Sleepy Posted August 21, 2016 Report Share Posted August 21, 2016 I've been wanting to do something along these lines for a while, though I took inspiration from another thread I saw around to finally bring myself to actually do it. The theme is to retrain the Normal Monster Elemental HEROes into Effect Monsters that support the anime fusions and their non-Fusion support Spells from way back in the day. [spoiler=Cards]Elemental SparkmanLIGHT Level 4 [Warrior/Effect] 1600/1400It is treated as "Elemental HERO Sparkman". When Summoned: You can equip to it 1 "Spark Blaster" from your hand, Deck, or Graveyard. The effect of "Spark Blaster" can be used during either player's turn. If this card's position changes by the effect of a Spell Card: You can can change the position of any other monsters on the field OR Fusion Summon an "Elemental HERO" monster, shuffling up to 1 material named on it from each your hand, field, Graveyard, or banished, into your Deck. Elemental AvianWIND Level 3 [Warrior/Effect] 1000/1000It is treated as "Elemental HERO Avian". If used as a material for a Fusion Monster that names all its materials: That monster gains 600 ATK and DEF. Also, it cannot be targeted by your opponent's card effects. When Summoned: You can add 1 "Feather Shot" from your Deck or Graveyard to your hand. If this card is in your Graveyard, during either player's turn: You can return 1 "Feather Shot" from your hand/Field/Graveyard to the bottom of your Deck to target 1 Fusion Monster you control; return it to the Extra Deck and Special Summon the materials listed on it from your Graveyard in Defense Position, except "Elemental HERO Avian". Elmental BurstinatrixFIRE Level 3 [Warrior/Effect] 1200/800It is treated as "Elemental HERO Burstinatrix". If used as a material for a Fusion Monster that names all its materials: That monster gains 600 ATK and DEF. Also, it cannot be destroyed by your opponent's card effects. When Summoned: You can add 1 "Burst Return" from your Deck or Graveyard to your hand. While this card or a Fusion Monster that used this card as a material, is face-up on the field, the effect of "Burst Return" affects non-"HERO" monsters instead. Elemental ClaymanEARTH Level 4 [Warrior/Effect] 800/2000It is treated as "Elemental HERO Clayman". While on the field/Graveyard, "HERO" Fusion Monsters you control are also treated as their named (listed) Fusion Materials. If used as a material for a Fusion Monster that names all its materials: That monster gains 600 ATK and DEF. Also, it cannot be destroyed by battle. Elemental NeosLIGHT Level 7 [Warrior/Effect] 2500/2000It is treated as "Elemental HERO Neos". Can be Normal Summoned with no Tributes by revealing 1 "HERO" Fusion Monster from your Extra Deck which names 2 materials, and shuffling those named monsters from your Graveyard into your Deck. If you do: You can Fusion Summon that Fusion Monster. When this card leaves the field: Add 1 card that names "Elemental HERO Neos" from your Deck or Graveyard to your hand. Effects this support has on the Fusions: Flare Wingman now has 3300 ATK and cannot be targeted or destroyed by opponent effects, and if Clayman is in the Graveyard, it can also use Avian/Burstinatrix support, or be used for a Fusion listing them if needed. Steam Healer is 2400 ATK and cannot be destroyed by card effects. Still need Skyscraper if you wanna take down a Blue Eyes. Rampart Blaster is 3200/3700 and cannot be destroyed. Wild Wingman 2500/2900 and with more potential ammo in hand. Thunder Giant is 3000 ATK and cannot be destroyed by battle Electrum will have a base ATK of 4700. Plus it cannot be destroyed by battle or effects and cannot be targeted by effects. Plasma Vice and Darkbright can sometimes benefit from access to Spark Blaster Neos is easier to bring out and is his own Miracle Contact for the smaller forms. OR it can actually be plausible to add it to an actual HERO deck rather than just a Neo Spacian one. - - - - - - Yes, they have the Harpie Lady 1 clause, you can't run 3 copies of these AND 3 of the originals, it has to be 3 combining both, so yeah. Thoughts/Opinions/Corrections/Suggestions welcomed and encouraged =9 Link to comment Share on other sites More sharing options...
Draconus297 Posted August 21, 2016 Report Share Posted August 21, 2016 Funny thing is that these also work for Evil HEROes Inferno Wing, Lightning Golem, Wild Cyclone, and Infernal Sniper. Most notable of these, in my opinion, are Inferno Wing and Wild Cyclone. Inferno Wing for being a 3300 "not affected or targeted" that can inflict piercing and stupid amounts of burn, of course, especially if you can somehow force something like Chaos MAX or Rainbow Dragon into DEF, and Wild Cyclone for being an untargetable 2500 Ancient Gear that nukes your opponent's backrow when it does damage. Link to comment Share on other sites More sharing options...
Sleepy Posted August 21, 2016 Author Report Share Posted August 21, 2016 Funny thing is that these also work for Evil HEROes Inferno Wing, Lightning Golem, Wild Cyclone, and Infernal Sniper. Most notable of these, in my opinion, are Inferno Wing and Wild Cyclone. Inferno Wing for being a 3300 "not affected or targeted" that can inflict piercing and stupid amounts of burn, of course, especially if you can somehow force something like Chaos MAX or Rainbow Dragon into DEF, and Wild Cyclone for being an untargetable 2500 Ancient Gear that nukes your opponent's backrow when it does damage. Hadn't thought of them, and they'd still required their Dark Fusion/Dark Calling Spells, but I'm loving the idea of them being able to put pressure xDThough just to make sure, are you talking about them getting support as a good or bad thing? ^^" Link to comment Share on other sites More sharing options...
Darj Posted August 21, 2016 Report Share Posted August 21, 2016 The combination of support for the basic, so to speak, HERO Fusions plus support for their signature Spell/Traps made these cards a bit difficult to understand for me at first, partially because I had to look at those signature Spell/Traps to see how good they were xD I'm wondering why you didn't give Clayman support for its signature Trap Card, and why you didn't make an "Elemental Bubbleman" either. I do know that the original Bubbleman isn't a vanilla, but still it would nice to have its "Elemental" retrain; it could include support for Bubble Blaster, Shuffle and Illusion. I like how they turn Electrum into such a scary boss when they are all used for its Fusion Summon. That aside, there are a couple of effects that feel a bit random and maybe even out of place, namely Neos' Fusion Summoning effect, which IMO looks like a cheap way of gaining a Fusion monster out of thin air; it's pretty much a walking Miracle Fusion for the basic HEROes. And the Fusion substitute effect of Clayman; I understand the latter is useful for allowing you to use a Fusion Monster as a vanilla HERO material for another fusion but... is that really necessary? Somehow I feel it can get out of hand. Finally, I got some PSCT fixes and suggestions, if you don't mind:- The Harpie Lady clause has to be in parentheses "()"- Since most effects that monsters give to another one when they are used as material for its Summon are continuous and thus don't start a chain (see Suanni, Bixi, Pulao, etc.), I suggest to do the same with your HERO retrains. I mean, basically remove the ":" from those effects. For instance, the boost effect of Avian would read as:If used as a material for a Fusion Monster that names all its materials, that monster gains 600 ATK and DEF, also it cannot be targeted by your opponent's card effects.- I think Sparkman's last effect can get away with triggering with any effect position-changing effect, not just Spell Cards. Mainly to allow the experimentation with more position-changing effects. But in that case, it may need a hard OPT clause there, because cards like Zero Gravity could trigger multiple Sparkmans and fuse away. Link to comment Share on other sites More sharing options...
Sleepy Posted August 28, 2016 Author Report Share Posted August 28, 2016 The combination of support for the basic, so to speak, HERO Fusions plus support for their signature Spell/Traps made these cards a bit difficult to understand for me at first, partially because I had to look at those signature Spell/Traps to see how good they were xD I'm wondering why you didn't give Clayman support for its signature Trap Card, and why you didn't make an "Elemental Bubbleman" either. I do know that the original Bubbleman isn't a vanilla, but still it would nice to have its "Elemental" retrain; it could include support for Bubble Blaster, Shuffle and Illusion. I like how they turn Electrum into such a scary boss when they are all used for its Fusion Summon. That aside, there are a couple of effects that feel a bit random and maybe even out of place, namely Neos' Fusion Summoning effect, which IMO looks like a cheap way of gaining a Fusion monster out of thin air; it's pretty much a walking Miracle Fusion for the basic HEROes. And the Fusion substitute effect of Clayman; I understand the latter is useful for allowing you to use a Fusion Monster as a vanilla HERO material for another fusion but... is that really necessary? Somehow I feel it can get out of hand. Finally, I got some PSCT fixes and suggestions, if you don't mind:- The Harpie Lady clause has to be in parentheses "()"- Since most effects that monsters give to another one when they are used as material for its Summon are continuous and thus don't start a chain (see Suanni, Bixi, Pulao, etc.), I suggest to do the same with your HERO retrains. I mean, basically remove the ":" from those effects. For instance, the boost effect of Avian would read as:If used as a material for a Fusion Monster that names all its materials, that monster gains 600 ATK and DEF, also it cannot be targeted by your opponent's card effects.- I think Sparkman's last effect can get away with triggering with any effect position-changing effect, not just Spell Cards. Mainly to allow the experimentation with more position-changing effects. But in that case, it may need a hard OPT clause there, because cards like Zero Gravity could trigger multiple Sparkmans and fuse away. There are a couple reasons Clayman didn't get his signature move support. The Graveyard effect I gave to Clayman was actually gonna belong to a retrained Necroshade. At the end I didn't want to make the set bigger than around 5 cards. The more cards I make, the less likely this thread is to get any attention, much less so when it is all written.Also, I admittedly had some laziness that prevented me from looking up the Clayman card, and it wasn't much help that it was a worst version of Sakuretsu Armor. I would have to make more fixes to it than to the others I used.... I could make a second version thread in the future and include it, but for now, I'm kind of dry of ideas for it xD I have a more legit reason for Bubbleman though. Other than him not being a vanilla, he's also still up to date one of the most used non-Fusion HERO monsters out there, right behind Shadow Mist and Blazeman. He doesn't exactly need a retrain. Not to mention Bubbleman has an equip and 2 Quick-play Spell Cards for it, which do wildly different things so I wouldn't even know what I'd be going for. Is Neos' effect really that cheap though? Nobody likes running the anime HERO cards anymore, be it Main or Extra Deck monsters, even Shining Flare Wingman who was a boss upgrade is nowadays barely a boss when Summoned with shortcuts. The Neos Normal Summon has the same idea as Pendulum Summon: You need setup accumulated in the Graveyard for it to not be dead in the hand. You are getting a 2500 vanilla Neos with no Tributes and a 2 material Fusion nobody would want to bring out otherwise (because 3+ materials are still off the limits) so at best you'll probably get the 3300 ATK Flare Wingman with built in protection from target/destroy effects, which is gonna be a powerful power play but can't say it's really gonna be unstoppable. Many of those GX anime Fusions nowadays would be a little bit above material-worthy rather than at boss level IMO. I could give it a little bit more of a cost though... I'm open to suggestions on that. The Clayman Graveyard effect is mainly so that the Fusions can wield the signature Spells too, and I figured it'd give them a little edge on changing up the Fusions, vaguely like how Lunalights do it, but the investment for making those Fusions outside of Miracle Fusion plays is still heavy, especially when even Miracle Fusion wouldn't want to fuse with something still on the field if it can evade doing so, so I figured it wouldn't be much of an issue.... Also, the effects passed on from Avian/Burstinatrix/Clayman to the Fusion using them doesn't carry on past that so you can't make a Shining Flare Wingman that gains the protection Avian and Burstinatrix gave to Flame Wingman before it. Just pointing that out. I'll work on the lore, I realize I made it iffy from the start xDSparkman doesn't work with Zero Gravity because that's a Trap Card and he only works when changed by Spells (ie Spark Blaster, which is now a quick effect) and it is very likely to still run down resources because as much as your Graveyard is an easy pick, the banished cards aren't that common until Miracle Fusion comes along. You ought to end up using Sparkman himself or a HERO in hand as the other material, ending up as a +0. Furthermore, the Fusions don't give you anything out of Summoning them on the opponent's turn, they are at best Battle Phase shenanigans for your side. Link to comment Share on other sites More sharing options...
Darj Posted August 28, 2016 Report Share Posted August 28, 2016 Is Neos' effect really that cheap though? Nobody likes running the anime HERO cards anymore, be it Main or Extra Deck monsters, even Shining Flare Wingman who was a boss upgrade is nowadays barely a boss when Summoned with shortcuts. The Neos Normal Summon has the same idea as Pendulum Summon: You need setup accumulated in the Graveyard for it to not be dead in the hand. You are getting a 2500 vanilla Neos with no Tributes and a 2 material Fusion nobody would want to bring out otherwise (because 3+ materials are still off the limits) so at best you'll probably get the 3300 ATK Flare Wingman with built in protection from target/destroy effects, which is gonna be a powerful power play but can't say it's really gonna be unstoppable. Many of those GX anime Fusions nowadays would be a little bit above material-worthy rather than at boss level IMO. I could give it a little bit more of a cost though... I'm open to suggestions on that. Oh, I mainly meant that Neos' effect felt out of place or flavor, since flavor-wise Neos meddles and fuses with Neo-Spacians, not the original (vanilla) Heroes. And the effect may practically be a walking Miracle Fusion, but it doesn't look awfully overpowered and its acceptable IMO, given the setup it requires as you explained. Sparkman doesn't work with Zero Gravity because that's a Trap Card and he only works when changed by Spells (ie Spark Blaster, which is now a quick effect) and it is very likely to still run down resources because as much as your Graveyard is an easy pick, the banished cards aren't that common until Miracle Fusion comes along. You ought to end up using Sparkman himself or a HERO in hand as the other material, ending up as a +0. Furthermore, the Fusions don't give you anything out of Summoning them on the opponent's turn, they are at best Battle Phase shenanigans for your side. True, it may not synergize well with Zero Gravity in this case, but still I think you can afford to make the effect more flexible without breaking anything. For instance, A/D Changer would be able to switch Sparkman right away. Link to comment Share on other sites More sharing options...
Sleepy Posted August 29, 2016 Author Report Share Posted August 29, 2016 Oh, I mainly meant that Neos' effect felt out of place or flavor, since flavor-wise Neos meddles and fuses with Neo-Spacians, not the original (vanilla) Heroes. And the effect may practically be a walking Miracle Fusion, but it doesn't look awfully overpowered and its acceptable IMO, given the setup it requires as you explained. True, it may not synergize well with Zero Gravity in this case, but still I think you can afford to make the effect more flexible without breaking anything. For instance, A/D Changer would be able to switch Sparkman right away. When it comes to Neos, it is hard to picture what'd be flavorful for him. He mainly focuses on Fusions from space (so Neo Spacians) but thinking about it the Neo Spacians don't contact fuse among themselves so I figured the skill comes from Neos. Plus, he's technically part of the team of Elemental HEROes, at least by name. I figured it'd be something along the lines of:-Anime-wise: Jaden still uses Neos with the other HERO cards in the same deck all the time so I figure they aren't exactly meant to be different sides.-Card-wise: He's still an Elemental HERO, so he should at least give a little lesson on his arts to his fellow teammates, or have some presence influence or something along those lines.-Playability-wise: It can still bring out Neos Fusions with its effect, even if only single-contact ones. I could make him do this for only Neos Fusions, but I was aiming for being able to mix, kind of like how Green Lantern is part of the Justice League instead of just working with other Green Lanterns in the universe.It feels like a stretch, I know haha.... If I could, I'd even make the support in a way that Winged Kuriboh and Yubel are more synergic with Jaden's deck... but that's just so much of a pain. I'll aim for that when I take a shot at it with the Player Card Mechanic I made though xD About Sparkman: The charm of Spark Blaster is that it has 3 uses before it explodes, while those uses aren't once per turn.Is the issue that it might Fuse too much or that it might stall too much? or both? (after all, it doesn't target the monsters it switches, and that's the idea because with how much target resistant cards out there, it kind of needs to). Maybe there can be a compromise to its effect depending on the symptoms. Link to comment Share on other sites More sharing options...
Darj Posted August 29, 2016 Report Share Posted August 29, 2016 Oh right, that makes sense. It is an Elemental Hero after all. If he doesn't fuse with fellow E-Heroes as much (if at all) in the anime is because Jaden simply didn't want to, but he could very well have. Besides, there is Neos Knight, which in a way is a generic fusion of Neos + any E-Hero. Regarding Sparkman, I doubt the stall would be an issue, but fusing too much... I'm not sure if it would be a problem or not since you would need considerable graveyard and banished fodder to take full advantage of consecutive fusion summoning. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.