#jk its empyrean
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r0b0t1me · 2 years ago
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go crazy aaaaa go stupid aaa
bonus
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pinkprimrose05 · 3 years ago
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GX Month Day 15: Ayers Rock Sunrise
@gxmonth
Ao3 Version Link: https://archiveofourown.org/works/33473653/chapters/83933650
Alright, let's face it. Even in the slower format of Duel Links, playing Evil HERO as a pure theme is bound to fail. It's not that it lacks a win-condition, the agressive nature of the Fusion bosses cover that relatively well, it's that the Deck has no sort of inherent protection, follow up, or interaction with the opponent, and falls short in terms of consistency as well (you have to run the crappy vanillas to access all of the Fusions bar Fiend, and that simply doesn't work in a format where every card is a combo starter).
What I'm trying to do here is give Evil HEROes some cool starters, extenders, and forms of interruption (plus some niche cards because I want a way to toy with them names). Please do tell if there's any way to improve these, I'd appreciate that a lot!
~~~~~
PART 1: We're Evil Now (Vanilla HERO Retrains)
This concept has been floating in my head for quite a while as a form of support, because when you go -3 to make a Fusion without your materials giving you any form of recovery or protection, you know something's wrong with your Deck. The following cards are mainly meant to help with consistency and maintaining enough resources to make a comback if things go south, but since I have a knack for adding useful GY effects on Main Deck combo pieces, you get some more advantage or protection as well. Here we go:
Evil HERO Pyro Burst
FIRE
Level 3
ATK 1200 / DEF 800
Fiend/Effect
This card's name is also treated as "Elemental HERO Burstinatrix" while in your hand, Field, or GY. If this card is Normal or Special Summoned: You can add 1 "Dark Fusion" from your Deck or GY to your hand. While this card is banished or in your GY, when a card or effect is activated that targets an "Evil HERO" monster(s) you control (Quick Effect): You can shuffle this card into the Deck; negate the activation, and if you do, inflict 500 damage to your opponent. You can only use each effect of "Evil HERO Pyro Burst" once per turn.
Evil HERO Twister Shot
WIND
Level 3
ATK 1000 / DEF 1000
Fiend/Effect
This card's name is also treated as "Elemental HERO Avian" while in your hand, Field or GY. If this card is sent to the GY or banished as Fusion Material for the summon of a "HERO" Fusion Monster: You can Draw 1 card, then shuffle 1 card from your hand into the Deck. You can only use this effect of "Evil HERO Twister Shot" once per turn. If an "Evil HERO" monster inflicts damage to your opponent, by battle or card effect: You can return this card to your hand.
Evil HERO Adobe Shield
EARTH
Level 4
ATK 800 / 2000
Fiend/Effect
This card's name is also treated as "Elemental HERO Clayman" while in your hand, Field or GY. If this card is Normal summoned: You can target 1 "Evil HERO" monster in your GY; return it to the hand or Special summon it. While this card is face-up on the Field, your opponent cannot activate cards or effects in response to the summon of your "Evil HERO" monsters'. The first time an "Evil HERO" Fusion monster that used this card as material would be destroyed by battle or card effect each turn, it is not destroyed.
Evil HERO Jolt Blaster
LIGHT
Level 4
ATK 1600 / DEF 1400
Fiend/Effect
This card's name is also treated as "Elemental HERO Sparkman" while in your hand, Field or GY. If you control an "Evil HERO" monster: You can Special summon this card (from your hand). If this card is sent to the GY by a card effect: You can target 1 monster your opponent controls; negate its effects. During the Main Phase, if this card is in your GY (Quick Effect): You can banish this card; set 1 Spell/Trap that lists "Evil HERO" in its text directly from your Deck. It cannot be activated this turn. You can only use each effect of "Evil HERO Jolt Blaster" once per turn.
~~~~~
PART 2: All Aboard the Reference Train! (Backrow Support)
More tools to work with in terms of interaction and interruption, another Fusion Spell, and most importantly, a whole load of references in names and effects. Let's have a look, shall we?
Supreme King's Castle Guards
Spell/Continous
When this card is activated: You can set 1 "Supreme King's Castle" directly from your Deck. Each time a monster(s) is sent to the GY: Place 1 Castle Guard Counter on this card (max. 6). All monsters you control gain 100 ATK for each Castle Guard Counter on this card. When a card or effect is activated in response to the activation of your card or effect, while you control an "Evil HERO" monster: You can remove 3 Castle Guard counters, negate the activation. You can only control 1  "Supreme King's Castle Guards".
Dark Miracle
Spell/Normal
Fusion Summon 1 Fusion Monster from your Extra Deck, that must be Special Summoned with "Dark Fusion", by shuffling the Fusion Materials listed on it from your hand, Field and/or GY into the Deck. (This is treated as a Fusion Summon with "Dark Fusion").
E - Empyrean Valor
Spell/Quick-Play
Target 1 "Evil HERO" monster you control; it gains 500 ATK, and if it does, your opponent's cards and effects cannot be activated during each Battle Phase this turn.
V - Vindictive Order
Spell/Quick-Play
Target 1 monster you control; Special Summon 1 "Evil HERO" monster with the same Level from your Deck. It cannot attack this turn. You can only activate 1 "V - Vindictive Order" per turn.
I - Infernal Decree (Read as Trunade PTSD)
Spell/Quick-Play
If all monsters you control are "Evil HERO" monsters (min. 1): Return all set Spell/Traps your opponent controls to the hand. You can only activate 1 "I - Infernal Decree" per turn.
L - Latent Darkness
Spell/Quick-Play
Send 1 card from your hand to the GY, then target 1 "Evil HERO" monster in your GY; Special Summon it in Defense Position. You can only activate 1 "L- Latent Darkness" per turn.
Evil Flash!!
Spell/Quick-Play
Banish "E - Empyrean Valor", "V - Vindictive Order", "I - Infernal Decree", and "L - Latent Darkness" from your GY; shuffle all cards your opponent controls into the Deck. You can only use this effect of "Evil Flash!!" once per turn.
~~~~~
PART 3: I'll Play Myself, Thank You (Bonus Card)
This is kinda too broken for Duel Links, but I found myself loving the idea of monster support for archetypes having that one card that heavily resembles their user or are inspired by them (see Amazoness Paladin and T.G Star Guardian), and decided to do one of my own as a bonus boss alongside the support cards above. Presenting...
Evil HERO Malicious Majesty
DARK
Level 10
ATK 3900 / DEF 3400
Fiend/Fusion/Effect
1 "Evil HERO" monster + 1 Fusion Monster
Must be Special Summoned with "Dark Fusion" or by its own effect, and cannot be Special Summoned by other ways. Cannot be destroyed by battle or card effects. This Fusion Summoned card is unaffected by your opponent's card effects, unless they target this card. During the Main Phase (Quick Effect): You can destroy all cards on the field, and if you do, this card gains 100 ATK for each card destroyed by this effect, until the End Phase, also your opponent cannot activate cards or effect in response to this effect's activation. Once per turn, during the Standby Phase, if this card is in your GY: You can target 1 "Evil HERO" monster that is banished or in your GY; Special Summon that target. You can only use each effect of "Evil HERO Malicious Majesty" once per turn.
Some trivia about this card:
1- It's an indirect upgrade to Malicious Bane, as seen with the higher Level, higher stats, same attribute and similar protection/board wipe effect.
2- Its Fusion Materials and the effect that prevents your opponent from chaining cards to the board wipe are a reference to Super Polymerization; where the former means you can summon the card with Super Poly under Supreme King's Castle, and the latter is a shared effect with Super Poly itself.
3- ...Nothing, really, I just wanna make a third point for some reason. Yeah, this should be everything for now. Goodbye.
(Jk, I'm still staying for Day 18. 'Till then.)
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