Hey everybody! First things first I figure I should introduce myself. My name is Jeremy McBride and I am an avid Stun player. I've been a fan of Yu-Gi-Oh since its original release, but only started playing at the very end of the TeleDad era. Competitively I've competed across the midwest for the better part of the last year, and even made my way to Nationals 2011, where I placed in the top 15%. Around the Yu-Gi-Oh community I go by the name dummerjmm, so if you see that name on sites like YouTube or Dueling Network, be sure to come say Hi!. With that said, I figure I'll start in on my topic of choice, Heroes.
I say Heroes like other players say Plants. It's an engine; albeit a small, but effective, one. Some players tend to get annoyed about calling a deck by a name derived of only 4 cards, but on that train of thought wouldn't we call plants (more recently dubbed Synchrocentric) Tour Guide-Tengu-Monarch-Plants? The name of Heroes derives from the core engine the deck runs on. Looking past the monster line up, Hero players decks also consist of cards like Gemini Spark (though not a 'Hero' card, it is exclusively seen in Hero decks of the Meta) and Miracle Fusion. Some players also like to abuse trap support such as Hero Blast. Our extra decks are then consisted of even more cards from the Hero archetype. By that point, we are looking at around 15 or more cards out of a 60 card main/side/extra. That's one fourth! The name "Heroes" all of a sudden fits the bill a lot better.
But why do I play the deck? The answer is simple. The skeleton of the deck allows almost complete customization to tailor into your playstyle. 1 Elemental Hero Stratos, 3 Elemental Hero Neos Alius, and 2-3 Gemini Sparks, 2-3 Miracle Fusions, and any number of Super Polymerization. I started off this article by calling myself a Stun player, and this small, efficient, skeleton allows me plenty of room to make it just that; what I like to call Miracle Stun.
Here is my List:
-16-
1 Elemental Hero Stratos
3 Elemental Hero Neos Alius
2 Thunder King Rai-oh
1 D.D. Warrior Lady
1 Honest
1 Breaker the Magical Warrior
1 Doomcaliber Knight
1 Kycoo the Ghost Destroyer
2 Effect Veiler
1 D.D. Crow
1 Gorz the Emissary of Darkness
1 Black Luster Soldier - Envoy of the Beginning
-17-
3 Pot of Duality
1 Reinforcement of the Army
1 E - Emergency Call
2 Gemini Spark
3 Miracle Fusion
2 Mystical Space Typhoon
1 Heavy Storm
1 Book of Moon
1 Mind Control
1 Monster Reborn
1 Dark Hole
-8-
1 Solemn Judgment
2 Solemn Warning
1 Compulsory Evacuation Device
2 Dimensional Prison
1 Mirror Force
1 Trap Dustshoot
Side
1 Thunder King Rai-oh
1 Doomcaliber Knight
1 Cyber Dragon
2 D.D. Crow
2 Fossil Dyna Pachycephalo
2 Super Polymerization
2 Leeching the Light
2 Bottomless Trap Hole
2 Chain Disappearance
Extra
2 Elemental Hero The Shining
2 Elemental hero Absolute Zero
2 Elemental Hero Nova Master
1 Elemental Hero Gaia
1 Elemental Hero Great Tornado
1 Chimeratech Fortress Dragon
1 Ally of Justice Catastor
1 Brionac Dragon of the Ice Barrier
1 Black Rose Dragon
1 Stardust Dragon
1 Scrap Dragon
1 #39 Utopia
Some may look at this and call it somewhat of a Chaos Hero deck, and I would almost agree (I say almost, because a true Chaos Hero is something I'm currently working on and still attempting to perfect). Quite frankly my favorite idea in the mainboard is what I call "The Trio"; Doomcaliber, Kycoo, and Breaker. The idea behind the 3 cards as one-ofs is that they are there when you want them, and not clogging your hand when you don't. Kycoo is controlling those pesky grave returners, while preventing Envoy from being used against you. Doomcaliber is halting an explosive play of your opponents, annoying flip effects like Ryko the Lightsworn Hunter, Snowman Eater, or Morphing Jar, and if you're attacking directly, is your out to cards like Gorz or Battle Fader. Breakers main purpose is to force the activation of Solemn Warning, Bottomless Trap Hole, or Torrential Tribute. If these cards arn't chained to his summon, he will destroy a set Mirror Force or Dimensional Prison, or simply be yet another 1900 beatstick. All the while, these 3, along with D.D. Crow, are setting up your grave for an Envoy play of your own.
Being a stun deck, the idea is that you're going to win game 1 most of the time anyways. But now that your opponent knows what to expect, how to keep that edge in games 2 and 3? That is where the side deck comes into play. Do you want or need more removal? Add Crows and Chain Disappearance. Are Agents and TG's searching too much? Get that 3rd Thunderking in there. Are glads tagging in and out driving you nuts? Hello Doomcaliber knight. Is Synchrocentric overextending because they feel they have game anyways? Fossil Dyna will put a stop to that. Is your opponent abusing the effects of Evolzar Laggia? Superpolymerization will drive them mad. Need extra outs to Karakuri shenanigans, Gadget spam, or Windup Zenmaines? Try a Cyber Dragon. These are just a handful of the situations you may find yourself wanting any of these additional support cards for.
With Thunder King Rai-oh being arguably the best card in the game, and me saying that one of my favorite parts of this deck is "The Trio", some of you may wonder why I don't just play straight Chaos Stun, and the answer is simple. The deck is, in my opinion, to slow. By running the Hero engine, the deck gains consistency, both in terms of deck thinning (Stratos, Reinforcement of the Army, E - Emergency Call), and through the use of Miracle Fusion, adding an astounding element to the deck by allowing access to giant monsters like Elemental Hero The Shining, who gains both an attack boost putting him at 2900 or 3200 and then recyclability when he leaves the field, or Elemental Hero Great Tornado for a massive Gale the Whirlwind like effect.
If Heroes are your game, or Stun is your middle name, take into account these ideas, and stop your opponent in their tracks!
Brownsburg, IN
The Dugout & Castle Comics
Get
Connected