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Alius HERO Archetype


Bluvista

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I am well aware and perfectly understand that my Poker Parlor archetype is unfinished. However, this idea literally just came to me, and I wish to capitalize on it immediately. 

Alius HERO! A deck that revolves around sending it's own members to your GY, and then shuffling them from your GY into your deck in order to Fusion summon without a fusion card! 

It's a rather small deck, (8 main deck monsters with 3 spells, 1 trap and 6 fusions) and can fit into just about any HERO deck. Vision HEROs in particular working quite well with these guys. 

so anyway, here's the deck!

Main deck monsters first!

Alius HERO Force

Level: 4

DARK/Warrior/Effect

Once per turn, you can discard this card from your hand, add 1 "Alius Fortress" or a card that specifically mentions "Alius HERO" in its text from your deck to your hand. When this card is used as Fusion material for the Fusion summon of a DARK attribute "HERO" monster, inflict 800 damage to your opponent. 

ATK: 1800

DEF: 1200

 

Alius HERO Marauder

Level: 4

DARK/Warrior/Effect

If a HERO monster in your GY is shuffled into your deck while this card is face-up on your field, inflict 200 damage to your opponent. You can tribute this face-up monster, draw 2 cards then discard 1. You can only use this effect of "Alius HERO Marauder" once per turn. 

ATK: 1800

DEF: 800

 

Alius HERO Sword

Level: 4

DARK/Warrior/Effect

Once per turn, you can discard this card from your hand, special summon 1 level 4 or lower "HERO" monster from your hand, other than "Alius HERO Sword" When this card is used as Fusion material for the Fusion summon of a DARK attribute "HERO" monster, it gains 800 ATK. 

ATK; 1900

DEF: 600

 

Alius HERO Skull

Level: 4

DARK/Warrior/Effect

When this card is sent to your GY, you can discard 1 card from your hand, draw 1 card. When this card is used as Fusion material for the Fusion summon of a DARK attribute "HERO" monster, you can discard 1 card from your hand, draw 1 card. You can only use each effect of "Alius HERO Skull" once per turn. 

ATK; 1700

DEF: 0

 

Alius HERO Flash

Level; 4

DARK/Warrior/Effect

When this card is summoned, you can send 1 level 4 or lower "HERO" monster from your hand or deck to your GY. If a "HERO" monster you control is destroyed while this card is in your GY, you can discard 1 card from your hand, add this card from your GY to your hand, then special summon the destroyed "HERO" monster. You can only use this effect of "Alius HERO Flash" once per turn. 

ATK: 1600

DEF; 1400

 

Alius HERO Cipher

Level; 4

DARK/Warrior/Effect

You can special summon this card from your hand by discarding 1 "HERO" monster. Once per turn, (Quick Effect) When the opponent activates a card or effect that would target or affect a "HERO" monster you control, you can discard this card from your hand, negate that effect. When this card is used as Fusion material for the Fusion summon of a DARK attribute "HERO" monster, you can special summon 1 level 4 or lower "HERO" monster from your GY. 

ATK: 1600

DEF: 800

 

Alius HERO Trojan

Level: 4

DARK/Warrior/Effect

When this card is sent to your GY, you can add 1 "HERO" Spell/Trap, or 1 card that specifically mentions "Alius HERO" from your GY to your hand. When this card is used as Fusion material for the Fusion summon of a DARK attribute "HERO" monster, you can send 1 Spell or Trap from your deck to your GY. 

ATK: 1400

DEF: 2000

 

Alius HERO Zombie

Level; 4

DARK/Warrior/Effect

When this card is sent to your GY, you can look at the top 2 cards of your deck, send 1 of them to your GY, and add the other to your hand. When this card is used as Fusion material for the Fusion summon of a DARK attribute "HERO" monster, you can send 1 level 4 or lower "HERO" monster in your deck to your GY. You can only use each effect of "Alius HERO Zombie" once per turn. 

ATK: 1800

DEF: 0

(Now the spells and trap)

Alius Fortress

Field Spell

When this card is activated you can add 1 level 4 or lower "HERO" monster from your deck to your hand. Every time an "Alius HERO" monster is shuffled from your GY into your deck, place 1 "Alius Counter" on this card. all "HERO" monsters you control gain 100 ATK and DEF for every "Alius Counter" on this card. If this card were to be destroyed, you can remove 5 "Alius Counters" instead. Once per turn, you can remove 10 "Alius Counters" from this card, send 1 level 4 or lower "HERO" monster from your deck to your GY, and if it was an "Alius HERO" monster, draw 1 card. You can only activate 1 "Alius Fortress" per turn. 

 

HERO Reproduction Factory

Normal Spell

Draw 1 card for every 2 "Alius HERO" monsters in your GY. If you drew 2 or more cards by this effect, discard 1 card. You can only activate 1 "HERO Reproduction Factory" per turn. 

 

Alius Blaster

Continuous Trap

Once per turn, you can discard 1 "Alius HERO" monster from your hand, destroy 1 card on the field, and inflict 500 damage to your opponent. "Alius HERO" monsters cannot be banished. 

 

Alius Array

Quick-Play Spell

Shuffle as many "Alius HERO" monsters you control into your deck as possible, special summon 1 "Alius HERO" Fusion monster from your GY, (this special summon is treated as a Fusion summon) You can only activate 1 "Alius Array" per turn. 

 

(Extra deck)

Alius HERO Kaiser

Level: 6

DARK/Fusion/Warrior/Effect

2 level 4 or lower "HERO" monsters including an "Alius HERO" monster

You can also Fusion summon this monster (from your extra deck) by shuffling the required materials from your GY into your deck. When this card is Fusion summoned using 2 "Alius HERO" monsters, you can destroy 1 card on the opponents field, and if it was a spell or trap, banish it and inflict 500 damage to your opponent. Once per turn, you can discard 1 "HERO" monster from your hand, draw 1 card. 

ATK: 2400

DEF: 2200

 

Alius HERO Dragon Soul

Level: 6

DARK/Fusion/Warrior/Effect

2+ "HERO" monsters including a level 4 or lower "Alius HERO" monster

You can also Fusion summon this monster (from your extra deck) by shuffling the required materials from your GY into your deck. When this card is Fusion summoned using at least 2 "Alius HERO" monsters with different names, it gains 500 ATK x the number of "HERO" monsters used to Fusion summon this card. When this card battles an opponents special summoned monster, you can excavate cards until you draw a monster, if that monster is a level 4 or lower "HERO" monster, you can send it to your GY, this card gains ATK equal to half of that monsters original ATK until the end of this turn. 

ATK: 2000

DEF: 0

 

Alius HERO Supreme Shocker

Level: 7

DARK/Fusion/Warrior/Effect

"Alius HERO Flash" + 1 "HERO" monster

You can also Fusion summon this monster (from your extra deck) by shuffling the required materials from your GY into your deck. When this card is fusion summoned using 2 "Alius HERO" monsters, you can send the top 5 cards of your deck to your GY, inflict 500 damage to your opponent for each "HERO" monster that was sent to the GY by this card's effect. If there is a "HERO" monster in your GY, all "HERO" monsters you control gain 500 ATK. When this card is sent to the GY, you can send 1 level 4 or lower "HERO" monster from your deck to your GY, and if the sent monster was an "Alius HERO" monster, inflict 500 damage to your opponent. 

ATK: 2200

DEF: 2200

 

Alius HERO Stone Stormer

Level: 8

DARK/Fusion/Warrior/Effect

3 "HERO" monsters including 1 "Alius HERO" monster

You can also Fusion summon this monster (from your extra deck) by shuffling the required materials from your GY into your deck. When this card is fusion summoned using 3 "Alius HERO" monsters, you can destroy all cards on the opponents side of the field. While this card is on the field, your opponent cannot activate card effects during the battle phase. At the end of the battle phase you can destroy 1 card on the opponents field, and if it was a monster, you can send 1 'HERO" monster from your hand or deck to your GY. 

ATK: 2800

DEF: 2400

 

Alius HERO Darkness Decimator

Level: 8

DARK/Fusion/Warrior/Effect

3 "Alius HERO" monsters

You can also Fusion summon this monster (from your extra deck) by shuffling the required materials from your GY into your deck. This card cannot be destroyed by battle or effects. When this card attacks an opponents monster, negate that monsters effect and lower its ATK and DEF by 1000 during damage calculation. When this card destroys an opponents monster by battle, inflict damage equal to the original ATK or DEF of that monster. This card can attack 2 times per battle phase. This card cannot attack directly. 

ATK: 2500

DEF: 2000

 

Alius HERO Destiny Chimera

Level: 12

DARK/Fusion/Warrior/Effect

3 "Alius HERO" Fusion monsters

You can also Fusion summon this monster (from your extra deck) by shuffling the required materials from your GY into your deck. When this card is fusion summoned, it's original ATK become equal to the combined total original ATK of all monsters used to Fusion summon this card. This monster cannot be targeted or destroyed by effects. Once per turn, during either players turn, (Quick Effect) when the opponent activates a Spell or Trap, or Special summons a monster from their GY, you can shuffle 1 level 4 or lower "HERO" monster from your GY into your deck, then negate the activation or summoning of that card, and set it on your side of the field, with it's effects negated.   

ATK: ?

DEF: 0

Alright give me your opinions. 

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Are they associated with Neos Alius in some way? :v

Anyway, this set is insane. HEROes have enough power plays, and this just doubles down on that without addressing their core issues, which is vulnerability to hand traps, no way to stop them (e.g. no access to monster effect negation once their are locked into Summoning only HEROes). The only card that address their issue is Cipher, whose protection coverage is crazy good too. But the rest practically is overkilling power. You give them almost more Vyons in Flash and the Field Spell, who are only missing the ability to mill Malicious, Marauder and Skull provide draw power and are splashable, and once you get some of the maindeck monsters in the GY, you get to drop ABC-like Contact Fusions for free, damn.
 

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To counter how absurd the concept is, I tried to make the fusions fairly underwhelming, but still not garbage. Also, it does not have any connection to Neos Alius, although thanks for pointing this out to me. And yes, this is among the most broken stuff I've ever made. In play testing this stuff in Dueling Book, I found that it is child's play to bring out 5 Fusion Monster in 1 turn. I even made an opponent ragequit when his Ash Blossom & Joyous Spring didn't even slow me down. 

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