So now it's time for another episode of "Naito Raizu critiques the hell out of your deck!" On a more serious note, I'm going to help with your deck, since I LOVE Elemental HEROs, and I usually know what I'm doing with them.
This review will be divided into 5 sections, with each one reviewing your Monsters, Spells, Traps, Side Deck, and Extra Deck. Each section will start and end with a list of the cards you run, though the ending list will have commentary on it detailing what I believe should happen to the cards you're running. Within the sections themselves, I will review what I believe needs to be changed in greater detail, and will do my best to give you the reasoning behind each change, and examples to go along with it. I hope that this review helps you in some way, and yeah, enjoy.
Alright, I'm going to be starting this review with your monsters. You run the following:
2x Elemental HERO Captain Gold
1x Elemental HERO Burstinatrix
1x Elemental HERO Avian
2x Elemental HERO Heat
2x Elemental HERO Lady Heat
2x Elemental HERO Neos Alius
2x Elemental HERO Ocean
2x Elemental HERO Prisma
2x Elemental HERO Wildheart
2x Elemental HERO Woodsman
2x Elemental HERO Clayman
1x Neo Space Pathfinder
1x Beastkings of the Swamp
2x Elemental HERO Sparkman
2x Elemental HERO Bladedge
My recommendations:
Wow. Lots of HEROs. Sadly, this deck is pretty oudated, and as such, most of these monsters cannot be run in the deck. I wish they could, but they can't.
-First, ditch Elemental HERO Captain Gold. There are a few reasons for this.
A. Captain Gold can't touch the Field unless Skyscraper is active, and Skyscraper is a terrible card, no matter how you look at it.
B. Captain Gold can't touch the Field unless Skyscraper is active.
C. Captain Gold is an asshole HERO that shouldn't exist. .-.
To be a bit more serious, Captain Gold requires Skyscraper to be active for him to be Summoned, which is TERRIBLE, since it's so easy for your opponents to dispatch your backrow in the present day version of Yu-Gi-Oh!. HERO decks are meant to be able to defend your Life Points, not Skyscraper. Captain Gold isn't worth the space, or the trouble that comes with his use.
-Now, take ALL of the Elemental HERO Normal Monsters (That does NOT include Neos Alius) and throw them away. Elemental HERO monsters need effects to run properly, and all those Normal Monsters waste space with being effectless hunks of crap. The Fusions they can bring out are cool, but they also waste space in your Extra Deck. Overall, Normal HEROs just don't work in the present day. Their ATK is too low, and they clog the hand so much, it's not even funny.
-Now ditch both Heat and Lady Heat. These two might be HEROs, but they're not Warrior-Type monsters, and that makes them bad. HEROs love their cards being searched out by Reinforcement of the Army, which gives the deck a nice Deck-Thinning ability. Heat and Lady Heat are Pyro-Type monsters, meaning that only E - Emergency Call can bring them out, which can slow the deck. They are not great cards.
-Throw away Ocean. Ocean is just too slow for this format. If his ability to recover HEROs was better, then I'd say keep him, but it's not, and Ocean would be a sitting duck on the Field, an easy target to destroy and take excess damage from. He's just not worth it.
-While Prisma is an Elemental HERO, this deck doesn't work very well with Prisma. Prisma is slow and clunky, and quite literally, the HERO Fusions you'll be running won't be able to let Prisma use his effect. The sad truth, is that Prisma just doesn't do well WITH other HEROs.
-Elemental HERO Wildheart is average. He's just average. Nothing special about him, until you face the trap heavy decks that rage about this format. Then this guy becomes useful. Take one out, and throw the other in the Side Deck. You'll love him when you need him.
-Dump Woodsman. You won't run Poly, so you won't need Woodsman. Simple as that.
-Neo Space Path Finder is a crap card. You don't run field spells in the deck, so you don't need him.
-Throw away Elemental HERO Bladedge. ANY Elemental HERO deck that runs monsters in the Main Deck that are above Level 4 do NOT work well. Bladedge is just a shit card that was good once upon a time.
-Basically, as of now, in your Main Deck, you should have this left in monsters.
2x Elemental HERO Neos Alius
Is that all you have? Good. Let's get moving.
-Throw in another Neos Alius. This guy has high ATK points for a Level 4, so he can withstand most other Level 4s of the format. Not only this, but Neos Alius is a LIGHT monster, and he's Warrior-Type. This lets Neos Alius grant you access to some of the most amazing Extra Deck monsters HEROs can grab, such as Elemental HERO The Shining and Blade Armor Ninja. Neos Alius is an invaluable resource to any HERO deck. Don't take him lightly, and don't pass him up.
-Throw in triple Elemental HERO Bubbleman. Now you're probably wondering "why" right now. I mean, I just got you to get rid of Sparkman, Bladedge, Woodsman, even OCEAN who have higher ATK points and seemingly better effects. Not only does Bubbleman have outrageously low ATK, he also has an effect that's seemingly useless AND he just looks ridiculous.
So, before we continue, let's take a minute to laugh at how stupid Bubbleman looks.
Done laughing? Good, because Bubbleman is actually an incredibly good card. Many HERO decks will set their entire hand in order to bring Elemental HERO Bubbleman to the Field, which allows you to bring out your Xyz Monsters faster, since many times, you'll already have a HERO on the Field, or will have to summon that Neos Alius in your hand to bring out Bubbleman. Being an Level 4 Warrior-Type monster, Bubbleman can be searched out via ROTA (Reinforcement of the Army) and gives the HEROs access to the incredible Warrior exclusive Xyz Monsters, Heroic Champion - Excalibur, and Blade Armor Ninja. When in a pinch and you have no cards, Bubbleman is a FANTASTIC draw that allows HERO decks to flip the tables almost instantly. Bubbleman also gives access to Elemental HERO Absolute Zero, which has the amazing effect of nuking your opponent's monsters whenever he simply LEAVES the Field. Not only that, but combining Bubbleman and Mask Change will give you Masked HERO Acid, which will nuke your opponent's backrow, giving you an instant opening, as long as Acid touches down on the Field. In short, Bubbleman is probably the most amazing Elemental HERO this deck has access to, and if you don't run three, Bubbleman will take it personally. Plus, your deck will ultimately fail without Bubbleman, so I suggest putting him in.
-Next on the list is Elemental HERO Shadow Mist. This guy is another amazing Elemental HERO card that you'd be crazy to pass up. When Special Summoned, Shadow Mist will grab a "Change" Quick-Play to your hand, usually meaning that you get instant Mask Change, followed by instant Masked HERO Dark Law that disrupts the hell out of every opponent ever. Not only this, but Shadow Mist basically acts as another E - Emergency Call for your deck, and gets to search out a HERO monster when he's sent to the Graveyard, which, if you're playing this deck right, is often. Like his brothers, Shadow Mist is a Warrior-Type monster that can still be used to grant access to Heroic Champion - Excalibur and Blade Armor Ninja. In addition, Shadow Mist's effect will also activate when detached as Xyz Material from an Xyz Monster. I'd call that a huge BONUS~!
-Lastly, run double Summoner Monk. This Monk dude is scary as shit in HERO decks. He can bring out ANY Elemental HERO monster you so desire, and many will combo him with Elemental HERO Shadow Mist to get off Shadow Mist's effect. Summoner Monk is also a Level 4 monster, and while he's not a Warrior-Type, he does still grant access to other intimidating Xyz Monsters, such as Number 101: Silent Honor ARK, and Evilswarm Exciton Knight. This guy can also be used with Miracle Fusion to pull out Elemental HERO Escuridao, a DARK HERO that's certainly no pushover. Don't pass up Summoner Monk. He's scary. .-.
So, in short, this is what I believe should happen to your monster selection:
2x Elemental HERO Captain Gold - Remove. REMOVE WITH ALL THE PREJUDICE!
1x Elemental HERO Burstinatrix - Remove
1x Elemental HERO Avian - Remove
2x Elemental HERO Heat - Remove
2x Elemental HERO Lady Heat - Remove
2x Elemental HERO Neos Alius - +1
2x Elemental HERO Ocean - Remove
2x Elemental HERO Prisma - Remove
2x Elemental HERO Wildheart - -1, and move the other to the Side Deck
2x Elemental HERO Woodsman - Remove
2x Elemental HERO Clayman - Remove
1x Neo Space Pathfinder - Remove
1x Beastkings of the Swamp - Remove
2x Elemental HERO Sparkman - Remove
2x Elemental HERO Bladedge - Remove
+3 Elemental HERO Bubbleman
+3 Elemental HERO Shadow Mist
+2 Summoner MonkNext, we move to your spells! You run the following:
'
2x Neo Space
2x Mystical Space Typhoon
2x Polymerization
2x Terraforming
2x O - Oversoul
2x R - Righteous Justice
2x E - Emergency Call
1x Gold Sarcophagus
2x Skyscraper
My recommendations:
- Ditch Neo Space, Skyscraper, and Terraforming. Field Spells are absolutely, positively TERRIBLE for this deck, and shouldn't be run. They take up space, they're easily dispatched, and all the Field Spells HEROs get SUCK. Get rid of them.
-Throw O - Oversoul out the window. You're not running Normal HEROs, and so Oversoul is now a useless card.
-Polymerization. Ah, Polymerization. This card is slow and pretty cloggy, to the surprise of most newer HERO players. Get rid of Polymerization. There are so many better spells that perform Fusion Summons that you'll realise eventually that Poly sucks. Badly.
-Ditch R - Righteous Justice. It's not an effective enough backrow destruction card for the deck. You'll find that Mystical Space Typhoon and Masked HERO Acid do the job perfectly, while Righteous Justice is unjustifiably bad. It's pretty slow for the deck, and requires a HERO to be face-up for you to blow up your opponent's cards. And if you're trying to clear the way for different monsters, that's not the best card. Also, you can only activate it on your turn, unlike MST and Mask Change, which can activate in the End Phase of your opponent's turn, so that, if they set a ludicrous amount of backrow, now they'll find, it's gone. And that's hilarious.
-Throw away Gold Sarcophagus. This guy is way too slow for HEROs. Literally. Way. Too. SLOW. In the time it takes for that card to add something to your hand, I could've blown up your monsters, backrow, and reduced your Life Points at least in half. It was great for Dragon Rulers, which also had other options while they waited. But for HEROs? Forget it. They don't want to wait for the product to get from Egypt to the duel. It's their cards, and they need it now!
So, after all of that, this is what you should have left.
2x Mystical Space Typhoon
2x E - Emergency Call
So let's move from here.
-Bump Emergency Call up one. This card is grabbing your monsters to the hand, and you'll really appreciate it when you need it. Being able to search out any HERO from your deck and move it to your hand is invaluable to this deck. Plus, if this is your top deck after your entire Field died, you can use it to call Bubbleman and flip the tables.
-Throw in two Reinforcement of the Army. Basically, they're like another two E - Emergency Calls, which is great for the deck. It adds to it's search power and deck-thinning abilities, which HEROs love!
-Throw in triple Mask Change. This card is searchable with Shadow Mist, and will give you access to Masked HERO Acid, Masked HERO Koga, and Masked HERO Dark Law, all three of which are incredibly powerful monsters that will wreak the opponent. These cards are fast and easy to grab out, and you'll find no better monster to bring to the Field as quickly as these guys can come out.
-Throw in triple Miracle Fusion. This spell card is nasty to your opponent. Instead of sending targets in the Hand to the Graveyard, Miracle Fusion will take targets in the Graveyard and banish them to bring out an Elemental HERO Fusion monster. This is pretty great, as Elemental HERO The Shining receives ATK boosts for banished HERO monsters, AND, you've just taken all those HEROs sitting in the Graveyard and turned them into your super HERO fusion that will kick the opponent's ass. It's a great card that will save your ass time and time again. Don't pass it up.
-Chuck in a Soul Charge. This spell will revive HEROs for the cost of 1000 Life Points per monster. This might seem like a disadvantage, but it's not. This allows you to grab back Shadow Mist and use him to bring out Dark Law. You can grab two HEROs and overlay them into a nasty Xyz Monster. The possibilities are endless. This card is a replacement for Monster Reborn, which, when banned, made HEROs truly suffer, so don't pass up Soul Charge.
-Throw in A HERO Lives. This mighty spell takes away half of your Life Points to bring out a HERO monster when there's no face-up monsters on your side of the Field. Basically, it's a quick way to start a combo with your HEROs, or just a great way to recover from your monsters being wiped out. This card can grab you Shadow Mist and a Mask Change pretty quickly, something in which a lot of people fear, so use it.
-Toss in a Mask Charge. Basically, this quickly grabs you back a HERO and a Mask Change for whatever you need it for. Seeing as how each of your Masked HEROs are amazingly good, who wouldn't want to do this. Mask Charge is basically a super buffed Warrior Returning Alive for HEROs. Passing it up is insane.
-Toss in a Book of Moon. This card is just a great staple for any deck, since it can stop opponent attacks.
So, in the end, this is what I believe should happen to your spells:
2x Neo Space - Remove
2x Mystical Space Typhoon - Keep the same
2x Polymerization - Remove
2x Terraforming - Remove
2x O - Oversoul - Remove
2x R - Righteous Justice - Remove
2x E - Emergency Call - +1
1x Gold Sarcophagus - Remove
2x Skyscraper - Remove
+2 Reinforcement of the Army
+3 Mask Change
+3 Miracle Fusion
+1 Soul Charge
+1 Mask Charge
+1 A HERO Lives
+1 Book Of MoonAlright, that's an hour and a half down taken so far. Let's keep chugging. 3 more sections to go!
Traps. You run the following:
1x A Hero Emerges
1x HERO Signal
2x Mirror Force
2x Trap Hole
2x Magical Cylinder
My recommendations:
These cards aren't the greatest traps for HERO decks. Namely because they're pretty slow, and don't do a lot in terms of actually stopping the opponent, outside of Mirror Force, which is much more easily overcome than before. So, we're just going to wipe these all out, and start over.
-Throw in the following staples:
1x Solemn Warning
1x Torrential Tribute
1x Bottomless Trap Hole
1x Compulsory Evacuation Device
Those cards are great for almost any deck, because they can restrict the opponent's movements, or stop them entirely by getting rid of key cards, or stopping them from touching the Field.
-Throw in Triple Dimensional Prison. This card will banish the target instead of destroying it, leading to D-Prison overcoming a lot of monsters whose effects let their player benefit from them being destroyed. You'll get past a lot of nasty effects, like the effects of Hands this way.
-Toss in triple Trap Stun. This card is great, because HEROs hate the opponent's backrow, but can't run Royal Decree because they depend heavily on their own. Trap Stun gives HERO players the best of both worlds, because it'll stop ALL traps from activating their effects for a turn, which will give a HERO player the time to set up and deal some nice damage to the foe. But, since it's only for a turn, as soon as the turn switches to the opponent, you can instantly use your traps again, meaning that you can still stop the opponent's plays while protecting your own.
-Throw in double Black Horn of Heaven. This card is nice in the deck, as it will negate Special Summons that your opponent makes, and acts basically as a free Solemn Warning, with a few more restrictions. It'll stop nasty Synchro and Xyz Summons that your opponent is making, which you'll find to be rather helpful. : 3
So, in short, this is what I think should happen to your traps:
1x A Hero Emerges - Remove
1x HERO Signal - Remove
2x Mirror Force - Remove
2x Trap Hole - Remove
2x Magical Cylinder - Remove
+3 Dimensional Prison
+3 Trap Stun
+1 Solemn Warning
+1 Bottomless Trap Hole
+1 Torrential Tribute
+1 Compulsory Evacuation Device
+2 Black Horn of HeavenAnd so, the review must go on!
For side deck, you run:
2x Elemental HERO Wildheart
1x Elemental HERO Voltic
2x Destiny HERO Defender
1x Elemental HERO Avian
1x Elemental HERO Burstinatrix
1x Mirror Force
2x Mirror Gate
2x Fusion Gate
My recommendations:
-Remember how with the Main Deck, I told you to chuck all the normal HEROs? Yeah, do that here too.
-Destiny HERO Defender is not good for this deck. It gives your opponent extra draws, which can kill you. Ditch him
-Voltic no longer has as much use for HERO decks as he once did. It's sad, because I loved Voltic, but he must be dumped, and the show must go on!
-The traps in here suck. Sorry man, but Mirror Gate is bad, and I already got you to dump Mirror Force once. Neither of these traps will help you much at all in the current meta.
-Fusion Gate used to be good. Now? It's kinda bleh. HEROs no longer have the need to use Fusion Gate, as their Mask Change variant is so much faster. Ditch the Fusion Gate.
-Basically, you should have just Wildheart left in here. You do? Good. Let's move
-Toss in a Masked HERO Dian. This guy is a great card that will Special Summon HEROs when he destroys one. He combines with Wildheart when you side Wildheart in.
-Throw in a couple of D.D. Crows. These guys will get rid of pesky monsters that touch the Graveyard, such as Fire King High Avatar Garunix. Getting rid of something that frustrating is super nice for HEROs, so use Crow.
-Toss in triple Debunk. This card will stop cards in the Hand and in the Graveyard from activating their effects, such as the following:
Any Madolche monster
Fire Hand and Ice Hand
All the Fire Kings
Other Elemental HEROs
Lightsworns
Dragon Rulers
Hand traps, such as D.D. Crow and Maxx "C"
Mermails
Sylvans
The list goes on and on. Debunk is great, so don't pass it up
-Throw in two Super Polymerization. This card will use your opponent's monsters as Fusion Material for the Summons of your own cards. It's great, because your opponent can't chain or react to Super Polymerization, due to it's effect, which states "Cards and effects cannot be activated in response to this card's activation." (Dueling Network). You can use Super Poly to steal your opponent's monsters, and go into any of the Omni-HERO Fusions, such as Elemental HERO The Shining, Elemental HERO Nova Master, and Elemental HERO Absolute Zero, all of which have amazing effects. Don't pass up Super Poly. When you need it, it'll be your best friend.
-Throw in a Dimensional Fissure. This card will banish any monster going to the Graveyard, which will help you stop all sorts of threats, such as the following:
Madolche
Fire Kings
Mermails
Bujins
Sylvans
Karakuri Geargia
Quasar Synchrons
Shaddolls
Chronomaly
This list goes on and on as well. I won't.
-Toss in Light-Imprisoning Mirror. One of the worst threats you'll come across is the Bujin Archetype, which consistently locks down their opponents with their monsters. Using Light-Imprisoning will kill the archetype completely. This card also helps against decks like Chronomaly, who depend on LIGHT monsters and their effects.
-Lastly, throw in Breakthrough Skill. This nasty trap card will help you out when you really need it. One card can negate effects twice, which is a pretty good skill, especially for stopping the effects of dreadful opponent cards, like Red-Eyes Metal Dragon and Goyo Guardian. Monster effects are what HEROs don't like, so don't let the opponent use them.
So, in short, this is what I think should happen to your Side Deck:
2x Elemental HERO Wildheart - Keep
1x Elemental HERO Voltic - Remove
2x Destiny HERO Defender - Remove
1x Elemental HERO Avian - Remove
1x Elemental HERO Burstinatrix - Remove
1x Mirror Force - Remove
2x Mirror Gate - Remove
2x Fusion Gate - Remove
+2 D.D. Crow
+1 Masked HERO Dian
+2 Super Polymerization
+1 Dimensional Fissure
+3 Debunk
+2 Breakthrough Skill
+2 Light-Imprisoning MirrorNow, last, but certainly not least, we go to your Extra Deck!
You run, the following:
1x Elemental HERO Escuridao
2x Elemental HERO Flame Wingman
2x Elemental HERO Great Tornado
2x Elemental HERO Inferno
1x Elemental HERO Thunder Giant
1x Elemental HERO Wildedge
1x Elemental HERO Shining Flare Wingman
My recommendations:
-While I love these cards, ditch ALL of them but Elemental HERO Escuridao. The specific Elemental HERO fusions are just sucky this format, and Elemental HERO Great Tornado, an Omni-HERO, has to be replaced for more useful cards, as Elemental HERO Stratos is banned. :<
-Throw in the Omni-HEROs Elemental HERO The Shining, Elemental HERO Absolute Zero, and Elemental HERO Nova Master. The Shining and Absolute Zero can easily be accessed by the deck, as you can probably see. As for Nova Master, you'll be siding in Super Poly against Fire Kings and H.A.T, both of which carry very dangerous FIRE monsters. Since Super Poly can use them as Fusion material, Nova Master is the optimal choice for a HERO deck.
-Throw in double of Masked HERO Acid, Masked HERO Dark Law, and Masked HERO Koga. All can be grabbed via Mask Change and the appropriate HERO monster. Acid is great, as he will nuke the opponent's backrow. Dark Law banishes anything the opponent sends to the Graveyard, and will also banish a card from your foe's hand whenever they add/draw a card to hand (except during the Draw Phase) and Koga can reduce opponent monster's ATK through banishing a HERO monster in the Graveyard. All are awesome cards, and are great for the deck.
-Lastly, throw in the following Xyz Monsters:
Evilswarm Exciton Knight
Number 101: Silent Honor ARK
Heroic Champion - Excalibur
Blade Armor Ninja
Abyss Dweller
These cards are great staple Xyz Monsters for any HERO deck, and will be destroying the opponent's strategy whenever you pull them out Blade Armor and Excalibur are especially good, as they can deal 4000 damage via direct attacks in ONE turn. Your opponent will NOT like you if you get that through.
In short, this is what I feel should happen to your Extra Deck:
1x Elemental HERO Escuridao - Keep
2x Elemental HERO Flame Wingman - Remove
2x Elemental HERO Great Tornado - Remove
2x Elemental HERO Inferno - Remove
1x Elemental HERO Thunder Giant - Remove
1x Elemental HERO Wildedge - Remove
1x Elemental HERO Shining Flare Wingman - Remove
+1 Elemental HERO The Shining
+1 Elemental HERO Absolute Zero
+1 Elemental HERO Nova Master
+2 Masked HERO Acid
+2 Masked HERO Koga
+2 Masked HERO Dark Law
+1 Blade Armor Ninja
+1 Heroic Champion - Excalibur
+1 Evilswarm Exciton Knight
+1 Number 101: Silent Honor ARK
+1 Abyss DwellerSo, that's all I have in terms of advice. To put it shortly, this is what your deck looked like:
And this is what it will look like, should you choose to heed my advice:
I hope you found my advice useful, even if only a little. : 3