OxidizedWinterHandApparel Tester
Immune to warnings? : No Posts : 68 Reputation : 0 Join date : 2014-11-21
| Subject: Sir's Lesson on Heroic Challengers Wed Jan 07, 2015 5:05 pm | |
| HEROIC CHALLENGERS By Me The History:Heroic Challengers is an Earth Attribute, Warrior typed archetype that debuted in the Yu-Gi-Oh Zexal Anime. Used by the character Nistro, the original purpose of the deck was focused around manipulating the battle phase to maintain field presence The Heroic ChallengersHeroic Challenger- Thousand Blades- Spoiler:
Once per turn: You can discard 1 "Heroic" card; Special Summon 1 "Heroic" monster from your Deck, and if you do, change this card to Defense Position. If you activate this effect, you cannot Special Summon any monsters for the rest of the turn, except "Heroic" monsters. When you take damage while this card is in your Graveyard: You can Special Summon this card from your Graveyard in face-up Attack Position.You can only use this effect of "Heroic Challenger - Thousand Blades" once per turn.
- Not only does this card act like a pseudo Summoner Monk, but it also floats! Every time you take damage you get to special summon this card from the graveyard for a free level 4 that can grab another Challenger from the deck! You should try to get this card into the grave as soon as you can, seeing you can abuse it for free level 4’s
Heroic Challenger- Assault Halberd - Spoiler:
If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. When this card inflicts battle damage to your opponent: You can add 1 "Heroic" card from your Deck to your hand.
- This card acts like a beater and a searcher, possessing a nice 1800 body, Piercing effect and the ability to search when it does damage. It also special summons itself from the hand if you don’t control any monsters giving you opportunities for xyz plays. I consider this the “Fire Fist Bear” of the archetype because you almost always want to see it turn 1 and it matches bear’s utility by searching and providing xyz plays. One of my favorite things about this card is that it doesn’t have the “once per turn” restriction on it. This means drawing multiples is no problem at all. SS one, normal the other, attack twice and go +2.
These two monsters were release in Duelist Alliance, but the TCG didn’t get them. Why? I don’t know and neither does Konami. They make up the backbone of the deck and provide all the plays and consistency it needs to function. Heroic Challenger- Ambush Soldier- Spoiler:
During your Standby Phase: You can Tribute this card; Special Summon up to 2 "Heroic Challenger" monsters from your hand and/or Graveyard, except "Heroic Challenger - Ambush Soldier". You can only use this effect of "Heroic Challenger - Ambush Soldier" once per turn. When you do: You can banish this card from your Graveyard; make all "Heroic Challenger" monsters you currently control become Level 1.
- A free +1, this card paired with other support, has its merits of a 1 card play starter. It also allowed you to make rank 1's but honestly who cares about that. However alone, this card is awful. You generally never want to draw this card and if you do, pitch it with Thousand Blades.
Heroic Challenger- Extra Sword- Spoiler:
An Xyz Monster that was Summoned using this card as Xyz Material gains this effect.● When it is Xyz Summoned: It gains 1000 ATK.
- Extra Sword is just generally a good card to net off of Ambush Soldier. It makes 101 3100 and Castel 3000, not to mention you can put out a total of 6400 with Blade Armor Ninja with it.
Heroic Challenger- Spartan- Spoiler:
Bad Card is Bad. Don't run this. Heroic Challenger- War Hammer- Spoiler:
This card is pretty meh. With instant removal rampant these days, this card most likely will not stay on the field long enough to merit its use. Don't run. Heroic Challenger- Swordshield- Spoiler:
Battle phase is worst kind of removal, avoid at all costs. This card is also pretty bad. With your recurring Thousand Blades, this really isn't necessary. Don't run. Heroic Challenger-Double Lance- Spoiler:
- Now this card's is OK. It provides instant +1 if used on another in the grave. You can dump one copy with lavalval chain/recruit it with Thousand Blades and search others to + off the first with Halberd or ROTA. Run 0 or 3.
Heroic Challenger- Night Watchmen- Spoiler:
This card is really situational. Run either 0 or 1. Heroic Challenger-Clasp Sword- Spoiler:
This card is debatable. The only way to get its effect off is through Thousand Blades and is a dead draw. Honestly this deck has enough ways to search its monsters so I would run 0. The Heroic Spells and TrapsJust going to sum this up right now: No Outside SupportReinforcement of The Army- Spoiler:
No reason not to run this card at 3, it helps us search monsters and adds a major consistency boost to the deck. [size=13Tour Guide From the Underworld [/size]- Spoiler:
Recruits Burning Abyss Scarm and make X-Saber Invoker, which searches out Thousand Blades from the deck, which starts all your plays. Making Invoker first turn and letting the thousand blades go to the graveyard allows for you to abuse It sets up for next turn and you can detatch scarm to net you another tour guide for a +1 at the end phase. Run 3 Scarm, Malebranche of the Burning Abyss- Spoiler:
This card allows you to search tour guide after you detatch it from MX-Saber Invoker. Run either 1 or 3 depending on whether you want to add a rank 3 engine. Reinforce Truth - Spoiler:
Special Summon 1 Level 2 or lower Warrior-Type monster from your Deck. You cannot conduct your Battle Phase the turn you activate this card.
- This is your play maker, your altair, your wolfbark, your 2nd Soul Charge. If you reinforced truth during your opponent’s endphase, SS ambush soldier, and then use his effect during your standby, not only do you bypass Ambush Soldier’s terribad “during standby phase” restriction, you also get a 1 for 2 play. You can SS 2 heroics from your grave/hand from 1 set trap card. This makes for explosive xyz plays and you can push for huge advantage since Ambush Soldier doesn’t negate their effects. And all this from 1 trap card. I also recommend running 3 CoTH in the deck since its essentially the same play, except you can grab it from the graveyard after using it/dumping it with Thousand Blades.
Sample Deck Build- Spoiler:
[/center] The Heroic Splash Theory - Spoiler:
The heroic splash theory utilizes these 2 cards, Thousand Blades and Assault Halberd paired with Reinforcement of the Army to provide a consistent rank 4 engine. Halberd is a piercing photon thrasher that searched himself meaning, if you can special summon him and resolve his effect its a free rank 4. Thousand Blades revives himself every time you take damage, letting you constantly have a level 4 on board. As the name implies, these 2 cards can be "splashed" into a majority of rank 4 decks for increased XYZ capability. Generally if you are splashing them you want to run Thousand Blades at 2 and Halberd at 3.
| |
|
KING_ATLAS The King
Immune to warnings? : no Warnings : Losses : 3 Wins : 18 Posts : 786 Reputation : 0 Join date : 2014-02-20 Age : 29 Location : Madrid
| Subject: Re: Sir's Lesson on Heroic Challengers Wed Jan 07, 2015 9:21 pm | |
| Great lesson,so proud of my teachers | |
|
(All Stars) Pharaoh Ra Yellow
Immune to warnings? : No Posts : 184 Reputation : 0 Join date : 2014-12-26
| Subject: Re: Sir's Lesson on Heroic Challengers Thu Jan 08, 2015 4:51 am | |
| | |
|
kirito
Immune to warnings? : No Warnings : Posts : 158 Reputation : 0 Join date : 2014-12-13
| Subject: Re: Sir's Lesson on Heroic Challengers Thu Jan 08, 2015 2:27 pm | |
| | |
|
Sponsored content
| Subject: Re: Sir's Lesson on Heroic Challengers | |
| |
|