mask Change" to "swap" any FIRE or WATER "HERO" with a "Masked HERO", allowing you to waste your opponent's effects that would get rid of your "HERO" monsters.

Vision HERO

Vision HERO Deck

Vision HERO decks are not very good in most regards because they rely on "Polymerization" and lose a lot of advantage. However, they are fast and can be made to work.