The Hero's need help. (Ehero deck)

Phantom6

Blues.EXE
So I'm playing around with a for fun Ehero deck. So far it's completely hit or miss.


And usually when it hits it ends up stalling. So, help would be appreciated. Remember, this IS an E-hero deck so the E-Hero's are kind of required.




-------------------------
Monsters 5+
-------------------------
Elemental hero Blade Edge x1



-------------------------
Monsters 4-
-------------------------
Wroughtweiler
Snipe Hunter x2 (Not limited yet ^_^)
King of the Swamp x3
Elemental Hero Wildheart x2
Elemental Hero Sparkman x3
Elemental Hero Clayman x2
Elemental Hero Burstinatrix x3
Elemental Hero Avian x2


------------------------
Magic
------------------------
Polymerization x3
Fusion Sage x2
Reinforcement of the Army x2
The Warrior Returning Alive
Heavy Storm
Mystical Space Typhoon
Nobleman of Crossout
Giant Trunade
Premature Burial
H - Heated heart
E - Emergency Call
R - Righteous Justice
O - Oversoul
Hero Flash! (Planning to swap)


-------------------------
Trap
-------------------------
Call of the Haunted
Dust Tornado
Negate Attack



-------------------------
Fusion x12
-------------------------
Elemental Hero Shining Flare Wingman
Elemental Hero Shining Phoenix Enforcer
Elemental Hero Flame Wingman x2
Elemental Hero Wildedge x2
Elemental Hero Rampart Blaster x2
Elemental Hero Thunder Giant x2
Elemental Hero Wild Wingman
Elemental Hero Necroid Shaman



As you can see the Fusions are the primary source of power in this deck, I just need more speed. I find that's usually where I stall out is not being able to get my fusions out fast enough to not only do damage but keep my opponent off guard.
 
Run 3x Miracle Fusion. Miracle Fusion >>>>>>>>>>>>>> Poly. Miracle pulls fusion material from the graveyard and thus no hand cost. Also add in 1x Future Fusion cause that dumps fusion material from DECK to Graveyard, definately absolutely no cost. Not to mention Future Fusion fuels your graveyard for Miracle Fusion so it's double effective in this case. You can keep the Swamps though since you need fusion subs for stuff like Shining Flare Wingman, etc.

Also add in 2~3x Justi-Break. Justi-Break just screams to be used in a Normal deck like E-Hero.

And it makes me sad that you do NOT run Graceful Charity. Drawing 3 cards is NEVER EVER a bad thing in ANY situation unless your about to get decked out. Drawing 3 cards into dumping 2x E-Hero into Miracle Fusion the 2x E-Hero you dumped is +3 card advantage pule a huge Fusion monster in your field for you. That's PURE advantage that can definately devastate your foe.

Dump all Fusion Sage and drop a couple of Poly too. Maybe 0~1x is enough just for the pull of King of The Swamp.

Run More Emergency Call and Oversoul IMO.
 
The only problem i see there is that Miracle Fusion removes from the graveyard.


And, since they're gone my Shining's lose power.


But I'll give it a shot. I just need to know exactly what to cut to slide in those cards.


As for Graceful Charity, I think I still have another one in my trade binder.
 
Dude. A 2500ATK monster is ENOUGH. It'll kill pretty much anything these days. Way better then Flame Wingman which is 2100ATK which can be killed by Cyber Dragon or Monarch/Jinzo. Shining Flare Wingman by itself without the ATK boost can kill anything. Think of the ATK boost as an icing on the cake. Seriously, 2500ATK monster that does burn damage is already very good. With ignoring a couple boosted ATK stat, you'll overall get a more staple and constant E-Hero summoning.

Which would you rather do, Use Poly to use 3~4 cards just to bring out 1 monster, or use 1 card to fusion summon and use the rest of the cards in your hand as more resources other then Fusion summoning. Remember, there's alot of monster hate in today's YGO. Using 3~4 cards to summon 1 Fusion Monster just to get destroyed is a game loss while with Miracle Fusion, it's just 1 for 1 trade. (Not to mention, if you use Miracle Fusion, you'll have more cards in your hand to get rid of s/t monster threats.)

Seriously, before even Future Fusion came out, people ran Magical Merchants, Morphing Jar, and Card Destruction to trash their cards into the graveyard for E-Hero fueling for Miracle Fusion.
 
Right, So I've made these changes to the deck (Not yet, still waiting on the mail.)



-------------------------
Monsters 5+
-------------------------
Elemental hero Blade Edge x1



-------------------------
Monsters 4-
-------------------------
Wroughtweiler
Snipe Hunter
King of the Swamp x3
Elemental Hero Wildheart x2
Elemental Hero Sparkman x3
Elemental Hero Clayman x2
Elemental Hero Burstinatrix x3
Elemental Hero Avian x2


------------------------
Magic
------------------------
Polymerization
Miracle Fusion x3
Future Fusion
Reinforcement of the Army x2
The Warrior Returning Alive
Heavy Storm
Mystical Space Typhoon
Nobleman of Crossout
Giant Trunade
Premature Burial
H - Heated heart
E - Emergency Call x2
R - Righteous Justice
O - Oversoul x2



-------------------------
Trap
-------------------------
Call of the Haunted
Dust Tornado
Negate Attack
Justi Break x2


-------------------------
Fusion x14
-------------------------
Elemental Hero Shining Flare Wingman
Elemental Hero Shining Phoenix Enforcer
Elemental Hero Flame Wingman x2
Elemental Hero Wildedge x2
Elemental Hero Rampart Blaster x2
Elemental Hero Thunder Giant x2
Elemental Hero Wild Wingman x2
Elemental Hero Necroid Shaman
Elemental Hero Mariner



I'd like to trim one more card out of the deck to increase speed though.
 
Oh yeah, you need some mechanics to dump cards to your graveyard. The prob with Miracle Fusion is that all of your fusion subs are stuck in your hand sometimes. Try using Morphing Jar, Card Destruction, Magical Merchants, etc.
 
-------------------------
Monsters 4-
-------------------------
Wroughtweiler
King of the Swamp x3
Elemental Hero Wildheart x2
Elemental Hero Sparkman x3
Elemental Hero Clayman x2
Elemental Hero Burstinatrix x3
Elemental Hero Avian x2


------------------------
Magic
------------------------
Polymerization
Miracle Fusion x3
Future Fusion
Reinforcement of the Army x2
The Warrior Returning Alive
Heavy Storm
Card Destruction
Graceful Charity
Mystical Space Typhoon
Nobleman of Crossout
Giant Trunade
Premature Burial
H - Heated heart
E - Emergency Call x2
R - Righteous Justice
O - Oversoul x2



-------------------------
Trap
-------------------------
Call of the Haunted
Dust Tornado
Negate Attack
Justi Break x2


-------------------------
Fusion x13
-------------------------
Elemental Hero Shining Flare Wingman
Elemental Hero Shining Phoenix Enforcer
Elemental Hero Flame Wingman x2
Elemental Hero Wildedge x2
Elemental Hero Rampart Blaster x2
Elemental Hero Thunder Giant x2
Elemental Hero Wild Wingman x2
Elemental Hero Electrum




How is it now?

Electrum was just pulled from a Mcdonalds promo pack and with its OOP deck refresh and the three Miracle Fusions it seems like a nice addition, the attack boost based on my opponents field is great too.

I don't have any Morphing Jars. I'll be sure to try to get one though as I can see how it would benefit.
 
What about adding your Bladedge back along with Elemental Hero Necroshade and Hero Ring? Just an idea that brings two more E-Heroes not used.
 
The Advocate said:
What about adding your Bladedge back along with Elemental Hero Necroshade and Hero Ring? Just an idea that brings two more E-Heroes not used.

As it stands my deck is already 42 cards.

Necroshade and hero ring serve little to no purpose. Blade Edge is side decked.
 
I took the deck to Tourney today (Yesterday technically) and I'm both sad and proud to say it performed better than my BEWD deck.


But it's still not fast enough. I've got all the power I need, But now I need more speed.

What should I cut from the deck to fit in a Morphing Jar? I'm getting one ASAP.
 
I've further altered the deck.



-------------------------
Monsters
-------------------------
Elemental Hero Stratos
Elemental Hero Avian x2
Elemental Hero Sparkman x3
Elemental Hero Burstinatrix x3
Elemental Hero Clayman x2
Elemental Hero Wildheart x2
King of the Swamp x3
Morphing Jar



---------------------------
Magic
---------------------------
Future Fusion
Miracle Fusion x3
Polymerization
Mystical Space Typhoon
Card Destruction
H - Heated Heart
E - Emergency Call x2
R - Righteous Justice
O - Oversoul x2
Warrior Returning alive
Reinforcement of the army x2
Heavy Storm
Giant Trunade
Nobleman of Crossout
Premature Burial



-------------------------
Trap
-------------------------
Justi-break x2
Call of the Haunted
Negate attack
Dust Tornado



------------------------
Fusion
------------------------
Elemental Hero Shining Flare Wingman
Elemental Hero Shining Phoenix Enforcer
Elemental Hero Flame Wingman x2
Elemental Hero Phoenix Enforcer
Elemental Hero Tempest
Elemental Hero Wildedge x2
Elemental Hero Rampart Blaster x2
Elemental Hero Thunder Giant x2
Elemental Hero Wild Wingman x2
Elemental Hero Electrum x2



Needs a bit of polish to it.
 
Maybe you could put Skyscraper into it, that way, you would be able to create some havoc with your E-heroes early in the game. You could get rid of R - Righteous Justice as you have enough S/T removal and Warrior returning alive/Negate attack/NoC ...
 
strike of neos has a continuous spell card called "card trader" that may help set up for fusions....
'my body as a shield' will help keep fusions around a bit longer
might consider a bit of stall... swords of revealing light, messenger of peace, nightmare steelcage..
since you are light on the traps go with 2x royal decree, torriental tribute and mirror force/ ring of d
definately 2 or 3 magical merchant or card troopers...
you may like -1 avian & -1 burstinatrix for a neo spacian grand mole and a spirit reaper....sparkman is your only 1600 atk monster...another? or rush recklessly?
a creature swap so you can give your opponent your avian and take his jinzo...
dont make wholesale changes - just tweak a bit at a time - see what you like and dont....there are a ton of verions - some pretty good....
for example - if you find you are fusing early and have a big rfg pile by mid game, then a rfdd or dimension fusion may work wonders for that late game weenie rush or last big fuse to seal game...
as for skyscraper 1 & 2 i'm waiting for e-hero captain gold to hit the streets....should be a bit more synergetic imho
 
-2 x Elemental Hero Avian
+2 x Magical Merchant

Avian's a dud most often than not; Magical Merchant presents one of the best monster dumping mechanics in the game.

-1 x Elemental Hero Burstinatrix
+1 x Elemental Hero Sparkman

More power?

-1 x H - Heated Heart
-1 x R - Righteous Justice
+2 x Skyscraper

Dunno, since you're not using HERO Flash, might as well add some better support.
 
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