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[Sakura Written] Psychic Hero (7/?)


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A lot of you probably remember my Psychic Dragon set (right now, it's buried somewhere in the DP forum).
So yeah, these are their counterparts (although these are Main Deck oriented, and will be a lot smaller to work with)
 
These cards have NO relationship to HEROs (note that their name isn't in all caps); Japanese name is 心霊主人公 (Shinrei Shujinkou).
In a way, these cards are related to my other one, but only in terms of the first part of their names (心霊, Shinrei). Likely will not make support cards to tie the two together for a while.

 

Basis of the Deck is Special Summoning, but more on Main Deck plays. And no, they will not spam like 'tellarknights and other Decks that are known for it.

You'll notice there are no ED members here, but you can certainly run generic ones if you wish.

 

(Yes, 86 abuse is present to some extent, but at the most, they can only go 2-3 mats at the maximum.)
 
Psychic Hero Jolt Star
Level 4 | LIGHT | Warrior
If you control another "Psychic Hero" monster other than "Psychic Hero Jolt Star", you can Special Summon this card (from your hand). You can only Special Summon 1 "Psychic Hero Jolt Star" this way per turn. When this card is Normal or Special Summoned: You can add 1 Level 4 or lower "Psychic Hero" monster from your Deck to your hand. You can only use this effect of "Psychic Hero Jolt Star" once per turn.
 
1700 | 1200
 
(This is your Stratos for this Archetype; although the only two things it cannot search are Espy Shock and Blizzard Striker. Although to prevent the same problems as Stratos [despite this having limited targets], hard OPT. Same goes for its SSing effect, but you can still use this for 2-mat R4 purposes.)
 
Psychic Hero Flare Star
Level 4 | FIRE | Warrior
When a "Psychic Hero" monster you controls deals damage to your opponent: Inflict 500 damage to your opponent. If your opponent activates a card effect that would destroy cards on the field: You can discard 1 "Psychic Hero" monster; negate the activation and effect of that Spell/Trap Card. You can only activate this effect of "Psychic Hero Flare Star" once per turn.
 
1800 | 1000


Your effect burner and sweep destruction protection. Fills in the holes Night Daze has.


Psychic Hero Leaf Rusher
Level 4 | EARTH | Warrior
When other "Psychic Hero" monsters you control battle an opponent's monster: They gain ATK equal to that monster's Level/Rank x 200 points during the Damage Step only.


1700 | 1500

 

This is your battle enabler, which allows your other 'mons to get enough power to run over the opponent [or lessen any damage you might take from much stronger ones].

 

Psychic Hero Night Daze

Level 4 | DARK | Warrior

If a "Psychic Hero" monster you control is targeted by an opponent's card (either for an attack or card effect): You can negate that attack or card effect. You can only activate this effect of "Psychic Hero Night Daze" once per turn.

 

1400 | 1900

 

Your targeting protector; basically to block Castel / 101 or other targeting effects and/or attacks.

Yes, it doesn't protect against sweep destruction like Exciton / Raigeki / Mirror Force, but that's where Flare Star comes in for the most part.

 

Psychic Hero Sylvan Flash

Level 4 | LIGHT | Warrior

When an opponent's monster battles a "Psychic Hero" monster you control: It loses 200 ATK/DEF for every "Psychic Hero" monster you control during the Damage Step only.

 

1600 | 1900

 

Intended to soften the opponent's monsters up a bit if they attack you, or vice versa. This can combo rather nastily with Leaf Rusher during your turn, since yours will pump up, and the opponent will weaken up quite a bit. Originally at 300, but given that interaction, 200 is a safer bet.

 

(Remember that some of the members are capable of SSing themselves; namely the two below monsters and Jolt.)

 

Psychic Hero Espy Shock

Level 6 | WIND | Warrior

If you control 2 or more other "Psychic Hero" monsters other than "Psychic Hero Espy Shock", you can Special Summon this card (from your hand). You can only Special Summon 1 "Psychic Hero Espy Shock" this way per turn. Other "Psychic Hero" monsters you control gain 500 ATK/DEF. You can shuffle 1 "Psychic Hero" monster in your hand into the Deck: Target 1 card on the field, and if you do, shuffle it into the Deck. You can only activate this effect of "Psychic Hero Espy Shock" once per turn.

 

2300 | 1900

 

This is technically your boss, alongside Blizzard. An ideal combo is any of the above Level 4 and unders, plus Jolt Star and then play this one. Also grants other Psychic Hero monsters a small power bonus, and has the ability to bounce cards away when needed.

 

Psychic Hero Blizzard Shock

Level 5 | WATER | Warrior

If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). If a "Psychic Hero" monster you control destroys an opponent's monster by battle: You can target 1 face-up card your opponent controls; its effects are negated until the end of your opponent's next turn. You can only activate this effect of "Psychic Hero Blizzard Striker" once per turn.

 

2100 | 2000

 

Your CyDra in the event you need to summon it out, and yes it negates things. It doesn't do much against face-downs, but negation is still a pain to deal with in any case.

 

Considering that Psychic Heroes are capable of getting on the high end of ATK, it's important that I keep the effect at a hard OPT so you can't negate everything the opponent plays.

 

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If Espy's name wasn't enough of a giveaway, these are themed after the Eeveelutions (I hopefully don't need to explain what those are).

Probably might make 1-2 more cards to fill in the gaps, but probably not likely. [Maybe I'll factor Vaporeon in here somewhere, so the set is complete.]

 

This is basically a low/mid-Level Archetype, so you should not have too many situations where you're going to be bricking.

If you need to, Stormforth can help summon Espy/Blizzard.

 

It also goes without saying that RoTA is mandatory here.

 

 

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With that all said and done, CnC/love/hate/etc.

Reps will be given to those of you who provide proper reviews.

 

(Designed on the TCG card pool for the most part)

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Seems pretty solid as is. You've mentioned what the cards are for which can give a good sense of what to do with them. A quick thing regarding the attributes of Jolt and Espy, I personally feel like they could be switched, Espy is based of Espeon which has a link to the sun so makes sense to be LIGHT, while Jolt being based of Jolteon seems like it could be WIND due to relation between thunder/lighting and storms/strong wind, though it probably is for the better that it isn't as it would allow access to Lightning Chidori in the deck.

 

Looking over the cards the best field for pushing for game would probably 2 Leaf Rusher 1 Flare Star, 1 Sylvan Flash, 1 Espy Shock. This prevents your opponent springing a surprise sweep card during battle and can lead to a minimum of a 900 ATK boost with a 800 ATK decrease to your opponent.

 

Also despite not being part of the HERO archetype yet still contains "Hero" in its name it can still use Divine Wind better than HEROes can, which could be helpful for pushing and additional draws. If these were IRL I would probably run alongside Shadowmist, Bubbleman and such for Maked HEROes. It would probably be the most efficient way of playing giving you more chance of Xyzing and allowing access to Dark Law and Acid.

 

You could also add in a card based off Eevee, being a lower level and allowing access to some of the cards by banishing it from the grave or tributing it.

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You know that because "Hero" isn't in all caps (and I did provide the Japanese translation), you can't use Mask Change 1 with them.

But II (2) is definitely within reach, considering a lot of other Decks are using it.

 

As for Jolteon/Espeon, they could be switched (though Electric is likely suited for LIGHT).

And yeah, there's Chidori to deal with; especially since Jolt Star is an SS-enabler (along with being your Stratos for the Archetype). So yeah, probably best if we keep it as such.

 

(Then again, Espeon's dex entry does reference reading psychic waves on the wind or something, so there's that.)

 

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As for the setup, that seems about right. Opponent is going to be out at least 800-1k of attack power, and yours will boost quite a bit; so the damage will get rather high.

Of course, you'll have to get the board set up first (and outside of Jolt and both bosses, you can't really SS like mad).

 

For the Eevee one, I can probably arrange for that.

Kinda like a junior version of them (although flavor-wise, Hero Kid didn't really support Elemental HEROs).

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