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The Phantom Thief Presents: Reborn Heroes - An Epic Archetype, from an epic member!


Dark Mousy

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[align=center]After messing up in the editing of my old thread. I have to make a new one.

 

Newest Card:

Acien Tower

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If there is no "Reborn Hero - Voltaic" either removed from play or face-up on the field, destroy this card. While this card is face-up on the field, your opponent can Normal Summon twice during their turn. Negate your opponent's first Normal Summon of a monster and destroy it.

 

Older Cards

[spoiler= RBH - EN 001 to EN 005]

Reborn Hero - Xhamyr

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This card is also treated as a Spellcaster-Type monster. During your Main Phase, you can remove this card from play, if you do, during your next Standby Phase, Special Summon this card. When this card is Special Summoned by it's own effect, you can select and activate 1 of the following effects:

-Special Summon 1 "Reborn Spring" Token (Warrior-Type/DARK/ Level 3/ ATK 1300 / DEF 1300).

-Tribute 1 monster to destroy 1 card on the field, then draw 1 card.

 

Reborn Hero - Xharnyx

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This card is also treated as a Spellcaster-Type monster. During your Main Phase, you can remove this card from play, if you do, during your next Standby Phase, Special Summon this card. When this card is Special Summoned by it's own effect, you can select and activate 1 of the following effects:

-Tribute 1 "Reborn Spring" token to double this card's ATK until your End Phase.

-Equip 1 monster on your opponent's field to this card until your End Phase.

 

Fusioh Chaos - Quantum Polymerization

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Send Fusion Material Monsters that are listed on a Fusion Monster Card with "Reborn Hero" in it's name that are removed from play and return them to the Graveyard. Then Special Summon that Fusion Monster from your Extra Deck. (This counts as a Fusion Summon.)

 

Reborn Hero - Flame Xarnurvite

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Reborn Hero Flavrius + Reborn Hero Xharnyx.

This card can only be Fusion Summoned by the effect of "Fusioh Chaos - Quantum Polymerization". You can remove this card from play to Special Summon 1 "Reborn Spring Token" (Warrior-Type/DARK/ Level 3/ ATK 1300 / DEF 1300), if you do, Special Summon this card during your next Standby Phase. If this monster was Special Summoned by this card's effect, you can return this card to the Extra Deck to inflict 1000 damage to your opponent.

 

Reborn Hero - Flavrius

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This card is also treated as a Spellcaster-Type monster. You can remove this card from play, if you do, during your next Standby Phase, Special Summon this card. If this card is in your Graveyard, one time only, you can return it to your Deck to Normal Summon 1 "Reborn Hero" monster from your deck without Tributing any monsters.

 

 

[spoiler= RBH - EN 006 to EN 010]

 

Reborn Sanctuary

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When an "Reborn Hero" monster attacks, if its ATK is lower than the ATK of the attack target, the attacking monster gains 500 ATK during damage calculation only. If a "Reborn Hero" monster is removed from play, you can Special Summon 1 "Cross Swords Token" (Warrior-Type/EARTH/Level 2/ATK 0/DEF 1000) in Defense Position. During your opponent's Main Phase 2, destroy all "Cross Swords Tokens".

 

Reborn Gathering

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You can only activate this card during your opponent's Battle Phase. Pay 1000 Life Points, and Special Summon all "Reborn Heroes" that are removed from play. Destroy all monsters that were Special Summoned by this card's effect during your opponent's End Phase.

 

Reborn Hero - Voltaic

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This card is also treated as a Spellcaster-Type monster. This monster inflicts Piercing Damage. During your Main Phase, you can remove this card from play, if you do, during your next Standby Phase, Special Summon this card. When this card is Special Summoned by its own effect, select and activate 1 of the following effects:

- Select 1 Trap Card from your Deck and show it to your opponent, then, add it to your hand.

- Destroy 1 card on the field. This monster cannot attack if you use this effect this turn.

 

Reborn Hero - Kyrios

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This card is also treated as a Spellcaster-Type monster. This monster inflicts Piercing Damage. During your Main Phase, you can remove this card from play, if you do, during your next Standby Phase, Special Summon this card. You can Special Summon this monster from your hand if it is the only card in your hand. When this card is Special Summoned by its own effect, draw 1 card.

 

Reborn Hero - Night Xephyr

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This card is also treated as a Spellcaster-Type monster. During your Main Phase, you can remove this card from play, if you do, during your next Standby Phase, Special Summon this card. When this card is Special Summoned by it's own effect, your opponent selects 2 cards they control, and returns them to their hand.

 

 

[spoiler= RBH - EN 011 to EN 015]

Reborn Hero - Dark Inferno

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Reborn Hero - Flavrius + Reborn Hero - Night Zephyr + Reborn Hero Xharnyx

This monster cannot be Fusion Summoned except by the effect of "Fusioh Chaos - Quantum Polymerization". Once per turn, you can select 1 monster on the field. Until your opponent's End Phase, the selected monster cannot be destroyed by battle (damage calculation is applied normally.) During your Main Phase, you can remove this card from play, if you do, Special Summon this monster during your next Standby Phase. When this monster is Special Summoned by it's own effect, send 1 card on the field to the Graveyard.

 

Solomon Air

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Discard 1 card to activate this card. Select 1 monster from your Deck and remove it from play. Then, add 1 "Fusioh Chaos - Quantum Polymerization" from your Deck to your hand.

 

Reborn Hero - Lux

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Reborn Hero Voltaic + Reborn Hero Xhamyr

This monster cannot be Fusion Summoned except by the effect of "Fusioh Chaos - Quantum Polymerization". During your Main Phase, you can remove this card from play, if you do, Special Summon this monster during your next Standby Phase. When this monster is Special Summoned, (excluding Fusion Summon) destroy all face-up monsters with less ATK than this monster.

 

Reborn Gate

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When a monster is returned to the Graveyard after being removed from play, you can pay 200 Life Points. Then, add the removed monster to the bottom of the their owner's Deck. Once per turn, you can pay 300 Life Points to shuffle your Deck.

 

Consumation

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Tribute 1 face-up "Destiny Hero - Diamond Dude" you control. You can reveal the top card of your Deck. If it is a Normal Spell Card, send it to the Graveyard, and you can activate it's effect. If the card is not a Normal Spell Card, add it to your hand. Then, select 1 Trap Card from your Deck and add it to your hand, shuffle your Deck afterwards.

 

 

[spoiler= RBH EN 016 to EN 020]

Acien Tower

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If there is no "Reborn Hero - Voltaic" either removed from play or face-up on the field, destroy this card. While this card is face-up on the field, your opponent can Normal Summon twice during their turn. Negate your opponent's first Normal Summon of a monster and destroy it.

 

 

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Decent cards with an interesting idea.

 

Right now though "Reborn Hero - Xharnyx" & "Reborn Hero - Night Xephyr" are incredibly broken.

 

Both of Xharrnyx's effects are good and the amount of pressure it adds to your opponent is ridiculous. Your opponent either has to be careful how they establish their monster presence otherwise it'll get absorbed next turn and if they summon something slightly stronger it can just boost its atk and attack over instead. A 4 star monster that can get rid of pretty much any threat immediately is too strong. It bypasses cards like Stardust & Thought Ruler Archfiend and deals with pesky monsters like Blackwing - Armor Master, and Colossal Guardian. Way too much power for a 4 star monster and would be worth main decking.

 

Night Xephyr is a bigger offender because it nets you a +2 field advantage by bouncing back 2 cards and the broken thing about this is that is that there isn't a whole lot you can do about it. It RFGs itself during the main phase and SS' itself during your standby phase so you can summon it RFG bring it back next turn and bounce 2 then rfg it and bounce 2 more next turn. It's 1000 atk so it goes under cards like bottomless trap hole. It has priority on summon so it can bypass cards like Compulsory Evacuation Device, Phoenix Wing Wind Blast, etc... It's a perpetual bounce 2 to your opponent and this is the kind of thing that got Neo Spacian - Gran Mole limited; however, this card is far more offensive then Gran Mole.

 

To fix the first card I would just get rid of the equip effect because it's too potent or include a harder condition to meet the effect or at least make it a 1 time deal only.

 

Xephyr's effect should be limited to bouncing 1 card at best and the conditions should be only triggered when it's normal summoned while having another Reborn monster besides itself. So its only good once and the conditions are a bit harder to meet. Otherwise I would ban that card immediately.

 

Solomon Air is broken as well because it thins your deck by 2 because it tutors the fusion spell (no loss in hand advantage) and RFGs 1 fusion material monster from your deck to do so. Way too good of a card and would be something to put on a limited list provided the fusion monsters had crazy good effects which they don't.

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Decent cards with an interesting idea.

 

Right now though "Reborn Hero - Xharnyx" & "Reborn Hero - Night Xephyr" are incredibly broken.

 

Both of Xharrnyx's effects are good and the amount of pressure it adds to your opponent is ridiculous. Your opponent either has to be careful how they establish their monster presence otherwise it'll get absorbed next turn and if they summon something slightly stronger it can just boost its atk and attack over instead. A 4 star monster that can get rid of pretty much any threat immediately is too strong. It bypasses cards like Stardust & Thought Ruler Archfiend and deals with pesky monsters like Blackwing - Armor Master' date=' and Colossal Guardian. Way too much power for a 4 star monster and would be worth main decking.

[b'] Yeah. I know it's too versatile. I've been blasted over this already, not going to fix.[/b]

 

Night Xephyr is a bigger offender because it nets you a +2 field advantage by bouncing back 2 cards and the broken thing about this is that is that there isn't a whole lot you can do about it. It RFGs itself during the main phase and SS' itself during your standby phase so you can summon it RFG bring it back next turn and bounce 2 then rfg it and bounce 2 more next turn. It's 1000 atk so it goes under cards like bottomless trap hole. It has priority on summon so it can bypass cards like Compulsory Evacuation Device, Phoenix Wing Wind Blast, etc... It's a perpetual bounce 2 to your opponent and this is the kind of thing that got Neo Spacian - Gran Mole limited; however, this card is far more offensive then Gran Mole.

 

Ironically, not compared to Penguin Soldier. Probably +1 would suit it better.

 

To fix the first card I would just get rid of the equip effect because it's too potent or include a harder condition to meet the effect or at least make it a 1 time deal only.

 

Xephyr's effect should be limited to bouncing 1 card at best and the conditions should be only triggered when it's normal summoned while having another Reborn monster besides itself. So its only good once and the conditions are a bit harder to meet. Otherwise I would ban that card immediately.

Then it would be worse than Penguin Soldier. Note you are only allowed to remove on your Main Phase, and your opponent can just simply kill it in his turn. With 1000 a piece. Whoopsies.

 

EDIT: Logical Error! I didn't pay attention all this time! +1 Rep for you!

 

Solomon Air is broken as well because it thins your deck by 2 because it tutors the fusion spell (no loss in hand advantage) and RFGs 1 fusion material monster from your deck to do so. Way too good of a card and would be something to put on a limited list provided the fusion monsters had crazy good effects which they don't.

Not broken. Future Fusion + Overload Fusion in the current meta-game is much more efficient.

 

Thanks for the long critique, I appreciate it.

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Future Fusion and Overload Fusion were powerful cards hence why they were limited. The combo you mentioned is no longer applicable from a metagame stand point because Future Fusion, Overload Fusion, and Cyber Dragon are all limited so you have a highly situational OTK scenario that really hangs on the balance on whether you draw future fusion before Cyber Dragon.

 

Your Fusion Tutor card is a bit too good of a card because as I've mentioned you essentially thin your deck by 2 and with this current format speed is everything and deck thinning by 2 is really helpful. What makes it even better is that you get the fusion spell into your hand and a material monster RFG'd to help activate its requirements. What currently saves this card is that the Fusion Monsters effects aren't overpowered to a point where it needs limiting/banning. If the card helped OTK scenarios then it would need to be reworked for balancing. I would probably add the clause that the fusion card cannot be used that turn.

 

Honestly, there isn't a whole lot you can do to Night Xephyr to prevent it from being limited/banned. It's still a ridiculously easy way to bounce 2 of your opponent's cards. Right now because it can RFG itself during the Main Phase and SS itself during your Standby phase it can always be a constant threat to your opponent with no means for your opponent to deal with it. Setting 2 spell or traps to help lessen the impact is still not a balance because you are still bouncing 2 cards that could potentially save your oppoennt or be forced to bounce monsters to his hand creating easy field advantage for you. At this point the best you can do is make it so that the monster SS' itself during your opponent's turn so that your opponent has the capability to attack it. It would still be a limited card even with that change because it provides good field advantage with no heavy cost to you. This card would be main decked instantly and at 3's. You could combo this card with something like Inferno Reckless Summon get all 3 on the field then RFG itself to force your opponent to BOUNCE 6 CARDS! You cannot tell me that's not broken at all.

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Thanks for your input. But most sets must have limited / unlimited cards. Even with the current effect, I know it is overpowered.

 

In fact, it being limited only strengthens the idea. I see how you are taking it from a meta point of view. Now take it from a card-maker's point of view.

 

It opens up much more powerful, interesting fusion with this guy, as he is limited. (You understand right?), and some cards should be overpowered. It's just how the game works. I remember when Summon Skull was a staple beat-stick, then Konami came up with overpowered cards, and Summoned Skull is now outclassed.

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