July 2006
From: withheld withheld
[mailto:flamewingman28@gmail.com]
Sent: Saturday, July 01, 2006 7:21 PM
To: Pojo.com Crew
Subject: Re: Wildheart Deck-My TCG tip
I messed up. Can you post this instead:
Today, I will be creating an Elemetal Hero Wildheart
and Tenkabito Shien Deck. The main strategy of this
deck is to manipulate traps to Wildheart and Shein's
advantage. On the side, it will have a small
Elemental Hero theme, maipulating my signature
Elemental Hero (Wild Wingman) and other fusions with
Wildheart.
Since this deck is based on monsters that benefit
from traps, I will use a 20:10:10 ratio rater than a
20:15:5 Ratio.
Let's start with the monsters.
Elemental Hero Wildheart and Tenkabito Shien are
both very important in this deck, with wild heart
being more important than Shien. I'll run Three
Wildhearts, and two Shiens.
Tenkabito Shien
Stats: Pyro/Effect Level 4 Atk/1500 Def/1000
Description: This card is unaffected by the effects
of Trap Cards.
Elemental Hero Wildheart
Stats: Warrior/Effect Level 4 Atk/1500 Def/1600
Description: This card is unaffected by the effects
of Trap Cards.
I'll be doing a bit of fusing, so The Light-Hex
Sealed Fusion will work best. I won't be using any
Polymerizations, and I'll be using Cyber Dragons to
fuse, so this will work the best. I'll use three of
these.
Stats: Rock/Effect Level 3 ATK/1000 DEF/1600
Description: You can substitute this card for any 1
Fusion-Material Monster. When you do this, the other
Fusion-Material Monster(s) must be the correct one(s).
Tribute Fusion-Material Monsters on the field,
including this card, to Special Summon 1 LIGHT
Fusion Monster from your Fusion Deck.
This deck isn't extremely fast, and it is based on
1500 ATK monsters, so Sangan will work very well. In
fact, there is only one deck that I have created and
used that wasn't made to win during the first turns
of the duel that Sangan didn't work well in (my
Cyber Blader Lockdown Deck). I'll run only one, as
it is limited.
Stats: Fiend/Effect Level 3 ATK/1000 DEF/600
Description: When this card is sent from the field
to the Graveyard, move 1 monster with an ATK of 1500
or less from your Deck to your hand. Your Deck is
then shuffled.
This deck does have the power of Elemental Heros, so
I'll tech in an Elemental Hero Avian. I know that it
is a horrible hero, but the facto of the matter is,
it helps with the fusions that I am running.
Sparkman does the same thing, so I'll also tech one
of those in. The other heors are just going to slow
this deck down, so those are all that I'll run.
Elemental Hero Avian
Stats: Warrior Level 3 ATK/1000 DEF/1000
Description: A winged Elemental Hero who wheels
through the sky and manipulates the wind. His
signature move, Featherbreak, gives villainy a blow
from the sky-high.
Elemental Hero Sparkman
Stats: Warrior Level 4 ATK/1600 DEF/1400
Description: An Elemental Hero and a warrior of
light who proficiently wields many kinds of
armaments. His Shining Surge Flash cuts off the path
of villainy.
Now lets get back to the main strategy of this deck.
This deck already has many warriors, so let's look
at some standard monsters for warrior decks, D.D.
Warrior Lady, Exiled Force, and D.D Assailant, all
of which are limited. Exiled Force can remove any
big threat from the field, so I'll run it. D.D.
Assailant and D.D. Warrior Lady can both remove
strong monsters from the game, so I'll run both of
them.
Exiled Force
Stats: Warrior/Effect Level 4 ATK/1000 DEF/1000
Description: Tribute this face-up card. Destroy 1
monster on the field.
D.D. Assailant
Stats: Warrior/Effect Level 4 ATK/1700 DEF/1600
Description: When this card is destroyed in Battle
by an opponent's Monster, remove this Monster and
the opponent's Monster from the game.
D. D. Warrior Lady
Stats: Warrior/Effect Level 4 ATK/1500 DEF/1600
Translation: When this card battles another monster,
after Damage Calculation you can remove the
opponent's monster and this card from play.
Mask of Darkness can re-use traps-a very valuable
abilty in this deck.
Stats: Fiend/Effect Level 2 ATK/900 DEF/400
Description: FLIP: Select 1 Trap Card from your
Graveyard and return it to your hand.
With the five remaining spaces, I'll look at the
generic monsters for most decks: Mobius the Frost
Monarch, Zaborg the Thunder Monarch, Breaker the
Magical Warrior, and Cyber Dragon.
Mobius the Frost Monarch
Stats: Aqua/Effect Level 6 ATK/2400 DEF/1000
Description: When this card is Tribute Summoned
successfully, you can destroy up to 2 Spell or Trap
Cards on the field.
Zaborg the Thunder Monarch
Stats: Thunder/Effect Level 5 ATK/2400 DEF/1000
Description: When this card is Tribute Summoned
successfully, destroy 1 monster on the field.
Breaker the Magical Warrior
Stats: Spellcaster/Effect Level 4 ATK/1600 DEF/1000
Description: Whent his card is Normal Summoned, put
1 Spell Counter on it (max.1). Increase the ATK of
this card by 300 points for each Spell Counter on
this card. By removing 1 Spell Counter.
Cyber Dragon
Stats: Machine/Effect LV5 ATK/2100 DEF/1600
Description: If there is a monster on your
opponent's side of the field and there are no
monsters on your side of the field, you can Special
Summon this card from your hand.
This deck needs monster removal, so we'll use a
Zaborg. I'll only need one in this deck.
Cyber Dragon can pull me through hard positions,
plus they fuse into more powerful monsters. I'll run
two of them, as well.
Breaker the Magical warrior can be a 1900 attacker,
or remove a spell or trap on the field and become
1600 attacker. It is limited, so I can only use one.
I have one space left, and one "staple" left. Mobius
can remove spell and traps on the field, which can
harm E-Hero Fusions. I have one space left, so I'll
only run one.
That brings our overall monster lineup to:
Elemental Hero Wildheart
Elemental Hero Wildheart
Elemental Hero Wildheart
Tenkabito Shien
Tenkabito Shien
The Light-Hex Sealed Fusion
The Light-Hex Sealed Fusion
The Light-Hex Sealed Fusion
Sangan
Elemental Hero Avian
Elemental Hero Sparkman
Exiled Force
D. D. Assailiant
D. D. Warrior Lady
Mask of Darkness
Mobius the Frost Monarch
Zaborg the Thunder Monarch
Mak of Darkness
Cyber Dragon
Cyber Dragon
Breker the Magical Warrior
Let's make a spell card lineup.
This deck has so many warriors that Reinforcement of
the Army would greatly benefit it. I'll even run
two, the maximum allowed.
Strength: Spell Card
Description: Move 1 Level 4 or lower Warrior-Type
monster from your Deck to your hand. Your Deck is
then shuffled.
This deck is using Elemental Hero Fusions, so
Miracle fusion will help it. I'll run two.
Stats: Spell Card
Description: Remove from play, from your side of the
field or your Graveyard, Fusion Material Monsters
that are listed on a Fusion Monster Card that
included "Elemental Hero" in its card name, and
Special Summon that Fusion Monster from your Fusion
Deck. (This Special Summon is treated as a Fusion
Summon).
I need another card to fuse monsters. I thought
about Polymerization for a while, but then an even
better idea came to me. Why not use Fusion Gate?
I'll be using a Return From the Different Dimension
in the traps, and Fusion Gate removes monsters from
play.
Stats: Field Spell Card
Description: As long as this card remains face-up on
the field, a Fusion Monster can be Special Summoned
without using "Polymerization". The Fusion-Material
monsters used in the Fusion are not sent to the
Graveyard, but are removed from the play.
For the remaining five slots, I'll use the generic
"staples." Graceful Charity, Snatch Steal, Premature
Burial, Heavy Storm, and Nobleman of Crossout. You
should already know what they all do.
Here is the spell lineup:
Reinforcement of the Army
Reinforcement of the Army
Miracle Fusion
Miracle Fusion
Fusion Gate
Confiscation
Premature Burial
Graceful Charity
Snatch Steal
Nobleman of Crossout
Now for the traps-THE most inmportant port of the
deck
Torrential Tribute destroys every monster on the
field when a monster is summoned, but the stars of
this deck are unaffected by traps.
Imagine having three Wildhearts and one Shien on
your field. Then you can summon another Shien,
destroy all monsters on your opponent's field, and
attack for a grand total of 7500 points of Damage!
That should win the game for you, although it is
unlikely.
Torrential Tribute is limited, so I'll only include
one.
Stats: Trap Card
Description: You can only activate this card when a
monster is Normal Summoned, Flip Summoned or Special
Summoned. Destroy all monsters on the field.
Return From the Different Dimension can be a
gamewinner. With all of those fusions that get
removed from play, you can bring a lot of them back.
In addition, even if you don't win on the turn it is
activated, Wildheart will not be removed from play
again. I'll include two in this deck.
Stats: Trap Card
Description: Pay half of your Life Points. Special
Summon as many of your monsters as possible that
have been removed from play on your side of the
field. During the End Phase, remove from play all
monsters that were Special Summoned by this effect.
Two Pronged Attack is a card that destroys two of
your monsters, and one of your opponets. If you have
two of the stars of the deck on your field, it won't
destroy those two monsters, but will destroy an
opponent's monster. I'll include two, for combo
potential.
Stats: Trap Card
Description: Select and destroy 2 of your monsters
and 1 of your opponent's monsters.
This deck focuses on some weak monsters, so I need
some protection. I learned that the hard way. I lost
very badly from multiple attacks on wildheart and
Shien, so now I am running
3 sakuretsu armors and one Mirror force. That may
sound like overkill, but it is needed in this deck.
Call of the Haunted is essential in almost any deck,
so I'll run one.
For a finishing touch, I'll use Ceasefire. I'ts
always nice to stop your opponet's flip effects.
Here is the trap lineup:
Torrential Tribute
Return from the Different Dimension
Return from the Different Dimension
Two-Pronged Attack
Two-Pronged Attack
Sakuretsu Armor
Sakuretsu Armor
Sakuretsu Armor
Mirror Force
Ceasefire
Overall deck (you can include every fusion you have,
but especially Elemental Heros:
Elemental Hero Wildheart
Elemental Hero Wildheart
Elemental Hero Wildheart
Tenkabito Shien
Tenkabito Shien
The Light-Hex Sealed Fusion
The Light-Hex Sealed Fusion
The Light-Hex Sealed Fusion
Sangan
Elemental Hero Avian
Elemental Hero Sparkman
Exiled Force
D. D. Assailiant
D. D. Warrior Lady
Mobius the Frost Monarch
Zaborg the Thunder Monarch
Zaborg the Thunder Monarch
Cyber Dragon
Cyber Dragon
Breker the Magical Warrior
Reinforcement of the Army
Reinforcement of the Army
Miracle Fusion
Miracle Fusion
Fusion Gate
Confiscation
Premature Burial
Graceful Charity
Snatch Steal
Nobleman of Crossout
Torrential Tribute
Return from the Different Dimension
Return from the Different Dimension
Two-Pronged Attack
Two-Pronged Attack
Sakuretsu Armor
Sakuretsu Armor
Sakuretsu Armor
Mirror Force
Ceasefire
On 7/1/06, withheld withheld
<flamewingman28@gmail.com> wrote:
Today, I will be creating an Elemetal Hero Wildheart
and Tenkabito Shien Deck. The main strategy of this
deck is to manipulate traps to Wildheart and Shein's
advantage. On the side, it will have a small
Elemental Hero theme, maipulating my signature
Elemental Hero (Wild Wingman) and other fusions with
Wildheart.
Since this deck is based on monsters that benefit
from traps, I will use a 20:10:10 ratio rater than a
20:15:5 Ratio.
Let's start with the monsters.
Elemental Hero Wildheart and Tenkabito Shien are
both very important in this deck, with wild heart
being more important than Shien. I'll run Three
Wildhearts, and two Shiens.
Tenkabito Shien
Stats: Pyro/Effect Level 4 Atk/1500 Def/1000
Description: This card is unaffected by the effects
of Trap Cards.
Elemental Hero Wildheart
Stats: Warrior/Effect Level 4 Atk/1500 Def/1600
Description: This card is unaffected by the effects
of Trap Cards.
I'll be doing a bit of fusing, so The Light-Hex
Sealed Fusion will work best. I won't be using any
Polymerizations, and I'll be using Cyber Dragons to
fuse, so this will work the best. I'll use three of
these.
Stats: Rock/Effect Level 3 ATK/1000 DEF/1600
Description: You can substitute this card for any 1
Fusion-Material Monster. When you do this, the other
Fusion-Material Monster(s) must be the correct
one(s). Tribute Fusion-Material Monsters on the
field, including this card, to Special Summon 1
LIGHT Fusion Monster from your Fusion Deck.
This deck isn't extremely fast, and it is based on
1500 ATK monsters, so Sangan will work very well. In
fact, there is only one deck that I have created and
used that wasn't made to win during the first turns
of the duel that Sangan didn't work well in (my
Cyber Blader Lockdown Deck). I'll run only one, as
it is limited.
Stats: Fiend/Effect Level 3 ATK/1000 DEF/600
Description: When this card is sent from the field
to the Graveyard, move 1 monster with an ATK of 1500
or less from your Deck to your hand. Your Deck is
then shuffled.
This deck does have the power of Elemental Heros, so
I'll tech in an Elemental Hero Avian. I know that it
is a horrible hero, but the facto of the matter is,
it helps with the fusions that I am running.
Sparkman does the same thing, so I'll also tech one
of those in. The other heors are just going to slow
this deck down, so those are all that I'll run.
Elemental Hero Avian
Stats: Warrior Level 3 ATK/1000 DEF/1000
Description: A winged Elemental Hero who wheels
through the sky and manipulates the wind. His
signature move, Featherbreak, gives villainy a blow
from the sky-high.
Elemental Hero Sparkman
Stats: Warrior Level 4 ATK/1600 DEF/1400
Description: An Elemental Hero and a warrior of
light who proficiently wields many kinds of
armaments. His Shining Surge Flash cuts off the path
of villainy.
Now lets get back to the main strategy of this deck.
This deck already has many warriors, so let's look
at some standard monsters for warrior decks, D.D.
Warrior Lady, Exiled Force, and D.D Assailant, all
of which are limited. Exiled Force can remove any
big threat from the field, so I'll run it. D.D.
Assailant and D.D. Warrior Lady can both remove
strong monsters from the game, so I'll run both of
them.
Exiled Force
Stats: Warrior/Effect Level 4 ATK/1000 DEF/1000
Description: Tribute this face-up card. Destroy 1
monster on the field.
D.D. Assailant
Stats: Warrior/Effect Level 4 ATK/1700 DEF/1600
Description: When this card is destroyed in Battle
by an opponent's Monster, remove this Monster and
the opponent's Monster from the game.
D. D. Warrior Lady
Stats: Warrior/Effect Level 4 ATK/1500 DEF/1600
Translation: When this card battles another monster,
after Damage Calculation you can remove the
opponent's monster and this card from play.
Mask of Darkness can re-use traps-a very valuable
abilty in this deck.
Stats: Fiend/Effect Level 2 ATK/900 DEF/400
Description: FLIP: Select 1 Trap Card from your
Graveyard and return it to your hand.
With the five remaining spaces, I'll look at the
generic monsters for most decks: Mobius the Frost
Monarch, Zaborg the Thunder Monarch, Breaker the
Magical Warrior, and Cyber Dragon.
Mobius the Frost Monarch
Stats: Aqua/Effect Level 6 ATK/2400 DEF/1000
Description: When this card is Tribute Summoned
successfully, you can destroy up to 2 Spell or Trap
Cards on the field.
Zaborg the Thunder Monarch
Stats: Thunder/Effect Level 5 ATK/2400 DEF/1000
Description: When this card is Tribute Summoned
successfully, destroy 1 monster on the field.
Breaker the Magical Warrior
Stats: Spellcaster/Effect Level 4 ATK/1600 DEF/1000
Description: Whent his card is Normal Summoned, put
1 Spell Counter on it (max.1). Increase the ATK of
this card by 300 points for each Spell Counter on
this card. By removing 1 Spell Counter.
Cyber Dragon
Stats: Machine/Effect LV5 ATK/2100 DEF/1600
Description: If there is a monster on your
opponent's side of the field and there are no
monsters on your side of the field, you can Special
Summon this card from your hand.
This deck needs monster removal, so we'll use a
Zaborg. I'll only need one in this deck.
Cyber Dragon can pull me through hard positions,
plus they fuse into more powerful monsters. I'll run
two of them, as well.
Breaker the Magical warrior can be a 1900 attacker,
or remove a spell or trap on the field and become
1600 attacker. It is limited, so I can only use one.
I have one space left, and one "staple" left. Mobius
can remove spell and traps on the field, which can
harm E-Hero Fusions. I have one space left, so I'll
only run one.
That brings our overall monster lineup to:
Elemental Hero Wildheart
Elemental Hero Wildheart
Elemental Hero Wildheart
Tenkabito Shien
Tenkabito Shien
The Light-Hex Sealed Fusion
The Light-Hex Sealed Fusion
The Light-Hex Sealed Fusion
Sangan
Elemental Hero Avian
Elemental Hero Sparkman
Exiled Force
D. D. Assailiant
D. D. Warrior Lady
Mask of Darkness
Mobius the Frost Monarch
Zaborg the Thunder Monarch
Mak of Darkness
Cyber Dragon
Cyber Dragon
Breker the Magical Warrior
Let's make a spell card lineup.
This deck has so many warriors that Reinforcement of
the Army would greatly benefit it. I'll even run
two, the maximum allowed.
Strength: Spell Card
Description: Move 1 Level 4 or lower Warrior-Type
monster from your Deck to your hand. Your Deck is
then shuffled.
This deck is using Elemental Hero Fusions, so
Miracle fusion will help it. I'll run two.
Stats: Spell Card
Description: Remove from play, from your side of the
field or your Graveyard, Fusion Material Monsters
that are listed on a Fusion Monster Card that
included "Elemental Hero" in its card name, and
Special Summon that Fusion Monster from your Fusion
Deck. (This Special Summon is treated as a Fusion
Summon).
I need another card to fuse monsters. I thought
about Polymerization for a while, but then an even
better idea came to me. Why not use Fusion Gate?
I'll be using a Return From the Different Dimension
in the traps, and Fusion Gate removes monsters from
play.
Stats: Field Spell Card
Description: As long as this card remains face-up on
the field, a Fusion Monster can be Special Summoned
without using "Polymerization". The Fusion-Material
monsters used in the Fusion are not sent to the
Graveyard, but are removed from the play.
For the remaining five slots, I'll use the generic
"staples." Graceful Charity, Snatch Steal, Premature
Burial, Heavy Storm, and Nobleman of Crossout. You
should already know what they all do.
Here is the spell lineup:
Reinforcement of the Army
Reinforcement of the Army
Miracle Fusion
Miracle Fusion
Fusion Gate
Confiscation
Premature Burial
Graceful Charity
Snatch Steal
Nobleman of Crossout
Now for the traps-THE most inmportant port of the
deck
Torrential Tribute destroys every monster on the
field when a monster is summoned, but the stars of
this deck are unaffected by traps.
Imagine having three Wildhearts and one Shien on
your field. Then you can summon another Shien,
destroy all monsters on your opponent's field, and
attack for a grand total of 7500 points of Damage!
That should win the game for you, although it is
unlikely.
Torrential Tribute is limited, so I'll only include
one.
Stats: Trap Card
Description: You can only activate this card when a
monster is Normal Summoned, Flip Summoned or Special
Summoned. Destroy all monsters on the field.
Return From the Different Dimension can be a
gamewinner. With all of those fusions that get
removed from play, you can bring a lot of them back.
In addition, even if you don't win on the turn it is
activated, Wildheart will not be removed from play
again. I'll include two in this deck.
Stats: Trap Card
Description: Pay half of your Life Points. Special
Summon as many of your monsters as possible that
have been removed from play on your side of the
field. During the End Phase, remove from play all
monsters that were Special Summoned by this effect.
Two Pronged Attack is a card that destroys two of
your monsters, and one of your opponets. If you have
two of the stars of the deck on your field, it won't
destroy those two monsters, but will destroy an
opponent's monster. I'll include two, for combo
potential.
Stats: Trap Card
Description: Select and destroy 2 of your monsters
and 1 of your opponent's monsters.
This deck focuses on some weak monsters, so I need
some protection. I learned that the hard way. I lost
very badly from multiple attacks on wildheart and
Shien, so now I am running
3 sakuretsu armors and one Mirror force. That may
sound like overkill, but it is needed in this deck.
Call of the Haunted is essential in almost any deck,
so I'll run one.
For a finishing touch, I'll use Ceasefire. I'ts
always nice to stop your opponet's flip effects.
Here is the trap lineup:
Torrential Tribute
Return from the Different Dimension
Return from the Different Dimension
Two-Pronged Attack
Two-Pronged Attack
Sakuretsu Armor
Sakuretsu Armor
Sakuretsu Armor
Mirror Force
Ceasefire
Overall deck (you can include every fusion you have,
but especially Elemental Heros:
Elemental Hero Wildheart
Elemental Hero Wildheart
Elemental Hero Wildheart
Tenkabito Shien
Tenkabito Shien
The Light-Hex Sealed Fusion
The Light-Hex Sealed Fusion
The Light-Hex Sealed Fusion
Sangan
Elemental Hero Avian
Elemental Hero Sparkman
Exiled Force
D. D. Assailiant
D. D. Warrior Lady
Mobius the Frost Monarch
Zaborg the Thunder Monarch
Zaborg the Thunder Monarch
Cyber Dragon
Cyber Dragon
Breker the Magical Warrior
Reinforcement of the Army
Reinforcement of the Army
Miracle Fusion
Miracle Fusion
Fusion Gate
Confiscation
Premature Burial
Graceful Charity
Snatch Steal
Nobleman of Crossout