HEROs Are (Not) Normal

I have long wondered how to break Elemental Heroes. It seems that every time they “advanced” it was in the Neos Alius category, and that deck type was about controlling the pace of the game and doing it consistently – not very exciting.

I want true HERO spam all over the table, a relentless affair with power. I have some ideas, two idea fragments really, of themes that could benefit HEROs.

Card Review: Phantom of Chaos

Any Battle Damage your opponent takes from battles involving this card becomes 0. Once per turn: You can target 1 Effect Monster in your Graveyard; banish that target, then, until the End Phase, this card’s name and ATK become that monster’s name and ATK, and it gains that monster’s effects. You must control this face-up card to activate and to resolve this effect.

 

Phantom of Chaos is in a unique position this format. There are a TON of great cards to be removed (I thought of one right now), meaning this card is very splashable.

KMP: Plant Combos

As a sort of supplement to the podcast, since we didn’t actually get into many actual combos I figured I’d relay them in text form as well as some fun (but not necessarily the most viable) ideas to get your brains a-pumpin’. In this article I will be focusing on the plant aspect of Karakuri Machina Plants (KMP); some of the old tried and true plant combos and important combos to running plants with Karakuri. Note of warning, this is going to be long.