(Sorry for not getting this up on Monday! I had school in the morning and went directly to work from there, I completely forgot to put up my article) I didn’t have anything in particular to post so I figured I’d do another deck profile. This is pretty much the deck I’ve been working on the majority of my time: Chaos HEROs. It’s loosely based on an OCG build using Chaos in HEROs with a lot of variation I’ve brought to make the deck as full of options as possible at all times. It exchanges the defensive nature of HERO beat for consistent OTK and control plays.
A new layout for showing the decklist thanks to the Card Database on the official Yugioh website:
This deck doesn’t work like a normal HERO deck. As I’ve said in previous articles it’s more like Chaos Agents than anything else. It has a lot of advantages over Agents but it’s also not as powerful in other areas, but in short you present problems in the beginning of the game with Neos Alius and the Gemini support early game to force your opponent to invest and make plays like Venus and Earth in Agents while simultaneously setting up the later game plays for the deck. Then once you’re opponent has gone too far in, or if you see an opportunity, you go for an aggressive OTK with your boss monsters and powerful combos.
There’s quite a few facets of the deck that are vital to your understanding when playing this deck. The first is this idea that I’ve been throwing around called “being a turn behind”. Due to the nature of the deck, when given multiple options that all solve the current situation, when you choose the less optimal but seemingly good option you end becoming a turn behind in terms of setup and advantage. In a sense it’s a way to think about a less apparent type of advantage seen in the number of plays left in hand as opposed to seeing advantage as the number of literal cards in hand. You could have 5 cards in hand and the opponent has two, but you have a disadvantage since you only have 1 play and they may have 2 giving them more opportunities to take control of the game or remain in control. I built this deck with the idea of having as many plays as possible at all times. This makes a dilemma though, which is the deck frequently presents you with similar options to solving a scenario that are difficult to discern whether one is better than the other, and when the wrong choice is made you become, as I’ve already said, “a turn behind”.
The first major card dilemma usually comes between two cards Elemental HERO Prisma and Stratos. When given the option, almost every player’s natural inclination is to always grab for Stratos before Prisma if given an option, but as far as this deck is concerned they are both extremely good in there own rights. This is the first rule I have with this deck is to never discount how good Prisma is. His purpose and use is very simple, but extremely important to your success with the deck and make many of the card choices of the deck viable when they otherwise wouldn’t work properly. In my HERO article I mention Prisma and his uses and for the most part his uses have been translate into this deck. He sets up Chaos monsters and Miracle Fusion by himself very quickly by sending either Sangan or Cyber Dragon to the graveyard. Both monsters make Light and Dark monsters, Cyber Dragon in the form of Chimeratech Fortress Dragon when you contact with Prisma and a Machine and the obvious Light and Dark with Sangan and Prisma. Sending Sangan also is the only reason I feel I’m allowed to run 3 Call of the Haunted effectively in the deck. Other than Sangan the deck has no cards to revive when Call would be destroyed to make advantage and without that the card becomes very unreliable. (Stratos’ effect misses the timing if you revive him with Call of the Haunted in response to MST or Heavy Storm) This makes the opening play Prisma + Call of the Haunted possibly the best opening the deck has since literally the rest of the deck will function properly after this opening is executed.
As I said I tried to keep as many options as possible for each card; E – Emergency Call in particular is really important, if played wrong you will fail with this deck. There are 4 monsters to add, all have specific reasons to be added before the other.
- Prisma is the ideal monster for speed, if the opponent is moving in aggressively and quickly you almost always want Prisma first because setup is of dire importance in that circumstance. He doesn’t make as much advantage as Stratos in the long games but Stratos doesn’t setup Miracle Fusion of Chaos monsters, which are almost always necessary to counter push aggressive opponent’s.
- Stratos is for when you expect a longer game. If the opponent is stalling out Stratos can potentially overwhelm them with advantage given Call of the Haunted in the deck allowing for essentially 1 card Rank 4’s. Stratos also has an ability to destroy spells and traps, adding to the options the deck has and this is also very important since its really easy with some hands to load up on HERO monsters quickly when you may not need to.
- Most people will always add Stratos before Neos Alius, but it’s important to know when to add Neos Alius first. When a board presence is key to the situation Alius should be gotten first. Neos Alius is more responsive to the defensive measures the deck runs making him more threatening to the opponent’s plays. Stratos only line of defense in this build is Mirror Force making him a very weak option in terms of defense. A lot of times you expect the opponent to Bottomless Trap Hole or Solemn Warning whatever you’re going to summon, in that case Neos Alius is almost always better to summon since Gemini Spark and Hero Blast essentially counter each of those, Gemini Spark for Bottomless and Hero Blast for Warning. The only real reason to run Stratos into Bottomless is if you really want to make a Leviair or a Voltic play.
- Which brings me to Voltic. Voltic is almost always reserved for the late game. In mid game he works kind of like Spirit Reaper for baiting out cards since no one will ever let him resolve if they can. Cards like the Solemns, Mirror Force, Dimensional Prison and Veiler are likely to come out if you can make an opening for him. Late game you want to setup to make assured attacks with him since they usually result in you taking massive control over the game. Shock Master happens a lot when Voltic resolves his effect.
Onto a more random card choice, while it’s actually not that random: Summoner Monk. I wasn’t running this card for a really long time because he’s a very iffy card in this deck. The most important thing to understand with this card is why he’s here so you don’t just use him like you normally would. Initially I’ll say he’s not to go first turn Monk into Stratos, unless you’re desperate. That play is incredibly risky and can make you lose all sorts of momentum and options, which is bad. If you’re going first and you think they don’t have Veiler, than it’s a possible play, but there’s usually better things to be doing first turn in this deck. Back on track, the main reason I put this card in the deck is because I wanted a way to search out Stratos with Sangan. Other wise, if I open Prisma to send Sangan and set Call of the Haunted, I’m locked out from HERO monsters until I draw them. This allows me to access them through this play if necessary. Monk is also very fast, unlike a lot of the other plays in the deck he can by himself go quickly into a Rank 4 if I need an answer immediately, which nothing else in the deck can really do. This makes him a very helpful card to save for the latest moment possible. He also naturally has properties that help the deck, such as being a Dark monster that summons Light monsters. He also allows some really nutty plays by banishing him then reviving him with Leviair. (although I’ll say I have yet to make any of those plays)
Gorz is a rather strange choice for a deck running 3 Call of the Haunted. It’s very possible to lock yourself out of Gorz so what’s most important is awareness. If you’re in a situations to survive without using a Gorz even if you draw it then you can usually make your Call of the Haunted’s float by XYZing with the monster revived with them, if not then it’s usually smarter to leave the monsters on the field and not XYZ unless you’re desperate.
On a particular note, it’s very important to save Miracle Fusion and Chaos Sorcerer and Black Luster Soldier until the latest points possible in this deck for two reasons. First, the longer you wait usually the more opportunity these cards give you to perform an OTK in tandem with Voltic or Tour Guide. Second, there are only 5 of them in your deck and they’re some of the only cards that can answer big plays the opponent does, so if you blow them early you lose options and probably games.
Onto the Spells and Traps. For the most part the spells are pretty self explanatory. No Heavy Storm is the only thing that of particular note. This could be changed if you like Heavy Storm but I just feel MST is better in the current format, I don’t want to get Starlight Road-ed since Stardust is way to hard to deal with in this deck after getting Storm negated, the fear of Heavy Storm is enough of an asset by itself and because the card has no setup value in the deck. (I rarely need to remove my opponent’s Spells and Traps to make my plays unless they’ve set 3+ in which case they’re probably negate Storm, meaning it’s better for me to not draw it since it’d be dead) As for traps they’re pretty skimpy. Call is pretty obvious, advantage through Stratos and Sangan, and revival of Chaos Sorcerer and BLS. It also lets me revive Voltic if they Mirror Force or if I XYZ with it to make a nasty push during the battle phase. Mirror Force instead of Dimensional Prison since you want to wipe the board to make way for Voltic or meaty attacks with Excalibur, plus there aren’t a whole lot of monsters that I really need banished as opposed to destroyed in the current meta. Random Compulsory because it’s fantastic in this deck: dodges Veilers with Stratos and Tour Guide, kills Zenmaines and other XYZ and is a generally good card. Random Bottomless is just a thing I like doing, no one expects the 1 copy so it always seems to work very effectively. Last is Divine Wrath, which is the deck’s 41st card.
Divine Wrath is in a very odd spot in the deck trying to fulfill a very specific role. I’ve been testing a lot of cards in this slot which a specific purpose in mind; I want to card to ease Neos Alius clumping while being defensive and effective and while also being useful when clumping doesn’t occur. I usually go up to 41 when I really don’t want to draw a whole lot of a card I run 3 of. The same works for things like Mystic Shine Ball. In this deck’s case I kept running into the problem of having too much Neos Alius which cuts down on options significantly when it happens. I can’t run less of it since without 3, Gemini Spark becomes unreliable and I run out of targets for Stratos to quickly, so I have to run 3, but it gives rise to the problem of bad hands. In order to prevent this somewhat I added a 41st card to increase my deck count as well as use the card to deal with the problem. When I clump Neos Alius it discards them and has a really good effect. It sets up the graveyard for plays and also works well when I have the ability to spam Stratos to gain monsters for discard fodder as well as with hand replenishing with Hero Blast. I’m not completely sold on it yet, but in the few games of testing it has been quite handy. Some other cards of tested in its place are Ultimate Offering, Tragoedia and Super Polymerization. Super Poly didn’t work because there wasn’t enough extra deck space, the other two just ended up lack luster. The other cards I thought of running where Phoenix Wing Wind Blast and Lightpulsar Dragon, because of its summoning effect being good and its discarding revival effect to pitch Alius. We’ll see.
The extra deck is pretty self explanatory. 2 Shinings because I rarely ever draw 3 Miracle Fusion and if I do I can either bluff set it at worst, add a Shining back to the extra deck with the Shining so I can use the 3rd or discard is with Monk/Divine Wrath. The only monsters are all musts and are frequently used.
As far as things I may or may not like that much, I’m unsure about Gorz, Thunder King and maybe Voltic. So if I was to make a change it would be with those cards.
As always comment and such, I’m always happy to respond.