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Hero Support Ideas

- - - - - New HERO Elemental HERO HERO


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These were some support ideas I thought of around supporting the different playstyles of heroes, from elemental and destiny, all the way over to masked and vision. Being general support for heroes while also being a new sub-archetype of heroes themselves "New HERO". 


Please leave your thoughts below :D 


New HERO Monsters
New HERO Extra Deck
New HERO Spells
A Couple Elemental HERO Cards



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These were some support ideas I thought of around supporting the different playstyles of heroes, from elemental and destiny, all the way over to masked and vision. Being general support for heroes while also being a new sub-archetype of heroes themselves "New HERO". 


Please leave your thoughts below :D 


New HERO Meta-Man

Level 1 / Dark / Warrior / Effect

100 attack / 100 defense


When this card is Normal or Special Summoned, you can activate this effect: you can Normal Summon 1 “HERO” Monster in addition to your Normal Summon/Set this turn. You can only use this effect of “New HERO Meta-Man” once per turn. If this card is in your GY: you can banish this card from your GY, then target 1 “HERO” Normal Monster in your GY; Special Summon that card to your field.


At least this helps to trigger Solidman and whatnot; yes, it does trigger Blaze, Stratos and Vyon, but that isn't particularly special. Other effect would be great if there were other Vanilla HEROs barring Jaden's original 4 and Neos, but we don't. 


New HERO Downburst

Level 4 / Water / Warrior / Effect

1200 attack / 800 defense


If you control a “HERO” Monster: you can Special Summon this card from your hand. You can only use this effect of “New HERO Downburst” once per turn. If this card is in your GY: you can banish this card and any number of “HERO” Monsters from your GY; Special Summon 1 “HERO” Fusion Monster from your Extra Deck whose Fusion Materials are that of the banished Monsters ignoring it’s Summoning Conditions ( This is treated as a Fusion Summon ).


Added field presence and a Miracle Fusion type thing helps. Evil HEROs would probably like having other avenues of summoning their stuff w/out having to go for unsearchable Fusion Cards, though wording implies that this card be included. So...you might want to clarify that if not your intention. Does make the new Fusion summonable though, so...


New HERO Plasmabolt

Level 3 / Light / Warrior / Effect

800 attack / 400 defense


If this card is in your hand: You can banish 1 “HERO” card or 1 card that works with “HERO” Monsters from your GY; Special Summon this card from your hand. You can only use this effect of “New HERO Plasmabolt” once per turn. If this card is sent to your GY for the Special Summon of a “HERO” Monster from your Extra Deck: you can target 1 of your banished “HERO” cards; add that card to your hand.


There has to be a better way to word "1 card that works with "HERO" monsters" that isn't clunky or whatever; closest is mentioning "HERO" monsters in their text, but...that excludes the sub-archetypes. Otherwise, the SS thing is fine; especially as you could just banish dead A Hero Lives or something (yes, I know AHL got hit to 1 in exchange for Stratos). Outside of its own effect of Parallel World, not sure how often you are banishing HEROs. And no, Flash isn't good.


New HERO Macroburst

Level 8 / Dark / Warrior / Fusion / Effect

2500 attack / 2000 defense

1 “New HERO” Monster + 1 Warrior-Type Monster


Must first be Fusion Summoned. Once per turn (Quick Effect): you can banish 1 “HERO” Monster from your GY then target 1 card your opponent controls; destroy that target. If this card is sent to your GY: you can target 1 non-Fusion and non-Link “New HERO” Monster in your GY; Special Summon that card.


This one is generally fine, even if it does require the New HEROs to be used (chances are that you will be due to them being splashable in Elemental / Destiny). Floating is okay.


Xtra HERO New World

Link 3 / Light / Warrior / Link / Effect

Link Materials: 2+ Warrior-Type Monsters

Link Markers: Bottom Left, Bottom, Bottom Right

2500 attack


This card is also treated as a FIRE, EARTH, WATER, WIND, and a DARK Monster. “HERO” cards you control cannot be destroyed by your opponent’s card effects. Once per turn: you can send 1 “HERO” Monster from your hand or Deck to your GY; add 1 “Polymerization” Spell Card, 1 “Fusion” Spell Card, or 1 “Change” Quickplay Spell card from your Deck or GY to your hand. You can only use the effect of “Xtra HERO New Word” once per turn.


This one is so much better than Dread Decimator that it's not even funny. But I do have to mention potential Shadow Mist abuse, however it's not this card's fault. However, the protection effect is somewhat concerning, given that it also protects self. Might want to make it protect other HERO cards instead.


(And yeah, make up your mind on the second effect; soft OPT or hard OPT. I know we went over this in previous reviews.)


Xtra HERO of the Elements

Link 2 / Light / Warrior / Link / Effect

Link Materials: 2 Warrior-Type Monsters

Link Markers: Bottom Left, Bottom Right

2000 attack


If this card is Link Summoned: you can reveal up to 2 HERO Fusion Monsters in your Extra Deck to Special Summon up to 3 Monsters from your hand, Deck, GY or your banished cards whose names are specifically listed on those Fusion Monsters with different names, but they cannot be used as Link Materials or Xyz Materials. You can only use this effect of “Xtra HERO of the Elements” once per turn. Once per turn, during the Main Phase or Battle Phase (quick effect): you can Fusion Summon 1 “Elemental HERO” Fusion Monster by banishing the required Fusion Materials from your hand, field, or GY.


Card seems fine for the most part, though yeah, most of the newer HERO Fusions don't require specific names. Older ones, yeah, it could work. Obvious Link abuse is obvious, so good on you for blocking that. (Nothing stopping Synchros though, but...Konami isn't giving them that path anytime soon). Second effect is fine and alleviates need for Poly/whatever; also Plasmabolt gets them back later, which is good.


Elemental HERO Fusion

Spell - Quickplay


Fusion Summon 1 “Elemental HERO” Fusion Monster by sending the required Fusion Materials from your hand and/or field to your GY and/or by sending “ HERO” Normal Monsters from your Deck to your GY. You can only send Monsters from your Deck to your GY with the effect of “Elemental HERO Fusion” once per turn.



You do need to ask yourself "what Elemental HERO Fusions are worth using nowadays besides maybe AbZero, Great Tornado (now that Stratos is free) and maybe Gaia with Solid". While it is nice to give them a FuFu of sorts (restrictions added to prevent abuse), every other E-HERO Fusion is bleh. I guess Core works if you need to. For older ones, guess it alleviates needing to actually have them on hand. (Brave Neos would probably have some fun with this, but idk)


A New City For New HEROes

Spell - Field


All “New HERO” Monsters you control gain 500 ATK. Once per turn: you can tribute 1 “HERO” Monster you control; Special Summon 1 “New HERO” Monster from your Deck with a different original name than that Monster. You cannot Summon Monsters from your Extra Deck during the turn you use this effect, except Warrior-Type Monsters. If this card in your Field Spell Zone is destroyed: you can add 1 of your banished “HERO” cards or 1 of your banished cards that works with “HERO” Monsters to your hand. You can only use each effect of “A New City for New HEROes” once per turn.


Still need more "New HERO" monsters to really work with the second effect, even if it does trigger a lot of the other stuff like Mist and whatnot. The destruction effect is kinda iffy though, least outside recovering stuff from the Link 2 or the supports for Fusion Summoning; other targets are probably AHL if you have to or Emergency Call (in terms of stuff that's actually usable right now). Also you need to decide on whether you want effects to be hard or soft OPT, because that second effect has this problem.


Some of the effects you have here are conflicting between soft and hard OPT; you need to choose 1 or the other. I know we've gone over this a few times elsewhere.

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alrighty, time for some updates! 


new cards 

1. New HERO Swiftstriker 

2. New HERO Volcano Guy 

3. New HERO Super Guy 

4. New HERO Supreme Aviator 

5. New HERO Molten Designator 

6. New HERO Storm Caller 

7. New HERO Fusion 


updated cards 

1. Downburst: now must include itself for the fusion summon 

2. Xtra HERO New World + Field Spell: effects are now HOPT ( made more clear in the text )



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bump for edits! 


I've changed a bunch of the cards to have better interactions with the opponent as well as completing the extra deck ( 1 New HERO of each attribute and 2 link monsters ) and giving them a couple new spell cards 



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Firstly, I want to apologize for the late review! A bad combination of actual busyness and procrastination when I do have time. Ah well, at least it is here now!

Seeing how it's support for the various other archetypes, it makes sense that 90% of their support is generic HERO stuff. I'm a little iffy on that, as it removes much incentive to play the archetype as itself, just becoming a mish-mash of the best and genericest from all similar archetypes, and, as I'm sure is intended, it raises the power level of the entire group archetype by a lot. Of course, this isn't inherently a problem, but it is dangerous. I'm probably just griping here as I don't really like how HEROs are panning out these days, but hey, this is what you wanted to do, so I'll give them a proper look. I will say that I do like how all your S/T support is specifically New HERO stuff, which makes them viable by themself.

Pretty solid main deck line-up, without many major flaws and most of them being usable in different variants of the deck depending on your preferences, so I'll just comment on what stood out for me.. Meta-Man is an easy means of Summoning HEROs from the hand into Isolde, although he is a tad too easy to trigger considering it's a better version of Goblindergh for the archetype, and his effect is of the type of Nikitama rather than the Ritual Beast Tamer Elder, which means as long as the Summon goes through, there's nothing your opponent can do about the extra one. Targeting protection is a very nifty nice cosure to the card. Downburst can act as a secondary mill target for Vyon, especially late-game, and is a nice all-round card. Plasma banishing a card that mentions HEROs seems a little too easy but you can probably get away with the wider pool as the secondary search only grabs HERO cards, although the card as a whole is basically get a free monster while recovering a card from your GY. Perhaps a bit too easy to use? Swiftstriker's SS from hand and SS from GY being identical seems a tad off, but it does eat up your hand and there aren't a huge amout of GY effects among HEROs. Nothing to say about Volcano other than I absolutely adore it and how it deals with Summoning. Super Guy would be useful just for the searching, but it and Sneaky Dude having those utilities while in the GY allow for some plays in the pure version of the Deck, even if there are better generic external options. Searcher just being a...well, searcher, seems a bit bland with me, as you have so much GY play and searching within the archetype; I'd say you don't need the adding from the GY to the hand in the second effect, and would give it something on-field based.

I do like your Fusion Monsters. ATK boosts, extra speed, more late-game plays, an offensive strategy; a nice balance. Macroburst is slightly better than Earth Crafter, though, even if they do have their own merits. There is a distinctive lack of protection though; yes, your Link grants it later, but I would suggest having a powerful perhaps targeting-protected beater for you to bring out, should your opponent have a rather disruptive field. Storm Callers' double S/T nuke is a bit strong though, and a cost is needed. They also don't really seem to have their own individual flavour, more like fulfilling specific functions with no regard to their theming...unless there is some and I'm just missing it :P

Your Links, however, are...very iffy. New Dude is extremely easy to Summon with those two Warrior materials (we've ditched "-Type" by the way, in modern card grammar). The treating both as a "New Hero" and as every attribute feels a bit cheaty, and I'd suggest choosing between Xtra and New; although, if you want to keep all of them, perhaps you could make them able to change their Attribute to a monster on the hand or field or something instead, to make it more dynamic and less braindead when you play it? There is a powerful combo with New Dude, though.

Let's say you open Meta Man and Vyon; Meta Man into Vyon ,Vyon to mill whatever, use the two monsters to make make New Dude, grab Searcher which grabs your Fusion Spell, use your Searcher to discard to grab Meta Man from the GY, then the Fusion Spell to banish Searcher whatever you milled to bring out Macroburst. Banish New HERO Fusion to grab the field, then activate the field's effect to Tribute Macroburst to grab Super Guy, with Macroburst SSing back Vyon and your searched Super Guy netting you a search. Banish Macroburst with New Dude to SS a Token, then use New Dude and the Token to bring out New World. New World sends Downburst from your Deck to grab another New HERO Fusion, and Vyon banishes New Dude to grab a polymerization. Use Polymerization on Vyon and Meta-Man in your hand to bring out Shadow-Assassin, use Downburst in your GY with Vyon to bring out Storm Caller which adds back whatever, boosting Shadow Assassin the process, then use your other New HERO Fusion to Summon literally any of your Fusions as New Dude is banished.

You now have the original 3 or 4 other cards you started with in your hand, New World, and 3 Fusion Monsters. Just a 2 card combo, without even looking at any external card other than Vyon. Imagine milling Malicious with Vyon, or having Dark Law as well.

The main problem here is the sheer strength of the Link Monsters. I get that you're trying to make up for the atrocious Xtra HEROs we got, but sending a card from the Deck as a cost for a search is basically a double boon, and Token Summoning with a soft once per turn is just asking for trouble. I would suggest putting "New HERO only" summoning clauses for the rest of the turn to some of their effects, but since you want them to be generic, you can't really do that.

Onto your Spells, I do think your field is alright, despite its sheer power. Your Fusion does take it to the next Level though, being 2 of the good HERO Fusion Spells in one, and super powered ones of both at that, AND an easy way of searching your field. I reckon you could get away with just dropping one of the Fusion effects altogether, as making one card that fits all is rather annoying for your opponent. The same goes for Change, as you definitely do NOT need a means of swapping your Fusions into one or another as they have on-leaving-the-field-effects.

Elements needs a Summoning restrictin clause on the first effect; it's really powerful, but if you want to keep it like that and do a T.G. on a Link 2 no less, it can't just be left alone, especially as it's a literal +3. Down to 2, as well; even though it has potential uses, it turns this card into a Link 4 +1 regardless. Second effect is way too good as well, as it seriously enables OTKs especially with Shadow Assassin. HERO Fusion is aight though.


You have serious power here; most of these effects wouldn't be a problem if it weren't for the scope and power that HEROs already have. A couple of these cards would be enough to knock them into the meta range, but the whole set would stomp over it. Still, I enjoy the variety within your design, as these feel like actual monsters that would be played and help them stand out from one another. Some effects do seem a bit random though, but that's what you get when you end up with written cards and a super-supportive line-up.

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