HERO deck with no Verte (TCG)
Deck Primer
Video link is in the description down below:
( https://youtube.com/watch?v=Su-mpNPeQDE&t )
So remember how everyone and their cousin wants the fusion snek gone for reasons that have to do with deck fusion? Well the saints on the day of our lord had came to me to give some reprieve on that solution, and they told me to try it on HEROs. Now while this archetype has a long track record of having some of the most laughably bad monsters, spells, and overall track records out of any anime based archetype that came out of the Yu-Gi-Oh franchise; it is needless to say that most of the archetypes that came out of the original Yu-Gi-Oh animes (DM, GX, 5Ds, and Zexal) were all either lackluster or straight up bad up until after their initial airings. However HEROs tend to be more of a tragedy of their own, mainly because of how archaic the fusion summoning was up until this point; the fact that it took many years for HEROs to get solid support it needs to speed itself up; and the fact that it had multiple banlist hits from Elemental HERO Stratos to even the grand jewel of all fusion cards, Super Polymerization.
Now to note on where and why I think that HERO will be one of the few fusion decks to survive against the banning of Predaplant Verte Anaconda is quite simple: it's because this deck doesn't simply run need to run it at all. Arguably, I can say that the reason it was in HERO builds to begin with was to further increase versatility and speed at board building. Truthfully however even without it the speed has taken a slight dip, but doesn't mean that the versatility from the snek has left them. Especially now with Despia and Branded builds running around, the opportunity for HEROs to approach the situations at its pace has come; hence why I have with two silver bullets that can be used for Super Polymerization: Mudragon of the Swamp and Predaplant Triphyoverutum (as one can wipe boards ASAP, and the other can snipe potential threats from any Dark monsters a quick pace). Next part involves what changes I added for the maindeck as a whole (to which there isn't too many, the ones I made are quite decent nontheless). First off instead of Celestial and Dasher, comes Malicious and Denier; simply because I find this to be a lot more consistent than to wait and pray for an empty hand. Next comes the introduction of Destiny HERO - Drawhand: one of the newer Destiny HERO monsters (released in 2020) that if special summoned by an effect of a HERO monster (which is a lot likely), you and your opponent can draw a card; but if this triggers with Masked HERO Dark Law on the field, he banishes one random card from your opponents hand. Then comes the addition of Triple Tactics Talent because I'm not playing a lot of handtraps. Finally, there is nothing really serious that changed about this deck at all, and until it happens that either branded expands into opening itself more than the Dark/Light attribute, or there is someone that can make HEROs into a defensive deck; this might be where they be stuck being for a very long time...
( https://youtube.com/watch?v=Su-mpNPeQDE&t )
So remember how everyone and their cousin wants the fusion snek gone for reasons that have to do with deck fusion? Well the saints on the day of our lord had came to me to give some reprieve on that solution, and they told me to try it on HEROs. Now while this archetype has a long track record of having some of the most laughably bad monsters, spells, and overall track records out of any anime based archetype that came out of the Yu-Gi-Oh franchise; it is needless to say that most of the archetypes that came out of the original Yu-Gi-Oh animes (DM, GX, 5Ds, and Zexal) were all either lackluster or straight up bad up until after their initial airings. However HEROs tend to be more of a tragedy of their own, mainly because of how archaic the fusion summoning was up until this point; the fact that it took many years for HEROs to get solid support it needs to speed itself up; and the fact that it had multiple banlist hits from Elemental HERO Stratos to even the grand jewel of all fusion cards, Super Polymerization.
Now to note on where and why I think that HERO will be one of the few fusion decks to survive against the banning of Predaplant Verte Anaconda is quite simple: it's because this deck doesn't simply run need to run it at all. Arguably, I can say that the reason it was in HERO builds to begin with was to further increase versatility and speed at board building. Truthfully however even without it the speed has taken a slight dip, but doesn't mean that the versatility from the snek has left them. Especially now with Despia and Branded builds running around, the opportunity for HEROs to approach the situations at its pace has come; hence why I have with two silver bullets that can be used for Super Polymerization: Mudragon of the Swamp and Predaplant Triphyoverutum (as one can wipe boards ASAP, and the other can snipe potential threats from any Dark monsters a quick pace). Next part involves what changes I added for the maindeck as a whole (to which there isn't too many, the ones I made are quite decent nontheless). First off instead of Celestial and Dasher, comes Malicious and Denier; simply because I find this to be a lot more consistent than to wait and pray for an empty hand. Next comes the introduction of Destiny HERO - Drawhand: one of the newer Destiny HERO monsters (released in 2020) that if special summoned by an effect of a HERO monster (which is a lot likely), you and your opponent can draw a card; but if this triggers with Masked HERO Dark Law on the field, he banishes one random card from your opponents hand. Then comes the addition of Triple Tactics Talent because I'm not playing a lot of handtraps. Finally, there is nothing really serious that changed about this deck at all, and until it happens that either branded expands into opening itself more than the Dark/Light attribute, or there is someone that can make HEROs into a defensive deck; this might be where they be stuck being for a very long time...
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