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True HERO Cards- Where Elemental Meets Destiny!


Draconus297

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Now, while I am nowhere near enough of an arrogant (BLEEP) to claim that I know all there is to know about the HERO cards, I do know that I had a novelty idea that had decent merit.

For some backstory, someone I know uses a mixed Elemental/Destiny Deck. One of his biggest complaints is how, despite the similarities between the sets, they don't mesh perfectly. So, these cards are kinda for him.

Again, my grasp of Elemental and Destiny HERO cards isn't perfect, so if you have any suggestions (or additions) do not hesitate to comment. I'll update frequently to make additions/corrections, and address concerns.

That being said, here we go:

True HERO Rapid Edge
DARK - Level 8 - Warrior/Fusion/Effect - 2900/2000
"Elemental HERO Bladedge" + "Destiny HERO Dasher"
This monster must be Fusion Summoned and cannot be Summoned by other ways. When this monster is Fusion Summoned successfully, add 1 "Polymerization" from your Graveyard to your hand. When this monster destroys a Defense Position monster in battle, inflict piercing Battle Damage to your opponent's Life Points. If, after this monster attacks, your opponent controls one or more Defense Position monsters, this monster can attack again. This monster may only gain up to two extra attacks by its own effect.

True HERO Stone Will
EARTH - Level 6 - Warrior/Fusion/Effect - 1200/2400
"Destiny HERO Captain Tenacious" + "Elemental HERO Clayman"
This monster must be Fusion Summoned and cannot be Summoned by other ways. During the End Phase of the turn any "HERO" monster was destroyed, add one other "HERO" monster from your Graveyard to your hand. If you Fusion Summon a monster while this card is in Defense Position, Special Summon one "HERO" monster from your hand with equal or lesser ATK to the Fusion monster you just Summoned.

True HERO Double Bubble
WATER - Level 4 - Warrior/Fusion/Effect - 1400/1600
"Destiny HERO Double Dude" + "Elemental HERO Bubbleman"
This monster must be Fusion Summoned and cannot be Summoned by other ways. When you Fusion Summon this monster, draw 2 cards. This monster may attack twice per turn. When this monster is destroyed, Special Summon 2 "HERO Tokens" (EARTH - Level 2 - Warrior - 600/600). Once per turn, you may destroy one "HERO Token" to Special Summon one "HERO" monster from your hand.

True HERO Armored Lightning
LIGHT - Level 6 - Warrior/Fusion/Effect - 1650/3400
"Destiny HERO Defender" + "Elemental HERO Sparkman"
This monster must be Fusion Summoned and cannot be Summoned by other ways. During each of your Standby Phases, if this monster is in Defense Position, your opponent draws 1 card. Once per turn, you may change this monster's Battle Position to send one random card in your opponent's hand to the Graveyard. If that card was a monster, inflict damage to your opponent's Life Points equal to that monster's Level x200.

True HERO Neo Dogma
DARK - Level 10 - Warrior/Fusion/Effect - 3500/2800
"Elemental HERO Neos" + "Destiny HERO Dogma"
This monster must be Fusion Summoned using the above Fusion Material monsters and cannot be Summoned by other ways. You may Special Summon this monster (from your Graveyard or Extra Deck) by sending the above Fusion Material monsters you control to the Graveyard (this counts as Fusion Summon). Once per turn, you can discard one card from your hand to cut your opponent's Life Points in half. If this monster is destroyed the turn you activate this effect, double your own Life Points.

True HERO Doominatrix
DARK - Level 4 - Warrior/Fusion/Effect - 1500/1100
"Elemental HERO Burstinatrix" + "Destiny HERO Doom Lord"
This monster must be Fusion Summoned and cannot be Summoned by other ways. Once per turn, you may banish one monster on your opponent's side of the field. If your opponent Special Summon a monster with the same name as a monster banished this way, place 1 Doom Counter on all face-up monsters with equal or lesser ATK your opponent controls. When a monster with one or more Doom Counters enters the Graveyard, send cards from the top of your opponent's Deck to the Graveyard equal to the number of Doom Counters on that monster.

True HERO Facetwing
WIND - Level 4 - Warrior/Fusion/Effect - 1900/1500
"Destiny HERO Diamond Dude" + "Elemental HERO Avian"
This monster must be Fusion Summoned and cannot be Summoned by other ways. Once per turn, when your opponent activates a card effect, you can send the top card of your Deck to the Graveyard to negate it. If the card you discard is a Normal Spell Card, you can add it to your hand instead.

True HERO Wild Dunker
EARTH - Level 6 - Warrior/Fusion/Effect - 2100/2450
"Destiny HERO Dunker" + "Elemental HERO Wildheart"
This monster must be Fusion Summoned and cannot be Summoned by other ways. As long as this card is face-up on the field, "HERO" cards are immune to the effects of your opponent's Trap Cards. You can discard 1 "HERO" monster from your hand to the Graveyard, and select its ATK or DEF, and inflict half the original ATK or DEF of that monster to your opponent's Life Points.

True HERO Fear Necros
DARK - Level 6 - Warrior/Fusion/Effect - 2100/2300
"Destiny HERO Fear Monger" + "Elemental HERO Necroshade"
This monster must be Fusion Summoned and cannot be Summoned by other ways. When this monster is sent to the Graveyard, you can Special Summon up to two "HERO" monsters from your hand or Graveyard, except "True HERO Fear Necros" (this counts as Fusion Summon).

True HERO Prismatic Blade
LIGHT - Level 4 - Warrior/Fusion/Effect - 1850/1400
"Destiny HERO Blade Master" + "Elemental HERO Prisma"
This monster must be Fusion Summoned, and cannot be Summoned by other ways (except its own effect). Once per turn, during either player's turn, when a card is discarded from either player's hand, you can send this card to the Graveyard to increase the ATK of all face-up "HERO" monsters by 800 until the End Phase of this turn.Once per turn, you may select one Fusion monster in your Graveyard or Extra Deck- send this card to the Graveyard to Special Summon one of its Fusion Material monsters from your hand or Graveyard (that monster cannot attack or activate its effects this turn). If this card is sent to the Graveyard by its own effect, Special Summon it from your Graveyard during your next Standby Phase.

True HERO Bloo-D Inferno
DARK - Level 10 - Warrior/Fusion/Effect - 2500/1200
"Destiny HERO - Plasma" + "Elemental HERO Blazeman"
Must be Fusion Summoned with the above materials and cannot be Summoned by other ways. When this card is Fusion Summoned: You can add 1 "Polymerization" or "Fusion" Spell Card from your Deck to your hand, except "Diffusion Wave-Motion". Negate the effects of all Effect monsters your opponent controls and in your opponent's Graveyard. You can only activate 1 of the following effects per turn, and only once that turn:
-During either player's turn: You can target 1 monster your opponent controls; Equip it to this card, and this card gains ATK equal to the original ATK of the equipped monster (you can only equip 1 monster at a time to this card with this effect).
-During either player's turn: You can send 1 "HERO" Monster from your Deck to the Graveyard; This card's Attribute changes to match that monster's Attribute, and this Card Gains ATK and DEF equal to that monster's ATK and DEF, respectively, These changes last until the End Phase.


True HERO Stratodisk
WIND - Level 5 - Warrior/Fusion/Effect - 2100/600
"Destiny HERO - Disk Commander" + "Elemental HERO Stratos"
Must first be Fusion Summoned. If this card is Special Summoned: Destroy as many Spell/Trap cards as possible, but no more than the number of "HERO" monsters you control, then add a Number of "HERO" Monsters equal to the number of cards destroyed by this effect from your Deck to your hand. If this card was Special Summoned from the Graveyard, draw 2 cards.


True HERO Shadow Dreadmeister
DARK - Level 12 - Warrior/Fusion/Effect - 1000/1500
"Destiny HERO - Dreadmaster" + "Elemental HERO Shadow Mist"
Must be Fusion Summoned and cannot be Summoned by other ways. When this card is Fusion Summoned: Add 1 "Change" Quick-Play Spell Card from your Deck or Graveyard to your hand; then, if this card was Fusion Summoned by the effect of "The Misty Prison of the Shadow Dreadmeister", destroy all other monsters you control, except "HERO" Fusion Monsters. Then, Special Summon 3 "HERO" Fusion Monsters from your Extra Deck or Graveyard (This is treated as Fusion Summon or Special Summon by the effect of "Mask Change"). During the turn this card is Special Summoned, all "HERO" Monsters you control are unaffected by your opponent's card effects. This card gains ATK equal to the combined original ATK of all other Fusion Monsters on the Field. If this card leaves the field: Special Summon 1 "HERO" monster from your Extra Deck (this is treated as a Fusion Summon).


The Misty Prison of the Shadow Dreadmeister
Continuous Spell
When a "HERO" Fusion Monster is Special Summoned: Place 1 Mist counter on this card, When a "True HERO" Fusion Monster is Special Summoned: Place 2 Mist counters on this card. If you have 7 or more Mist Counters on this card, you take no Battle Damage. Once per turn, during either player's turn, If you have 7 or more Mist Counters on this card: You can Fusion Summon a "HERO" Monster from your Extra Deck, Except "True HERO Shadow Dreadmeister", using monsters you control or in your hand as Fusion Materials: if you do, send this card to the Graveyard. If this card with 7 or More Mist Counters leaves the Field: Fusion Summon 1 "True HERO Shadow Dreadmeister" by using monsters you control or from your hand or Deck as Fusion Materials.

City of True Heroics
Field Spell
Once per turn, you can banish one Field Spell Card from your hand- this card gains the effect of the banished card. As long as this card is face-up on the field, all effects that specify an "Elemental HERO" or "Destiny HERO" in their card text also affect "True HERO" monsters. All face-up "True HERO" monsters gain 300 ATK and DEF.

Destined Fusion
Continuous Spell
Target one Fusion monster in your Extra Deck and Special Summon it (this counts as Fusion Summon). When you draw any of its Fusion Material monsters, send those cards directly to the Graveyard. When this card is destroyed, destroy the Fusion monster that was Summoned by this card's effect, and Special Summon all monsters sent to the Graveyard by this card's effect.

True HERO Base Guy
DARK - Level 2 - Warrior/Effect - 400/300
If you Fusion Summon a "True HERO" monster, this monster can replace one of the printed Fusion Materials. If the only monsters you control are "HERO" monsters, you can have up to 7 monsters on the field at a time.

True HERO - Fusionist
DARK - Level 4 - Warrior/Effect - 1500/1400
Once per turn: You can pay 800 Life Points; Fusion Summon 1 "True HERO" monster from your Extra Deck using monsters you control or in your hand as Fusion Materials.

EDIT: If anyone is willing to create art for the True HERO cards (or any of my sets), I'll gladly fork over points to make it worth their while.

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I try.

 

Oh, how I would love to have an artist come in here and go nuts with all my archetypes.

 

Why, whatever do you mean? *sly grin* Play on words? I would never!

 

Also, I'm trying to come up with combinations between the remaining Elemental and Destiny HERO cards before I make combinations between already-used members.

 

Elemental (that I'm aware of):

Avian, Wildheart, Necroshade [should I cheat and add the Neo-Spacians?]

 

Destiny (that I'm aware of):

Dunker, Fear Monger, Dreadmaster, Diamond Dude, Plasma

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A very cool and interesting idea! I would have to say that the main suggestions I have for any of the cards is that True HERO- Neo Dogma and True HERO- Rapid Edge are too powerful. For Neo Dogma, it would be way too broken if you could halve your opponent's Life Points once per turn and all you had to do was discard 1 card. Also, you shouldn't be able to double your Life Points with its effect. I think that you should make Rapid Edge only be able to attack up to 2 monsters per turn. The way the effect is currently worded implies that Rapid Edge could attack all Defense Position monsters and inflict Piercing Battle Damage every turn. Again, it's a very cool idea and it would be awesome if someone made images for the cards.

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For the former, consider how hard he is to field- most Destiny players only carry one Dogma, and so it is a major game of chance regarding whether he comes out, let alone Neo Dogma. He's meant to be highly powerful, especially considering his Fusion Materials.

For Rapid Edge, I was mostly trying to figure out how to improve upon the combined skills of Dasher and Bladedge, and I remembered that another Elemental HERO Fusion featuring Bladedge (specifically, Wild Edge) had multi-attack as well- I actually toned it down (Wild Edge, like Ultimate Tyranno, attacks everything on the field guaranteed). I guess I could tone it down a little more . . .

EDIT: Also, if you know an artist, here are some notes on some of them--

Rapid Edge- Gold and navy blue color scheme. Dasher's "rollerskates", Bladedge's arm blades. Visor mask, possibly inspired by paintball helmets.

Armored Lightning- Basically, a combination of their armor styles- thick and bulky like Defender, but sleek like Sparkman. Yellow and gray, with a helmet styled somewhat after football helmets with visors.

Doominatrix- Take Burstinatrix. Change the red part of her clothing dark gray. Give her Doom Lord's cloak. Replace the hair-thing with half of Doom Lord's mask. Viola.

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