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[Written] Evil HERO Support ~ Nemesis Crown


Thomas★Zero

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Following from the last set of HERO Cards (Link> http://forum.yugiohcardmaker.net/topic/328243-written-hero-force-trinity-e-hero-d-hero-f-hero-cards/<Link) I now made a set of Evil HERO cards.

Evil HERO Doom Master
lv 4 Dark
Fiend/Effect
When this card destroys a monster as a result of battle: your opponent discards 1 card from their hand.
ATK/1800 DEF/400

Evil HERO Dark Joker
lv 4 Dark
Fiend/Effect
Once per turn, roll 1 dice: depending on the result apply the following effect:
1 or 6: shuffle 1 card on the field into the owners deck.
2 or 5: Your opponent cannot activate the effects of Spell and Trap cards they control this turn.
3 or 4: Double this cards ATK until the End-Phase this turn.
ATK/1000 DEF/1000

Evil HERO Nemesis
lv 8 Dark
Fiend/Effect
This card can be Normal Summoned without a tribute, if summoned this way reduce this cards ATK by 500. When this card battles a opponents monster whose ATK is higher than this cards: double this cards ATK during damage calculation only.
ATK/2000 DEF/1500

Evil HERO Lorinkine
lv 8 Dark
Fiend/Fusion/Effect
2 "Evil HERO" Monsters
This card can only be Fusion Summoned by the effect of "Dark Fusion", it cannot be summoned any other way. While this card is face up on the field: your opponent cannot activate card effects during the Battle-Phase. Once per turn, you can select 1 Monster your opponent controls: halve the selected Monsters ATK and DEF and if that card is in defence position: switch it into attack position.
ATK/2600 DEF/1600

Evil HERO Nemesis Crown
lv 10 Dark
Fiend/Fusion/Effect
"Evil HERO Nemesis" + 2 "Evil HERO" Monsters
This card can only be Fusion Summoned by the effect of "Dark Fusion", it cannot be summoned any other way. This card is unaffected by your opponents Monster effects. When this card battles a opponents monster whose ATK is higher than this cards ATK: increase this cards by 1000 during damage calculation only. Once per turn, during either players battle-Phase: when your opponent activates a Spell or Trap card: negate the activation of that card and destroy it.
ATK/3000 DEF/2500

Evil Force
Spell Card
Add 1 "Dark Fusion" from either your deck or graveyard. If you control a "Evil HERO Nemesis" or a Fusion Monster that list "Evil HERO Nemesis" as a Fusion Material: in addition add 1 "Evil HERO" Monster from your deck to your hand.

Evil Doom Ray
Trap Card
Activate this card while you control a "Evil HERO" Monster. Target 1 card on the field and Banish it. You cannot activate the selected cards effects during the activation of this card.

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Ok i dont know much about evil heros but as far as i was aware they were used by jadens evil alter ego right? Well i thought he used jadens cards but made different fusions. So i dont know how this archtype works or the konami made standards but im going to ignore that for now.

Doom master- i think this guy is generally fine, he is a reasonable beatstick for a lvl 4 and his discard effect can let you go positive. I think he is not that useable in the current meta due to alot of the decks which dont care about you discarding thier cards because they just get an effect. So overall i dont think he is overpowered and i quite like him he is a little random in terms of how good he can be but thats fine.

Dark joker- so this guy is in my opinion a little bit op. There are already cards that let you rig outcomes of dice rolls one spesific one comes to mind that make any dice roll a 1 or a 6 which makes this card kind of untargeting non destructive removal for free every turn, which is in my opinion kindof too op. Other than that, I would consider the fact that all of his effects are positive which if you look at most other dice roll cards is not the case, this is usually because it means they can tack on better effects onto the positive ones. I think the shuffling needs to be reconsidered. Oh and a minor issue i can see with the ocg it should read, if im not mistaken "Once per turn: roll 1 dice, " in general however i like the idea.

Nemisis- now this one i really cant quite understand, so let me get this straight. I can normal summon it without tributing, it becomes a 1500 and it can kill anything below 3000 by battle? The only thing it dies to is a 1500 attack monster and not every deck can make one of those. Sure it dies to ragna zero, but seriously most cards are limited to 2000 if you dont have to tribute for them. I think you need to reconsider this card and come back, i would suggest making its attack 1000 if it is not tributed, for this way it is still a beatstick but it doesnt get unreasonably large. As it is right now its a no tributes boss killer, little bit unfair.

Lorinkine- actually i really like this card, he isnt stopped by backrow and can just overpower stuff. I think thats cool im not quite sure what dark fusion is but i really do like this card especially seeing as he counters stuff that gets it's effect in the graveyard. I think he is well designed seeing as he still dies to summon traps, and you have a chance of veilering him before you enter battle phase so he is not that op. Yeah me likey. Oh yeah minor issue with the ocg, generally good though should read like this "Once per turn, you can target 1 Monster your opponent controls; halve the selected Monsters ATK and DEF and, if that card is in defence position, switch it into attack position." Im not totally sure on the last bit. But im mostly taking that from the psct on fragrance storm.

Alright im probably going to come back to this but these are the ones i have done so far, i feel i have been a bit negative, but genuinely i think these cards are good, and you have the right idea its just i think it needs tweaking just a little.

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