I Hate Snatch Steal Posted November 29, 2015 Report Share Posted November 29, 2015 Inspiration: [spoiler=main deck monsters] When an opponent's monster declares a direct attack: You can Special Summon this card from your hand. Once per turn, this face-up Defense Position card cannot be destroyed by battle or by card effects. If this card is summoned: you can add 1 "Future HERO" card from your deck to your hand, except "Future HERO Astral Flash". You can only use the effect of "Future HERO Astral Flash" once per turn. During either player's turn, when a Spell/Trap Card that targets this card is activated: Negate the activation, and if you do, destroy it. Once per turn, this Defense Position card cannot be destroyed by battle. After damage calculation, if an opponent's monster that battles this card wasn't destroyed by battle: Destroy that monster. Note: During either player's turn, when a Spell/Trap Card that targets this card is activated: Negate the activation, and if you do, destroy it. Will negate your own "Mask Change". This is intentional so I don't make Dark Law support out of this card. If you control no monsters, you can Special Summon this card (from your hand). During either player's turn, when exactly 1 face-up "Future HERO" monster you control is targeted by a Spell Card, Trap Card, or card effect that could have targeted this card: You can activate this effect; that Spell/Trap/effect now targets this face-up card on the field, instead. Note: I'm unsure if I should give mecha knight a better 2nd effect. During either player's Damage Step, when a "Future HERO" monster you control is attacking or being attacked: You can send this card from your hand to the Graveyard; that monster gains 1000 ATK until the end of this turn. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. [spoiler=fusion monsters] 1 "Future HERO" monster + 1 FIRE or LIGHT monsterMust be Fusion Summoned and cannot be Special Summoned by other ways. Once per turn: you can target 1 card your opponent controls; destroy that target. 1 "Future HERO" monster + 1 WATER or EARTH monsterMust be Fusion Summoned and cannot be Special Summoned by other ways. Cannot be destroyed by battle or by card effects. Any damage you would take increases this card's ATK by 500 instead. 1 "Future HERO" monster + 1 DARK or WIND monsterMust be Fusion Summoned and cannot be Special Summoned by other ways. If this card attacks an opponent's monster, it gains 800 ATK during the Damage Step only. When this card inflicts Battle Damage to your opponent: your opponent sends 1 random card from their hand to the Graveyard, and if they do, you draw 1 card. [spoiler=spells and traps] Reveal 1 "Future HERO" Fusion Monster in your Extra Deck and send, from your Main Deck to the Graveyard, the Fusion Material Monsters that are listed on that Fusion Monster Card. During your 2nd Standby Phase after this card's activation, Special Summon 1 of that Fusion Monster from your Extra Deck and equip it with this card. (This Special Summon is treated as a Fusion Summon.) You can only activate "Future HERO Fusion" up to twice per turn. This card is treated as an equip spell card while in the graveyard. Note: This is the card that gives the Future HEROes their name. Fusion Summon 1 "Future HERO" Fusion Monster from your Extra Deck, by shuffling the Fusion Materials listed on it from your hand or Graveyard into the deck. If a monster(s) was destroyed during this turn, while you controlled it: special summon 1 level 4 or lower "Future HERO" monster from your hand or deck. Link to comment Share on other sites More sharing options...
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