E-Hero Deck for regionals

Umm, I'd try and redesign the deck to abuse Miracle Fusion and Return from the Different Dimension. Just because, I think then the deck would run a little bit more smoothly in how it throws monsters onto the field. I'd also focus it around a couple fusions rather than four. It opens the deck up to some other cards while providing the same E. Hero feel.

Not sure if that advice will work, but worth a shot if you plan on using this at a regional.

When is your regional anyway??
 
Tkwiget said:
Umm, I'd try and redesign the deck to abuse Miracle Fusion and Return from the Different Dimension. Just because, I think then the deck would run a little bit more smoothly in how it throws monsters onto the field. I'd also focus it around a couple fusions rather than four. It opens the deck up to some other cards while providing the same E. Hero feel.

Not sure if that advice will work, but worth a shot if you plan on using this at a regional.

When is your regional anyway??

My regional is on 11 December.

I just use these 4 fusions, because they all use the same fusion monsters.
 
Take out:

1x Elemental Hero Burstinatrix
1x Elemental Hero Clayman
1x Elemental Hero Sparkman
2x Versago the Destroyer
1x Fusion Recovery
1x A Warrior Returnbing Alive

Add In:

Elemental Hero Blade Edge(trample is always good)
2x Elemental Hero Wild Heart(stops traps on him)
2x King of the Swamps(better than versago)
1x Polymerization(Fusion Gate won't work forever)
1x Dark Factory of Mass Production(get normi monsters easier)

try this formation out, this may help you out a little more, and see about geting E-Hero WildEdge and Tempest, they'll be more damaging once you get a Skyscraper in this.
 
I know the regional is only a week and a few days away, but if you can make these changes, you should do pretty well.

Monsters:
Monsterwise, we need to focus more on the core strategy of Elemental Hero decks: Synergy. To achieve synergy, we need to understand necessity. If all four of your Fusion Monsters use the same materials, then let's remove some of the Normal Monsters from the deck.

-Elemental Hero Avian x1
-Elemental Hero Burstinatrix x2
-Elemental Hero Clayman x1
-Elemental Hero Sparkman x2

That gives you one each, except for two Elemental Hero Clayman. In a pinch, Clayman will serve a better topdeck than others, and usually a better choice for Hero Signal.

Generically speaking:
-Marauding Captain x2
-Versago the Destroyer x2

This gives you a total of ten Monsters to replace. Seeing as how we're going to with a Warrior-based theme, let's do add:

+D.D. Warrior Lady x1
+Blade Knight x1
+Command Knight x2
+Zombyra the Dark x1
+Exiled Force x1
+Mystic Swordsman LV2 x1
+Elemental Hero Wildheart x1
+Wroughtweiler x1

We'll leave one slot open to give you 18 Monsters, and an extra slot for Spell/Traps.

Spells:
-Fusion Recovery x2
-Fusion Sage x1
-Giant Trunade x1
-Lightning Vortex x1
-Monster Reincarnation x1

You don't really need any of these, and a few of them just get in the way. With six spots open:

+Dark Hole x1
+Smashing Ground x2
+Messenger of Peace x1
+Polymerization x1

Now with last slot and the extra slot saved from your Monsters:

Skyscraper x2

Traps:
We're going to need a slight overhaul in this department.

-Feather Wind x2
-Hero Barrier x1
-Waboku x1

I know that Feather Wind and Hero Barrier are both good Elemental Hero cards, but they require certain Monsters to be on the field. So:

+Magic Drain x2
+Sakuretsu Armor x2

I know that these, along with several of my suggestions, seem to from a cookie cutter standpoint, but they aren't. Even if everyone else is using them, they are still just really good cards.

Hope this helps out some.
-bjswp56
 
Chillout1984 said:

This is the best I can do right now. You're going to get tore up.
 
Complex_Mind said:
This is the best I can do right now. You're going to get tore up.

If you actually took the time to say that his deck sucked, than that is completely unacceptable.
 
Some Friends of mine are experimenting with E-hero decks right now, so I know what's kinda working for them. I think I kept the Monster/Spell/Trap ratio the same. Why don't you try:


Monsters
-1 Magician of Faith
-2 Marauding Captain
-2 Versago the Destroyer
-1 Elemental Hero Burstinatrix
-2 Elemental Hero Avian
-1x Elemental Hero Sparkman


+2 King of the Swamp
+2 Elemental Hero Wildheart
+1 D.D Warrior Lady
+1 Mystic Swordsman Lv 2
+1 Wroughtweiler
+2 Goblin Attack Force (you need something for those pesky Cyber Dragons)


Spells
-2 Fusion Sage
-1 Lightning Vortex
-1 Monster Reincarnation
+1 Miracle Fusion

+1 Polymerization
+2 Branch!


Traps
-2 Feather Wind
-1 Magic Cylinder
-1 Waboku
-2 Hero Barrier
-1 Hero Signal


+2 Sakuretsu Armor
+2 Dust Tornado
+2 Return from the Different Dimension
+1 Bottomless Trap Hole
 
bjswp56 said:
I know the regional is only a week and a few days away, but if you can make these changes, you should do pretty well.

Monsters:
Monsterwise, we need to focus more on the core strategy of Elemental Hero decks: Synergy. To achieve synergy, we need to understand necessity. If all four of your Fusion Monsters use the same materials, then let's remove some of the Normal Monsters from the deck.

-Elemental Hero Avian x1
-Elemental Hero Burstinatrix x2
-Elemental Hero Clayman x1
-Elemental Hero Sparkman x2

That gives you one each, except for two Elemental Hero Clayman. In a pinch, Clayman will serve a better topdeck than others, and usually a better choice for Hero Signal.

Generically speaking:
-Marauding Captain x2
-Versago the Destroyer x2

This gives you a total of ten Monsters to replace. Seeing as how we're going to with a Warrior-based theme, let's do add:

+D.D. Warrior Lady x1
+Blade Knight x1
+Command Knight x2
+Zombyra the Dark x1
+Exiled Force x1
+Mystic Swordsman LV2 x1
+Elemental Hero Wildheart x1
+Wroughtweiler x1

We'll leave one slot open to give you 18 Monsters, and an extra slot for Spell/Traps.

Spells:
-Fusion Recovery x2
-Fusion Sage x1
-Giant Trunade x1
-Lightning Vortex x1
-Monster Reincarnation x1

You don't really need any of these, and a few of them just get in the way. With six spots open:

+Dark Hole x1
+Smashing Ground x2
+Messenger of Peace x1
+Polymerization x1

Now with last slot and the extra slot saved from your Monsters:

Skyscraper x2

Traps:
We're going to need a slight overhaul in this department.

-Feather Wind x2
-Hero Barrier x1
-Waboku x1

I know that Feather Wind and Hero Barrier are both good Elemental Hero cards, but they require certain Monsters to be on the field. So:

+Magic Drain x2
+Sakuretsu Armor x2

I know that these, along with several of my suggestions, seem to from a cookie cutter standpoint, but they aren't. Even if everyone else is using them, they are still just really good cards.

Hope this helps out some.
-bjswp56

I don't want to build a general warrior deck, I want a deck that relies on the e-heroes...

And why would I want only 4 e-heroes? That will boost my Shining Flare Wingman to a tops of 4600 atk (if the other fusions are also in the grave), which is useless.

This is more like a basic warrior deck than an e-hero deck -_-'
 
Chillout1984 said:
I don't want to build a general warrior deck, I want a deck that relies on the e-heroes...

And why would I want only 4 e-heroes? That will boost my Shining Flare Wingman to a tops of 4600 atk (if the other fusions are also in the grave), which is useless.

This is more like a basic warrior deck than an e-hero deck -_-'

True, but it's a deck that features E-Heroes that can actually survive. Trust me when I say it, E-Heroes are fun, but not very competitive. I've gone against a whole mess of them, and they barely seem to do anything if not sit there and get killed.

I've already fixed a deck very similar to this one. When I told him what to replace with what, his eyes got huge (a similar reaction to your's I assume.). But, he tried it and found that it ran very smoothly, and was more than able to fuse his heroes whenever the need arose.

I'm sure this deck is fine in casual play, but if you want it to be competitive, it's gonna need some more aggression.

-bjswp56

(BTW...you would have six E-Heroes in the deck and five in the Fusion deck. And how exactly is 4600 ATK useless?)
 
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