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[TH] Divine HERO


·Toot

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Something off the top of my head.

Divine Hero Duos
Rank 6 / LIGHT
Warrior / Xyz / Effect
2 Level 6 monsters
You can also Summon this card by using 1 or more "HERO" Fusion monsters as material (max 2). If there are no "HERO" Fusion monsters attached to this card, this card loses 500 atk. You can detach 1 Xyz material from this card to target 1 monster in both player's Graveyard. Banish 1 of those targets and add the other to the owner's hand or Deck. If all Xyz material on this card are "HERO" Fusion monsters, this card gains the following effect:
You can detach 1 "HERO" Fusion monster from this card: Attach from your graveyard monsters that were used to Fusion Summon it.
ATK: 2700 / DEF: 1600

Dat OCG.
CnC would be nice.

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OCG Fix:
You can also Xyz Summon this card by using 1 or more "HERO" Fusion monsters as Xyz Material (max 2). If there are no "HERO" Fusion monsters attached to this card, this card loses 500 atk. You can detach 1 Xyz material from this card to target 1 monster in both player's Graveyard: Banish 1 of those targets and add the other to the owner's hand or Deck. If all Xyz material on this card are "HERO" Fusion monsters, this card gains the following effect:
You can detach 1 "HERO" Fusion monster from this card; attach from your graveyard monsters that were used to Fusion Summon it. 

 

Rather unfamiliar with the new HEROes at the moment since I haven't been following the game recently, but this card... yikes. There is literally no difficult condition to fulfil in order to use this card, it's bad design in the same vein as Thunder Charger, removing whatever negatives your monster may have had imposed upon you as a drawback, or just ditching your used-up monster for a continuation of your play. It's a +2 just on its own (or +1 for Mask Changed Fusions), as it doesn't even have a once-per-turn clause, and it's not just any +2 (or +1), but a Grave retrieval, allowing you to recycle your monsters, choose exactly what you need to make your play next turn and regain whatever advantage you may have lost that turn. The fact that you can pull this out of nowhere allows for you to indefinitely recover your play-makers and never lose advantage.

 

Also, moved to Written Cards.

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Hm... It was supposed to be once per turn. Not sure why I left it out. <Best defensive evar!
Lol but for some reason I din't think too much on masked heroes seeing that they wouldn't be a reliable enough source for getting the other material.
But then also, Toot is so bad at this game. According to Black and Koko. Lmao

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