Monday, January 28, 2019

Deck Submission - Elemental Hot & Cold

Hey there duelists! The Coach is here to get you champions in the making revved up. Today, I'm gonna share with you a deck idea I was given by a duelist who came across my blog. First let me say thank you to all of you who have taken the time to enjoy this blog. I'm doing this for all the Yu-Gi-Oh! fans out there, and keep it up as long as I see that it is helping you the reader out. I've got most of the cards to simulate this deck, and I've ordered the remainder online. When I get them, I'm gonna try this deck out with my dueling circle, and let you know how it did in a later post. I've kept you waiting long enough, so here it is.

ELEMENTAL HERO HOT & COLD version 1.0

Monsters (20)


2x Elemental HERO Bubbleman
2x Elemental HERO Burstinatrix

3x Elemental HERO Heat
2x Elemental HERO Ice Edge
3x Elemental HERO Lady Heat

3x Elemental HERO Neos
3x Elemental HERO Ocean

1x Neo-Spacian Flare Scarab
1x Neo-Spacian Aqua Dolphin

Spells

1x A Hero Lives

1x Card Destruction
2x E - Emergency Call

1x Fifth Hope
1x Get Your Game On!

1x Hero's Bond

1x Miracle Fusion

1x Parallel World Fusion
1x Polymerization
1x Skyscraper
1x Skyscraper 2 - Hero City
1x Swords of Revealing Light
1x United We Stand

Traps (6)

1x Change of Hero - Reflector Ray

1x Hero Barrier
1x Hero Counterattack
1x Hero Signal
1x Hero Spirit
1x Mirror Force


Extra Deck (6)

1x Elemental HERO Absolute Zero
1x Elemental HERO Flare Neos
1x Elemental HERO Inferno
1x Elemental HERO Marine Neos

1x Elemental HERO Nova Master
1x Elemental HERO Steam Healer

Cards in red are Semi-Limited
Cards in blue are Limited
Cards in black have no limit

This is a very interesting deck. Not only does it center around the Elemental Hero archetype, it takes it a step further showcasing the FIRE and WATER attribute EH monsters. This is almost like dueling with both hands behind your back. I personally look forward to trying this deck out myself. While I'm waiting for my new cards to arrive, let's inspect this deck from top to bottom. First, let's start off with monsters. We should note that EH Neos is a LIGHT monster, but is necessary for getting EH Flare Neos and EH Marine Neos in play. On the WATER side we have EH Bubbleman, EH Ice Edge, EH Ocean, and Neo-Spacian Aqua Dolphin. For the FIRE side we have EH Burstinatrix, EH Heat, EH Lady Heat, and Neo-Spacian Flare Scarab. This is a pretty balanced deck. We've got EH Bubbleman that can draw a couple of extra cards for you if the timing is right. EH Heat gets stronger with each additional EH monster on the field, and EH Lady Heat dishes up more pain at the end of each turn if you have more EH monsters in play. EH Ocean can recycle monsters from the field or graveyard. EH Ice Edge is a bit on the weak side, but his ability to deal direct damage and destroy Spell or Trap Cards will come in handy.



Next, let's look at the Spell Cards. There are some notable cards among these. E - Emergency Call is good for pulling EH monsters from your deck to your hand. Hero's Bond is a good follow-up, if you already have an EH monster on the field. You can go from one to three monsters in the same turn. This is good for quick Fusion Summoning, or making use of the special abilities of EH Heat or EH Lady Heat. Fifth Hope is a good one if you're in need of some quick cards. If you have at least five EH monsters in the graveyard, shuffle them into your deck, and draw two or three cards depending on what your hand and field are like at the moment. This is good for an EH recycling deck. Get Your Game On! is a very powerful, and very rare card. Most people wouldn't have this unless they attended a certain 2007 tournament. It doubles the power of all EH and Neo-Spacian monsters in play.
 

A Hero Lives is a card for Special Summoning an EH monster of Level 4 or less, at the cost of half of your Life Points. This card is really risky and wasteful, especially if you still have 8000 LP at the time. I would drop this and substitute an H - Heated Heart instead. You've got United We Stand and Skyscraper for additional power, Card Destruction for wiping out your opponent's hand, Swords of Revealing Light for stalling, and Skyscraper 2 - Hero City for reviving monsters from the graveyard. The last Spells to look at are all for Fusion Summoning. Polymerization is for textbook Fusion Summoning, Miracle Fusion is for Fusion Summoning from the field or graveyard, and Parallel World Fusion is for Fusion Summoning with banished monsters. Use them in that order, and you have an almost infinite source of Fusion Summoning materials.



Now let's move on to Traps. There aren't very many, but each can work in the right situation. Hero Signal will replace an EH monster that was destroyed by battle with another from your hand or deck. Hero Barrier will shield an EH monster from attack one time. Hero Counterattack allows you to replace a fallen EH monster, if your opponent randomly picks it from your hand when you play this card. On top of that, you send one of their monsters to the graveyard as a bonus. Hero Spirit can protect you from a lethal attack once, providing you lost a monster in the same turn you play the card. Change of Hero - Reflector Ray is a really nasty card. If an EH Fusion monster is destroyed by battle, your opponent takes damage equal to its level x 300. Since a lot of EH Fusion Monsters have seven or eight stars, that's 2100 to 2400 points of Effect Damage. Our last Trap is none other than Mirror Force. This card is only good if your opponent attacks you. You'll not only destroy that monster, but all other attack position monsters they control at the time of the attack. Save this ace for hitting 2 or more monsters at the same time.



Our next look is at the Fusion Monsters. There are six to choose from in this deck, and each brings something to the table. EH Steam Healer grants you Life Points equal to the ATK of the monster that it destroyed in battle. EH Inferno gets a 1000 ATK boost if it attacks a WATER monster. This is a good choice for a lot of Ice Barrier and Sea-Serpent decks out there. EH Flare Neos gains 400 ATK for each Spell or Trap in play, for a maximum boost of 4800. The catch is, he returns to the Extra Deck at the end of the turn. EH Marine Neos is good for destroying a random card in your opponent's hand. EH Nova Master is good for drawing a card after it destroys an opponent's monster. EH Absolute Zero gets stronger for each WATER monster on the field, except itself. It also wipes the opponent's monsters out should it be forced to leave the field. All in all, these are good Fusion Monsters.


Well, that's it for another session with the Coach. I hope you've learned something that you can apply to your daily dueling scenarios. Until next time, keep drawing that card that will turn things around in your life.

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