Monday, August 10, 2009

Deck Article: Evil-Heroes.

Evil-Heroes and there Miracle.

Deck [41]
Monsters [18]
E-Hero Malcious Edge [1]
E.Hero Stratos [1]
E.Hero Prisma [2]
E.Hero Sparkman [3]
E.Hero Clayman [3]

The Light - Hex Sealed Fusion [3]
Neo Spacian Gran Mole [1]
Gorz the Emissary of Darkness [1]
Breaker the Magical Warrior [1]
Card Trooper [1]
Cyber Dragon [1]

Spells [17]
E-Emergency Call [2]
Reinforcements of the Army [1]
Monster Reborn [1]
Dark Calling [3]
Dark Fusion [3]
Miracle Fusion [2]
Future Fusion [1]
Heavy Storm [1]
Mystical Space Typhoon [1]
Giant Trunade [1]
Brain Control [1]

Traps [6]
Common Charity [2]
Torrential Tribute [1]
Threatening Roar [3]

Extra Deck [15]
E.Hero Magma Neos [1]
E.Hero Thunder Giant [2]
E.Hero Plasma Vice [2]
E.Hero Shinning Flare Wingman [2]
E.Hero Darkbright [1]
E-Hero Malcious Fiend [1]
E-Hero Dark Gaia [2]
E-Hero Lightning Golemn [3]
Cyber Twin Dragon [1]


(You might want to skip the first two sections but I would suggest reading them if you want to try out the deck.)

History:
I ran Evil Heroes on and off since GLAS came out and have a lot of experience playing the decktype in various formats.

This deck orginated a week before a local I was attending in Dublin(Irelands Capital) in the Summer of 2008, which has Irelands best meta. I had never gone better than scrubbing in Dublin(I played 2 Nationals there and a Regional at this pointt)(3-4, 3-3, 3-3 records).
I turned up on the day and after chatting with some players and buying a Nationals Hoody(I only got 23rd at the 2008 Nationals), Round 1 went up. I was playing against PEPs a well known Irish anti-meta player and proceeded to beat him 2-1, Round 2 went up, I won again, Round 3 I won again..(Correct me if I am wrong on the amount of rounds.)
Round 4 I was paired against Stephen Lynam one of Dublins and Irelands best players he was running a Corn Monarch variant at the time. I managed to win yet again.
Then the curse >_<.
Got paired against Six-Samurai round 5 and got mauled. Thats what I got for not siding Lightning Vortex.
I was 1st going into the top-8, got paired against Mechy(Sean) another one of Irelands best players at the time and proceeded to lose 2-0 versus..... yes you guessed it Six-Samurai....

I was rather happy with the finish even then and hung around for a bit before catching the Luas to Heuston Station to get my train home. I arrived in Limerick just as my bus home turned up and PJ Tierney(PJ on various forums) turned up, who had just gotten back from a local in Cork(the other side of the Country from Dublin) informing me that he won that and asking for details of how the Dublin local went. He congratulated me on the finish and we both caught our buses home.

I next tried the deck at small meet up in Galway incorporating Jutte Fighter and the new Synchro cards after losing to Glads(THAT even had Rescue Cat in it at the time) I retired the deck.

4 Months Latter....
So The Irish Yugioh Open came and went, I scrubbed! With my version of the Gemini Plant otk that had won me a spot at the Irish Fortune Tour Final, I even lost to Niall O'Caroll from Limerick who was playing almost the exact same deck I was!(He Finished 4-3.)

Life wasn't so good at the time and I was unsure of what to run at the up coming Irish Fortune Tour Final in 14 days. I caught the Train home that day on my own again and started working on a new version of Evil-Hero deck.

I caught the Train on the 18th of January with Jeffery Tse after a few games versus his deck that he has used to come 2nd at the 2008 Irish Nationals, he told me to play a 'switchside'.
Which is when you use your side deck to change your deck a lot in to potentialy a different deck.
I ended up switching siding into a Dark Gaia Beatdown build for the Tele-DaD match up.
I went 3-3 on the day beating Zombie Synchro and 2 Lightsworn decks, losing to 2 Tele-DaD decks and 1 Dark Anti-Meta thing(lost to this due to bad top-decks....).

The next month passed without me playing in tournaments at all, as did the first 3 weeks of March. The last week of March I turned up for the only regional I would be attending this year.
I was running a new Evil-Hero list with 3 Common Charity, 1 Avian and 1 Burstinatrix and yes the extra deck limit of 15 is a right pain in the ass!
I top-8ed anyways and lost to some Monarch deck. I was slightly gutted, the format was strange but before Nationals it would somewhat staplise.

So after only playing one local the week before Nationals, I caught the train to Dublin on the 19th of April with Jeffery Tse, Niall O'Caroll and Paddy.
We play tested a bit on the train and I was rather happy with my list(Link Below).

1st Round
2-0 versus Lightsworn(x-2 drop)
2nd Round
2-1 Versus Hopeless Dragon(went 3-3)
3rd Round
2-0 versus Glad Beasts(went 4-2 top-16)
4th Round
0-2 versus Twilight/Lightsworn(Stephen Lynam 5-1, top-8)
5th Round
1-2 Versus Perfect Circle Monarchs
And this cost me top-8, I just needed to win this round or the previous one to top.
I lost games 2+3 purely to Dark Armed Dragon and how riddiculous the card is.
6th Round
0-2 Versus Blackwings(Pre-Raging Battle)
And this cost me top-16 and my European Invite, great....
I played this game like a moron.

AND yet again 23rd place at Nationals.(23rd at The Fortune Tour Final aswell I think lol.)
It was a pretty good day either way.
Played a few games versus Salvosworn and some other stuff over the next few weeks and retired the deck till now.


Deck Total and why?:
41. I would not recomend ever going over 41(42 in Lightsworn).
Common Charity adds a bit of draw power to the deck but to get it to work I had to remove a Miracle Fusion, logically this makes sence as I should now be drawing into stuff I need to win faster and Charity removes dead normal monsters in my hand, replacing them with better options usually.



Monsters:

1. Evil Hero Malicious Edge:
Some builds similar to this one like to run 2 of this card but personally I consider him too much of a dead draw to do so. You can easily get him into your hand with Statos(who you can serach in 4 different ways) or send him to the graveyard with one of the two Prisma's.
He however is nessary due to being a Fiend you can send to the graveyard with Prisma which allows easy excess to Evil Hero Dark Gaia and Evil Hero Malcious Fiend which can help set up otk's.
He also is a 2600 atk 1 tribute monster in most situations and he has Piercing(the ability to do damage while battling a defense position monster) which can come in handy sometimes and even win games.
Personally I am considering dropping him though as Dark Gaia and Malcious Fiend are not what the deck wants to fuse most of the time. The Evil-Hero Fusion monsters can be used as the Fiend, The Hex's can sub for Malcious Edge and Gorz is another high level fiend with a decent attack score for Dark Gaia.

1. Elemental Hero Startos:
Staple in any deck that runs Elemental Heroe, Evil Heroe or Destiny Hero monsters.
He is an 1800 gadgetesque creature with a secondary S/T(Spell/Trap) destruction effect.

2. Elemental Hero Prisma:
Prisma can send 8 different Monster cards to the graveyard with his effect which fills the graveyard up for 'Dark Calling' and 'Miracle Fusion' quite well. He is also semi beatstick with 1700 attack points and can force your openent to use there 'Bottomless Trap Hole' before you atempt to summon a Fusion Monster. Also his secondary effect to copy the monster who he just sent to the graveyards name can also come in handy for use with 'Dark Fusion'.

3. Elemental Hero Sparkman:
The best Elemental Hero for fusing with the best Fusions Monsters.
He can be used with a fusion sub(The 4 'Hex Sealed Fusion' Monsters) to summon 'Elemental Hero Shinning Flare Wingman' with 'Miracle Fusion'. 'E.Hero Shinning Flare Wingman' is the decks main finisher card, caple of dealing upwards of 2500 damage in one attack. Due to the speed in which the deck sends 'Elemental Hero' Monsters to the graveyard he can deal about 4000 damage easily late game.
Sparkman + 'Fusion Sub' can also summon 'Elemental Hero Plasma Vice' or 'Elemental Hero Darkbright' with Miracle Fusion, both monsters have 'Piercing' and a destruction effect.
With 'Elemental Hero Clayman' using 'Dark Calling' or 'Dark Fusion' you can summon 'Evil Hero Lightning Golem' the best Evil-Hero Fusion monster, automatically you can call priority and destroy 1 monster your openent controls, this when summoned with 'Dark Calling' can lead to potential +1's or +2's and when summoned with 'Dark Fusion' can gain back some of the cards lost in summoning the Fusion Monster.
'Sparkman' and 'Clayman' can be sent to the graveyard with 'Future Fusion' which sets up 'Dark Calling' and 'Miracle Fusion' aswell as forcing your openent to use a M/T destruction card to destroy 'Future Fusion' or let you summon 'Elemental Hero Thunder Giant' in two turns.
'Miracle Fusion' can also be used to Fuse 'Sparkman' and 'Clayman' into 'Thunder Giant' if needed, although you'd rather wait till you got a 'Hex Sealed Fusion' in the graveyard to summon your 'superior' Elemental Hero Fusion Monsters.
Sparkman also had 1600 Atk which isn't too bad. You can serach him in 5 different ways, send him from your deck to the graveyard with 'E.Hero Prisma' or use him as the cost for 'Common Charity',

3. Elemental Hero Clayman:
Most of his uses were mentioned in the above paragraph's but there are a few other things.
He is needed for 'Evil Hero Lightning Golem' and 'Future Fusion', works well as a 'E.Hero Prisma' target and is serachable, can be used with 'Common Charity'.
He also has 2000 defense points, which is more than most commonly played LV4 or lower monsters in this format have attack points.

1.Cyber Dragon:
Free Beatstick, instant tribute bait for 'E-Hero Malcious Edge', can force out 'Bottomless Trap Hole' before you even use your normal summon.
Also adds to the potential OTK's or 2TK's the deck can make.
With 'The Light Hex Sealed Fusion' it can be used to summon 'Cyber Twin Dragon' the decks secondary Finisher monster/Win Conditon after 'Shinning Flare Wingman'.

3. The Light - Hex Sealed Fusion:
Fusion Sub for use with 'Sparkman' and 'Clayman' and the Fusion Monster summoning cards.
Can also work with 'Cyber Dragon' as stated above. 1600 is also a somewhat decent defense stat. Also is a Rock Monster which can be used to summon 'Evil Hero Dark Gaia'.

1. Neo Spacian Gran Mole:
Can be sent to the graveyard with Prisma and used as a 'Rock Monster' to summon 'Evil Hero Dark Gaia'. His effect can be very useful aswell, removing Synchro monsters from the field sets your openent back quite a bit and can remove face down defense monsters before they get a chance to use there effects. A very annoying card for your openent to deal with.

1. Gorz the Emissary of Darkness:
In the current format Gorz is a near staple that can help prevent otk's. IN HERE he is a staple.
He can be used as the Fiend for 'Evil Hero Dark Gaia' or the LV6 or higher fiend for 'Evil-Hero Malcious Fiend'. A lot of the time with this deck you are ending without playing anything in an atempt to set-up an OTK, Gorz can provide defense in these situations or a needed monster(or 2) for your OTK. Just running Gorz is a mind game for your oppenent to deal with. When Gorz does hit the graveyard you can use him with Dark Calling to summon a fusion monster.

1. Breaker the Magical Warrior:
Spell/Trap Removal, forces your openent to use 'Bottomless Trap Hole' and 'Solemn Judgement' when they don't want to, therefore clearing the way for your Fusion Monster summons to go uninterupted. He can also be used as a beatstick.

1. Card Trooper:
Semi-Beatstick, Draw, Dump. Not much to say about this card, you can even set him.... He is just a 'good' card to run in here.

Spells:

2. E - Emergency Call:
Staple in anything that runs Elemental Heroes, it seraches 9 monster's in the deck. I'd like a 3rd in here but due to space I'm not running a 3rd. Simple, well designed, theme support.

1. Reinforcements of the Army:
Same as E-Call but it can get any LV4 or lower Warrior you might be side decking for games 2+3, e.g. Exiled Force, also just incase of Spell Sealing/Prohibation etc.

3. Dark Calling:
The decks key card, a Miracle Fusion for Evil-Hero Monsters. For 1-3 cards you can get a a Chaos like Monster, potential beatstick(Dark Gaia), Defender(Malcious Fiend) or a monster that can get an instant +1 off(Lightning Golem). Usually you'll use your monsters in the graveyard to play it BUT the ability to remove monsters in your hand comes in handy a lot and is an advantage it has over Miracle Fusion.
Not being able to use Monsters you have on the field can be at times annoying.

3. Dark Fusion:
In the current format this card isn't too bad. The Fusion Monster you summon with it can't be targeted by your oppenents cards. Book of Moon, Enemy Controller, Dimension Prison are used a lot this format. If your openent chosses to use Solemn Judgement on Dark Fusion, you both lose one card but he loses half his life points. Bottomless Trap Hole and Torrential Tribute are the main counters to this card but some decks do still main deck Mirror Force. If they activate Bottomless you can still use 'Evil Hero Lightning Golem''s effect to take out 1 of there monsters.
The -2 for playing this is easily payed for. It also dumps monsters into your graveyard for Miracle Fusion or Dark Calling, which can make great follow up plays after your oppenent has used his trap to remove your first Fusion Monster. A greatly overlooked card.

2. Miracle Fusion:
I was drawing the 3rd one dead and one does not seem to be enough. Thunder Giant is a weaker version of Evil-Hero Lightning Golem so you generally don't want to summon him unless you have to. The main idea is to use 'The Light - Hex Sealed Fusion' with 'Elemental Hero Sparkman' to summon one of his powerful Fusion Monsters; E.Hero Shining Flare Wingman(Your main finisher monster who can deal huge amounts of damage); E.Hero Plasma Vise(Who can take out multiple opposing monsters and has Piercing aswell so even defending monsters arn't safe against him, also fills the graveyard for another Dark Calling/Miracle Fusion play); E.Hero Dark Bright(who has Piercing and can kill a monster when he is destroyed(even by Bottomless Trap Hole)).

1. Future Fusion:
Dumps Sparkman and Clayman into the graveyard instantly, forces your oppenent to use S/T removal on it or can summon 'Elemental Hero Thunder Giant' for 1 card without set-up(other than a 2 turn wait).

1. Heavy Storm:
Staple.

1. Mystical Space Tyhoon:
Near staple. As a quick play can be used as a bluff or to take out Threatening Roars in your oppenents turn.

1. Giant Trunade:
Can force chainable cards/Solemn Judgement plays. Clears your oppenents back row.

1. Monster Reborn:
Staple.

1. Brain Control:
Staple - it wins games and has various other uses, e.g. tribute bait, stealing a Cyber Dragon to use with 'The Light - Hex Sealed Fusion', or a Fiend/Rock Monster for 'Dark Fusion'.

Traps:
2. Common Charity:
Draw power, very useful.

1. Torrential Tribute:
Staple, chainable to summons, etc.

3. Threatening Roar:
Format staple, stops OTK's, stalls till you can OTK, chainable defense.

Fusions:
1. E.Hero Magma Neos:
Prisma target to send 'Neo Spacian Gran Mole' to the graveyard, can be replaced with 'E.Hero Gran Neos'.

2. E.Hero Thunder Giant:
Future Fusion target. 2 used for potential Miracle Fusion summon.

2. E.Hero Shining Flare Wingman:
Best Miracle Fusion target 2 used as such. Burner, finisher, beatstick.

2. E.Hero Plasma Vise:
1 for 1 removal. Piercing, decent attack points(can kill Stardust Dragon in battle etc.)

1. E.Hero Darkbright:
Miracle Fusion target, potential + 1, piercing. Only 1 used due to not being used as much as the other 3 E.Hero fusions.

1. E-Hero Malcious Fiend:
Beatstick. Prisma target to dump 'E-Hero Malcious Edge'. Defensive effect. Only 1 used due to being harder to summon than 'E-Hero Dark Gaia'.

2. E-Hero Dark Gaia:
Beatstick, useful effect. 2 Used due to possible Dark Fusion into Dark Calling plays/Potential OTK's.

3. Evil-Hero Lightning Golem:
Potential +1, best Evil-Hero fusion, main target for 'Dark Fusion', free removal, decent attack score(kills most commonly played non-Synchro Monsters). 3 Used as such.

1. Cyber Twin Dragon:
Prisma target to dump Cyber Dragon if needed. Cyber Dragon + Light Hex = it.
Sets up otk's, potential 5600 damage from it alone.
Cyber Dragon + Light Hex + Sparkman + Dark Calling = 8000 damage unless Gorz is dropped in the battle phase, atempt to clear the opposing backrow first.

Note: Extra deck limit is annoying, prevents the use of Synchro's due to lack of space, can be annoying due to Brain Control/Monster Reborn.

Will need to drop Monsters for 'Elemental Hero Gaia' upon TCG rellesse, probably add back in the 3rd Miracle Fusion then. 'Earth' + 'E.Hero' is very easy to pull off in this deck(Prisma -> dump Earth Monster -> Miracle Fusion the two). Decent effect, decent stats.

Side Deck:
Working on it at the moment, test yourself and see what you like etc. Deck does not have much space for siding stuff in however. Can flip side into 'Dark Gaia beatdown' however, future article on that.

Conclusion:
An interesting deck that is 'just' too slow for the current format. Surprise Element can win it games as shown by my Nationals performance in May.
One of the 'Hero Fusion' builds out there. Lightning Golem is a BEAST.
5! 1 for 1 fusion summons possible(Not including Future Fusion.)
A nice deck for more casual locals or for playing for fun, it is fast.

Match Ups:

Lightsworn(Non-Variants): Deck can win this match up, side decking is important though, Light Imprisoning Mirror hurts you too. Fiend Comedian is a good bet for the match-up!

Blackwings:
Tested this match up a lot, it is about 50-50, very luck dependent match up.

Synchro Cat:
Hope September first kills the deck(*fingers crossed*), winable but it is harder than the other 2 match-ups to be honest, deck is not designed to play against such a deck(COLD WAVE!).

Gladatiro Beasts:
Winnable but skill plays a huge part in the match-up as does bluffing. Side in those Bottomless Trap Holes! Lightning Golemn DOES wreck them if you get it out with T.Roar set though.

Skill Drain Variants:
Winnable at least.

Dark Variants:
Dark Armed Dragon is the only card in the deck that can be a problem, pray they don't draw it before you kill them BUT they run a lot of draw(D-Draw, Allure's etc.).

Plant Variants:
Black Garden builds can be annoying but who runs those nowadays?
Hime-Plants is an annoying match up as Blackrose Dragon clears your field and can be brought out by 1 card.
OTK builds? Kill them fist, take ricks, they don't run too many defensive cards.

Synchro Variants(Junk Synchro, Nitro Synchro, Tunning Ware builds etc.):
Luck plays a major factor in this matchup, side in Bottomless Trap Hole or Lightning Vortex.

Twilight(Lightsworn with more darks than usual):
Oddly enough your worst match-up, they can do too much and Necro Gardna's/T.Roars slow you down. Honest is also a bitch.

Salvo-Sworn:
Another bad match-up. 1 for 1 Blackrose Dragons hurt this deck way too much to be honest.


I hope you now have a better understanding of the decktype and have learned from this.

Keep dueling,
Christopher Murray.

3 comments:

  1. that.. is what I call long. a good read bro. keep it up

    ReplyDelete
  2. Thanks dudes. Ill have another one up soon, the last week was hetic and we got the new format and all now.

    ReplyDelete