cyber-HERO Posted April 13, 2020 Report Share Posted April 13, 2020 Hi everyone, this is my take on some support for the Evil Hero archetype. I really like all the Hero sub-archetypes but the evil heros always had a special place in my heart. However, what I realy disliked about the Archetype (or more about how Konami handled it) is that besides Dark Gaia, Malicious Fiend and the newer Malicious Bane the Fusionmonsters arent really that useful anymore. So the objectiv of most of my cards is it to bring them out easier and to make them stronger at the same time. I´ve played the game for a long time but never competitive plus english is my second language so if there are any typos or grammar mistakes i appologize (please let me know). Monsters: Evil HERO Infernal Plasma Lv. 2 DARK Fiend 0 ATK/0 DEF Effect: If this card on the field is used as a Fusion Material for a Fusion Summon with "Dark Fusion": you can use this card as a substitute for any 1 Fusion Material whose name is specifically listed on the Fusion Monster Card, but the other Fusion Material(s) must be correct. Evil HERO Vicious Wing Lv. 3 WIND Fiend 1000 ATK/ 1000 DEF Effect: This card´s name becomes "Elemental HERO Avian" if used for a Fusion Summon with "Dark Fusion". An "Evil HERO" Fusion Monster that was Summoned using this card on the field as a Fusion Material gains this effect: • If this card attacks an opponent´s monster, it gains 1000 ATK during the Damage Step only. Evil HERO Infernia Lv. 3 FIRE Fiend 1200 ATK/ 800 DEF Effect: This card´s name becomes "Elemental HERO Burstinatrix" if used for a Fusion Summon with "Dark Fusion". An "Evil HERO" Fusion Monster that was Summoned using this card on the field as a Fusion Material gains this effect: • If this card attacks an opponent´s monster, after damage calculation, target the opponents Monster; return this card and the targeted Monster to their owners hand. Evil HERO Obsidian Lv. 4 EARTH Fiend 800 ATK/ 2000 DEF Effect: This card´s name becomes "Elemental HERO Clayman" if used for a Fusion Summon with "Dark Fusion". An "Evil HERO" Fusion Monster that was Summoned using this card on the field as a Fusion Material gains this effect: • If this card is targeted for an attack, after damage calculation, destroy the attacking Monster and inflict 800 damage to your opponent. Evil HERO Black Bullet Lv. 6 DARK Fiend 2300 ATK/ 0 DEF Effect: During your Main Phase: you can target one monster your opponent controls; destroy that target. This card cannot attack during the same turn you activate this effect. If this card is sent to the Graveyard: add 1 "Evil HERO" Monster, other than "Evil HERO Black Bullet" from your GY to your hand. You can only use each effect of "Evil HERO Black Bullet" ones per turn. Fusions: Evil HERO Necro Witcher Lv. 6 DARK Fiend 1900 ATK/ 1800 DEF Effect: "Evil HERO Sinister Necrom" + 1 Level 4 or lower "Evil HERO"-Monster Must be Special Summoned with "Dark Fusion". If this card is Special Summoned with "Dark Fusion": target 1 Monster your opponent controls; destroy that target. This card cannot attack the same turn you activate this effect. Once er turn: you can target 1 Level 7 or lower "Evil HERO"-Monster in your Graveyard, except "Evil HERO Necro Witcher"; Special Summon that target, ignoring it´s Summoning conditions. Evil HERO Malicious Bite Lv. 6 DARK Fiend 2500 ATK/ 1200 DEF Effect: 2 Level 4 or lower "Evil HERO"-Monster Must be Special Summoned with "Dark Fusion". "Evil HERO"-Monster you control gain 200 ATK for each "Evil HERO"-Monster you control. If this card is Special Summoned: You can add 1 "Dark Fusion" from your Deck to your hand. When your opponent activates an effect, that targets an "Evil HERO"-Monster you control: you can Tribute this card, negate the activation and destroy that card. . You can only use each effect of "Evil HERO Malicious Bite" ones per turn. Spells/Traps: Dark Ascension Normal Spell Send 1 "Elemental-HERO"-Monster you control to the GY, that is listed on a "Evil HERO"-Fusion Monster, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon with "Dark Fusion".) E - Endless Pain Normal Trap When an "Evil HERO"-Monster you contol is destroyed and sent to the Graveyard: pay 200 LP x the Level of the destroyed Monster in your GY; Special Summon that Monster from your GY and if you do; it gains ATK equal to the amount of LP you paid. V - Vicious Thoughts Normal Trap Only activate this card while you control a "Evil HERO" Monster. Target 1 card on the field, negate that targets effects until the end of this turn. You can only activate 1 "V - Vicious Thoughts" per turn. I - Intriguing Force Continuous Trap During your Stand By Phase: pay 800 LP or destroy this card. Your opponent cannot activate cards or effects as an reaction to a Fusion Summon of a Monster with "Dark Fusion". Once per turn, when you Fusion Summon a Monster with "Dark Fusion": you can shuffle 1 "Evil HERO" Monster from your GY in your Deck. L - Lurking Threat Counter Trap When your opponent activates a Spell/Trap Card: discard 1 "Evil HERO" or 1 "Dark Fusion", also negate the Spell/Trap activation and if you do, destroy it. Malicious Fusion Normal Trap During your opponents turn: Fusion Summon 1 Fusion Monster that must be Special Summoned with "Dark Fusion" from your Extra Deck , using monsters from your hand and/or field (min. 1). (This Special Summon is treated as a Fusion Summon with "Dark Fusion".) Destroy the Monster during the End Phase and if you do, Special Summon 1 Level 4 or lower "Evil HERO"-Monster from your GY. You can only activate 1 "Malicious Fusion" per turn. I hope you guys liked some of my ideas but I know this is my first post here and there is plenty of room for emprovement so I would be really happy to get some constructive critizism. Link to comment Share on other sites More sharing options...
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