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Elemental HERO Giant Neos


thelordofspace72

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Elemental HERO Giant Neos


Warrior / Fusion / Effect


Light attribute / Level 10


ATK/DEF: 3000/2500


 


Elemental HERO Neos" + 2 "Elemental HERO" monsters with different names.

"Must be Fusion Summoned and cannot be Special Summoned in other ways. This card is unaffected by other card effect. You can Banish 1 "Elemental HERO" Monster you control or in your hand: All Monster(s) your opponent control lose ATK equal to ATK of Banished Monster until the End Phase. Additionally, Destroy all Monster(s) whose its ATK become 0 as the result
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"Must be Fusion Summoned and cannot be Special Summoned in other ways. This card is unaffected by other card effect. You can Banish 1 "Elemental HERO" Monster you control or in your hand: All Monster(s) your opponent control lose ATK equal to ATK of Banished Monster until the End Phase. Additionally, Destroy all Monster(s) whose its ATK become 0 as the result"

 

its a mix-bag of worryingly powerful & quirky downside:

 

-being ED monster means he's already accessible from the turn 1 onward waiting for requirement pieces to land

- respectable Stat

- very powerful immunity

- a very powerful debuff+destruction effect that lacks of any OPT or limitation other than its cost

 

vs

 

-Relatively difficult Material given Neos deck dont really share slot with other E HERO with exception being probably Prisma,Shadow Mist, and its own fusion. this is more-so to E HERO deck themselves

- the Immunity create a surprising weakness, you can't buff this guy in the same manner opponent can't debuff it. while 3000 god-immune body is tricky to takedown but its not the hardest feat

- E HERO monster its not really strong stat-wise. the Fusion can go high but they more beneficial as additional field rather than fuel for this card. so the best scenario is that you gonna banish multiple monster for this effect making the overall investment gradually expensive

 

"Harsh Downsides not always balance a overpower effect" design pitfall which this card , Z-Arc, Vennominaga, and may "stupid strong but unusable" card fall into. in turns that this card can be good is also the turn this card risk rise to point its not worth it. of course i don't mean to tell you to make "as OP as possible" card but i think this can be still reworked so it will have a fair effect without losing capability of pushing/saving your game state

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