Thomas★Zero Posted May 27, 2016 Report Share Posted May 27, 2016 As am a fan of the "HERO" archetype. Here's my collection of custom HERO cards old and new! [spoiler=Monsters]White Winged Kuriboh lv 1 LIGHT Fairy/Effect When your opponents monster attacks directly: you can Special Summon this card from your hand to your side of the field, if you do: negate that monsters attack. When this card leaves the field: reduce all further damage you take this turn to 0. ATK/300 DEF/200 Elemental HERO Wonder Neos lv 4 LIGHT Warrior/Effect (This card is always treated as "Elemental HERO Neos".) While you control no face-up monsters: you can Special Summon this card from your hand to your side of the field. You can tribute this card and 1 "Winged Kuriboh" monster from either your hand or your side of the field; Special Summon "Elemental HERO Kingdom Neos" from your Extra Deck to your side of the field. (This Special Summon is treated as a Fusion Summon.) ATK/1500 DEF/1000 Elemental HERO Aqua Blaster lv 4 WATER Warrior/Effect During either player's turn: You can send this card from your hand to the Graveyard OR shuffle this card from your Graveyard into the Deck, then target 1 face-up card your opponent controls; negate its effects until the end of this turn. You must control another "HERO" monster to activate and resolve this effect. You can only activate the effect of "Elemental HERO Aqua Blaster" once per turn. ATK/1000 DEF/1200 Elemental HERO Squall lv 4 WIND Warrior/Effect During either player's turn: You can send this card from your hand to the Graveyard OR shuffle this card from your Graveyard into the Deck, then target 1 monster you control; increase the targeted monster ATK by 1000. You must control another "HERO" monster to activate and resolve this effect. You can only activate the effect of "Elemental HERO Squall" once per turn. ATK/1000 DEF/1000[spoiler=Extra Deck][spoiler=Effect]"Elemental HERO Neos" + 1 "Winged Kuriboh" monster Must be Fusion Summoned and cannot be Special Summoned by other ways. This card is unaffected by your opponents monster effects. During the Battle-Phase, this card is unaffected by your opponents Spell and Trap cards. When this card leaves the field: reduce all further damage you take this turn to 0. [spoiler=Effect]2 "Elemental HERO" monsters (This card is always treated as a "Masked HERO" card.) Must be Fusion Summoned and cannot be Special Summoned by other ways. When this card is Fusion Summoned: you can add 1 Quick-Play "Change" Spell card from either your deck or graveyard to your hand. [spoiler=Effect]1 "HERO" monster + 1 EARTH monster Must be Fusion Summoned and cannot be Special Summoned by other ways. When this card is Fusion Summoned: change the battle position of all monsters your opponent controls. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. [spoiler=Effect]Must be Special Summoned with "Mask Change" and cannot be Special Summoned by other ways. When this card is Special Summoned: destroy all Special Summoned Monsters your opponent controls. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. [spoiler=Spell and Traps]Justice Draw Spell Card Draw 1 card for each "HERO" Fusion monster you control +1. During the turn you activated this card: you cannot Special Summon monsters except "HERO" monsters. You must control a face-up "HERO" monster to resolve this effect. You can only activate "Justice Draw" once per turn. Miracle Mask Spell Card Banish 1 "HERO" monster from your graveyard; Special Summon 1 "Masked HERO" monster from your Extra Deck with the same Attribute as the banished monster to your side of the field. (This Special Summon is treated as a Special Summon through the effect of "Mask Change".) You can only activate "Miracle Mask" once per turn. Neo HERO Barrier Trap Card When an opponent's monster declares an attack: Target the attacking monster; negate the attack, then end the Battle Phase, and when you do, gain 1000 LP for every monster your opponent controls. You must control a face-up "HERO" monster to resolve this effect. Fusion Cannon Trap Card Banish 1 Level 8 or lower "HERO" Fusion monster either from your side of the field or from your graveyard; inflict damage to your opponent equal to the original ATK of the banished monster. You can only activate 1 "Fusion Cannon" per turn. Link to comment Share on other sites More sharing options...
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