by cymantex Thu Jun 13, 2013 4:28 pm
I hope you don't mind me giving my harsh suggestions on your deck. However I think you really need it to improve, so hopefully you will find it useful and not hate me for trashing most cards in your deck.
You might have heard of this before, however when building a deck you almost always want to bring down your deck to 40 cards.
The reason why this is so much better can be a little tricky to understand at first. With fewer cards it's much more likely to draw into the best card in the deck and whatever combos you're going for. Making the deck a lot more consistent.
The main problem with this deck is that it uses quite a lot of cards which are outclassed/slightly worse if you compare them to others. It also have a few small combos which is either inconsistent or doesn't work well with the rest of the deck.
I'll try to pick these apart one by one.
Polymerization:
This card is really bad unless you're really making something which can only be fusion summoned with this card and could be worth the great cost (Last Warrior From Another Planet for example). The problem lies in that you are using cards from your hand/field to fusion summon. Which is a very good way of loosing a lot of cards. When you activate this card you loose 2 cards and if your opponent kills off your monster it would all have been for nothing.
Miracle Fusion or Super Poly are lot better than this card in general.
Fusion Gate:
This card is somewhat better than Polymerization in a Hero deck, especially since it can be used over and over again (it only makes you loose 1 card instead of 2). It also works well with Parallel World Fusion, Elemental Hero Shining and Elemental Hero Voltic. However unless your deck is focused around this card you are much better off using just Miracle Fusion and Super Poly.
An amazing choice: Miracle Fusion
This card is easily the best fusion card that Heroes have available and is rightfully the most popular one in competitive play. This card enables you to use dead cards in your graveyard to fusion summon which means you won't loose any card advantage when using this card. It's instead much more likely to grind card advantage, something which fusion gate and polymerization often struggles doing.
Skyscraper:
Is a rather mediocre card that can easily backfire. If you attack an opponents monster while relying on skyscraper to attack over it, they can for example use Mystical Space Typhoon to destroy skyscraper when you're monster is the one destroyed instead!
Compare this card to Forbidden Lance which can work both when you attack or is being attacked and also comes with the added bonus of protecting your monster against spell/traps when necessary.
Mask Change:
A very powerful card which can destroy all your opponent trap cards before they have a chance to react. However to effectively run this card you need a lot of targets for it. Having only 1x Bubbleman and 1x Ocean (even after considering the decks searches) in a 49 card deck makes it rather unreliable.
Original Hero Cards (except Bubbleman) and a few others...:
Avian, Burstinatrix, Clayman, Woodsman, Captain Gold, Lady Heat, Necroshade, Bladedge and Sparkman are all pretty bad due to their typing and being outclassed by other cards.
The only way I'm aware of for the original heroes to argue being better than using Elemental Hero Neos Alius is to use a card called Chain Material. Fusion Gate + Chain Material = Win if you have Bubbleman, Avian, Burstinatrix and Clayman in your deck/hand/field. Otherwise they are inferior to Elemental Hero Neos Alius since neither of the cards you can commonly fusion with the original Heroes is better than the Attribute Heroes. Neos Alius has higher attack than any of the original heroes. It also counts as a normal monster so it can also take advantage of Hero Blast. There is also the extra bonus of being a Gemini monster and therefore enabling the use of Gemini Spark.
The best hero fusion monsters which you can reliably make is Absolute Zero and Shining.
Focusing your deck around those is a very good idea.
Draining Shield:
This card is inferior to things like Mirror Force and Dimensional Prison unless you're deck is designed to gain advantage from gaining/using a lot of Life Points.
Burden of the Mighty:
This card have always been pretty mediocre, especially since it can be countered the same way as skyscraper. It's generally better with cards that can either increase the attack of your monster or decrease the attack of the opponent monster on the opponents turn. Also this is an era where xyz monsters rule the dueling field, something Burden of the Mighty doesn't affect since they have rank not level.
One Day of Peace:
This card is extremely good in stall decks and certain setup decks that really appreciates the extra turn.
In most decks however you are better of running another Trap card or something like Gorz the Emissary of Darkness or Tragoedia over this card. Both of which also protects your life points but doesn't give the opponent an extra card.
Swords of Revealing Light:
Is also something mainly for stall/setup decks, it's of course not a bad card by any means. However you are generally better trying to get rid of the opponents monsters with stuff like Mirror Force and Bottomless Trap Hole instead of just preventing them from attacking.
Fifth Hope:
Is something you would hope not drawing in an early stage of the duel. Also when you do activate it you make the best card in your deck (Miracle Fusion) cry.
Some cards you should really consider using:
Monster cards:
More Bubblemans
Elemental Hero Neos Alius
Elemental Hero Voltic (if focusing on Fusion Gate)
Thunder King Rai-oh
Photon Thrasher
Gorz the Emissary of Darkness (You should avoid Hand traps if you focus the deck around Bubbleman)
Effect Veiler
Maxx "C"
Cardcar D
Spell Cards:
Third Miracle Fusion
Second Duality (staple if using a slower build)
A Hero Lives
Parallel World Fusion (if focusing on Fusion Gate)
Terraforming (if focusing on Fusion Gate)
Gemini Spark (if using Neos Alius)
Trap Cards:
Hero Blast (if using Neos Alius)
Solemn Warning
Solemn Judgment (both solemns are staple trap cards, Judgment > Dark Bribe)
Dimensional Prison
Call of the Haunted
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