Do you like cool beasts in sparkling armor? Do you like big swords? And you also want to punch your opponent with more than 10k Atk??
So you've found the right deck! If you like all of the above, I'm sure you'll also like Heroic
Heroic is an archetype that appears in the ZEXAL anime and has just become playable with the recent release of support
The main gameplay of this deck will be to punch opp (very painful), because many cards in this archetype give you the ability to buff the ATK of the monster you control , thereby giving the opportunity to easily OTK the enemy.
And additional effects will be activated when you are down to 500 Life Points , making Duels more intense than ever!
*NOTE: This article is based on Yukinon 's original article "Heroic Guide" on the Master Duel Meta site
Instructions for playing Heroic
Sections covered in this guide:
Heroic challengers
Heroic challengers are the main deck monsters of this archetype.
Heroic Challenger - Thousand Blades (x3)
Heroic Challenger - Thousand Blades
ATK:
1300
DEF:
1100
Once per turn, if this card is in Attack Position: You can discard 1 "Heroic" card; you cannot Special Summon monsters for the rest of this turn, except "Heroic" monsters, also Special Summon 1 "Heroic" monster from your Deck, and if you do, change this card to Defense Position. When you take damage while this card is in your Graveyard: You can Special Summon this card in Attack Position. You can only use this effect of "Heroic Challenger - Thousand Blades" once per turn.
Main starter of the deck, we can discard 1 "heroic" to summon a "Heroic" from the deck. This card is quite good in that it is soft one per turn, so if you summon it again you can reactivate this skill.
However, using this effect will lock you from only being able to summon "Heroic" for the rest of the turn .
The final effect is when it is in the grave, you take damage -> re-summon it to the field.
Heroic Challenger - Morning Star (x3)
Heroic Challenger - Morning Star
ATK:
1500
DEF:
1300
If you control 2 or more Warrior monsters: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 "Heroic" Spell/Trap from your Deck to your hand. If this card is in your GY and your LP are 500 or less: You can Special Summon this card, but negate its effects. You can only use each effect of "Heroic Challenger - Morning Star" once per turn.
The easiest and most summonable card in the deck. When summoned, it will also search for a "Heroic" Spell/Trap.
If you control 2 or more Warrior monsters, you can special summon this card, turning it into a perfect extender for your field.
As for the last effect, we should also mention that if our life points are below 500, we can summon this card from the grave as a piece of meat (because then his effect will be negated).
Heroic Challenger - Knuckle Sword (x3)
Heroic Challenger - Knuckle Sword
ATK:
600
DEF:
200
If you control a "Heroic" monster, except a Level 1 monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can target 1 other Warrior monster you control with a Level; the Level of that monster or this card becomes the Level of the other, also you cannot declare an attack for the rest of this turn, except with Xyz Monsters. You can only use each effect of "Heroic Challenger - Knuckle Sword" once per turn.
Another extender, this is the card that will help us advance to the rank 1 XYZ cards.
Simply, we just need to Special Summon it (if we are controlling a "Heroic" monster other than level 1) then activate the effect and turn another card back to level 1.
And don't forget that this Effect will limit you to only being able to attack with XYZ monsters until the end of the turn .
Heroic Challenger - Assault Halberd (x2-3)
Heroic Challenger - Assault Halberd
ATK:
1800
DEF:
200
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.
Because this is a card that has been released for a long time, its search ability cannot be compared to new searchers, but sometimes it will still be effective.
The ability to special summon yourself is not as good as the other Extenders. What's worth mentioning is that it can punch through opponents , so in some cases we can adjust the damage to finish off the opp.
Heroic Challenger - Extra Sword (x0-x1)
Buff the XYZ monster created from this card by 1000 ATK.... that's all =)))
Heroic Challenger - Clasp Sword (x0-x1)
This card gives you 1 more search for a "Heroic" monster when special summoned via Heroic Challenger - Thousand Blades
A few other leaves
Heroic Challenger - War Hammer
ATK:
2100
DEF:
1300
When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can equip the destroyed monster to this card. (You can only equip 1 monster at a time to this card with this effect.) This card gains ATK equal to that equipped monster's ATK.
Heroic Challenger - Ambush Soldier
ATK:
0
DEF:
0
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.
Heroic Challenger - Double Lance
ATK:
1700
DEF:
900
When this card is Normal Summoned: You can Special Summon 1 "Heroic Challenger - Double Lance" from your hand or Graveyard in face-up Defense Position. This card cannot be used as a Synchro Material Monster. This card cannot be used as an Xyz Material, except for the Xyz Summon of a Warrior-Type monster.
These are old Heroic cards and are no longer suitable for the current gameplay.
Heroic Champions
Heroic champions are XYZ monsters of this Archetype.
Heroic Champion - Claivesolish (x2-3)
Heroic Champion - Claivesolish
ATK:
2500
DEF:
2000
2 Level 4 Warrior monsters Your opponent cannot target monsters for attacks, except this one. You can only use each of the following effects of "Heroic Champion - Claivesolish" once per turn. You can pay LP so that you only have 500 left; at the start of the Battle Phase this turn, double the ATK of 1 monster you control. When an attack is declared involving your opponent's monster: You can detach 1 material from this card, then target 1 face-up monster your opponent controls; this card gains ATK equal to that monster's ATK until the end of this turn.
The main card of the deck, this guy is the big boss who gives you the ability to OTK your opponent and also helps you unlock the side effects of other cards.
By activating this card's effect, your Life Points will be reduced to only 500 LP , from which Heroic cards will be able to reach their full potential and at the same time , 1 monster will gain x2 ATK.
Combining the above effect with other cards like Heroic Chance and Heroic Call , Claivesolish can reach over 10k Atk - one punch man
Heroic Champion - Excalibur (x1-2 )
Simple, short effect, removing 2 ingredients, the Atk of this card will be 4000
Combining a few more effects, this card will have ridiculously high ATK, making it a big beater next to Claivesolish
Heroic Champion - Jarngreipr (x1-2)
Heroic Champion - Jarngreipr
ATK:
700
DEF:
1800
2 Level 1 Warrior monsters The first time each Warrior monster you control would be destroyed by battle or card effect each turn, it is not destroyed. You can only use each of the following effects of "Heroic Champion - Jarngreipr" once per turn. You can detach 2 materials from this card, then target 1 Level/Rank 4 Warrior monster in your GY; Special Summon it, and if you do, this card gains ATK equal to that monster's original ATK. When an attack is declared involving your opponent's monster: You can gain LP equal to half its ATK.
Archetype's only Rank 1, its main role is to help expand your "territory" by reviving Warriors from the grave and protecting other Warriors from destruction.
Another effect of it that is also quite good is restoring Life Points , thereby allowing you to use the effect of Heroic Champion - Claivesolish again the next turn.
Heroic Champion - Gandiva (x0-1)
Heroic Champion - Gandiva
ATK:
2100
DEF:
1800
2 Level 4 Warrior-Type monsters Once per turn, when a Level 4 or lower monster(s) is Special Summoned to your opponent's side of the field (except during the Damage Step): You can detach 1 Xyz Material from this card; destroy that Special Summoned monster(s).
Destroy a specially summoned monster.... that's it
Heroic Champion - Kusanagi (x0-1)
It takes 3 ingredients to XYZ this card, making this card few people want to look at, even though its negate trap effect is quite good.
Number 86: Heroic Champion - Rhongomyniad (x0)
Number 86: Heroic Champion - Rhongomyniad
ATK:
1500
DEF:
1500
2 or more (max. 5) Level 4 Warrior monsters Once per turn, during your opponent's End Phase: Detach 1 material from this card. This card gains effects based on the number of materials attached to it. ● 1+: Cannot be destroyed by battle. ● 2+: Gains 1500 ATK/DEF. ● 3+: Unaffected by other cards' effects. ● 4+: Your opponent cannot Normal or Special Summon monsters. ● 5: Once per turn: You can destroy all cards your opponent controls.
If you get banned, what can you say? :v
Spell/Trap
Heroic Envoy (x3)
ROTA (Reinforcement of the army) of Heroic, can search for any Heroic card
When <500 LP, banish from the grave to search for more shots
There's not too much to say about this card, ez x3 because it's a searcher.
Heroic Call (x2-3 )
Heroic Call
Special Summon 1 Warrior monster from your hand or GY, but if you Special Summoned a non-"Heroic" monster by this effect, negate its effects, also it cannot attack. If your LP are 500 or less: You can banish this card from your GY, then target 1 face-up monster you control; it gains 500 ATK for each "Heroic" card you currently control, and for each "Heroic" card attached to Xyz Monsters you currently control. You can only activate 1 "Heroic Call" per turn.
This card both has the ability to recall monsters from the grave and can also be a good extender because it will not negate "Heroic" monsters.
The secondary effect is the Atk buff as a way to ensure we can OTK when our other damage buff effects are negated.
Heroic Chance (x1)
The effect is simple, but it's also quite easy to brick when it comes to your hand. So the main goal is to use this card through Heroic Challenger - Morning Star when preparing to finish off opp
Pay attention to the side effect: " Cannot attack directly " so be careful
Set aside 2 slots for this card if playing with Pot of Desire.
Heroic Retribution Sword, Heroic Gift and Heroic Advance (Archetype's trap)
Heroic Retribution Sword
Target 1 face-up "Heroic" monster you control; equip this card to that target. All Battle Damage you take from battles involving the equipped monster is also inflicted to your opponent. After damage calculation: Destroy any opponent's monster that battles the equipped monster.
Heroic Advance
When a face-up "Heroic" monster you control is targeted for an attack: Target another face-up Level 4 or lower "Heroic" monster you control; double its ATK during this Battle Phase, then switch the attack target to it and conduct damage calculation, but monsters cannot be destroyed by this battle.
Don't let fake goods in
Extenders
Level 4 Warrior
ZS - Ascended Sage
ATK:
900
DEF:
300
If you control no cards, you can Special Summon this card (from your hand). A "Utopia" Xyz Monster that was Summoned using this card on the field as material gains this effect. ● If this card is Xyz Summoned: You can add 1 "Rank-Up-Magic" Normal Spell from your Deck to your hand. You can only use this effect of "ZS - Ascended Sage" once per turn.
ZS - Armed Sage
ATK:
300
DEF:
900
If the only monster you control is 1 Level 4 monster not named "ZS - Armed Sage", you can Special Summon this card (from your hand). A "Utopia" Xyz Monster that was Summoned using this card on the field as material gains this effect. ● If this card is Xyz Summoned: You can add 1 "ZW -" monster from your Deck to your hand. You can only use this effect of "ZS - Armed Sage" once per turn.
The Phantom Knights of Shade Brigandine
Special Summon this card in Defense Position as a Normal Monster (Warrior/DARK/Level 4/ATK 0/DEF 300). (This card is NOT treated as a Trap.) If you have no Traps in your GY, you can activate this card the turn it was Set. You can only activate 1 "The Phantom Knights of Shade Brigandine" per turn.
War Rock Gactos
ATK:
1900
DEF:
1900
If an EARTH Warrior monster is Normal Summoned to your field: You can Special Summon this card from your hand. If this card is sent from your Monster Zone to your GY by an opponent's card effect: You can Special Summon 1 Level 5 or higher "War Rock" monster from your hand or Deck. You can only use this effect of "War Rock Gactos" once per turn.
All level 4 warriors can make meat to XYZ, Link and expand combos are always welcome.
Ready Fusion and Karbonala Warrior (+1 piece of meat)
Tech
Destroy the yard
Triple Tactics Thrust
If your opponent has activated a monster effect during this turn: Set 1 Normal Spell/Trap directly from your Deck, except "Triple Tactics Thrust", or if your opponent controls a monster, you can add it to your hand instead. That Set card cannot be activated this turn. You can only activate 1 "Triple Tactics Thrust" per turn.
Forbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.
Triple Tactics Talent
If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.
Kashtira Fenrir
ATK:
2400
DEF:
2400
If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Fenrir" once per turn. During your Main Phase: You can add 1 "Kashtira" monster from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can target 1 face-up card your opponent controls; banish it, face-down.
Radian, the Multidimensional Kaiju
ATK:
2800
DEF:
2500
You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 2 Kaiju Counters from anywhere on the field; Special Summon 1 "Radian Token" (Fiend-Type/DARK/Level 7/ATK 2800/DEF 0), but it cannot be used as a Synchro Material.
Kurikara Divincarnate
ATK:
1500
DEF:
1500
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing all face-up monsters on the field that activated their effects this turn in your opponent's Monster Zone. Gains 1500 ATK for each monster Tributed to Special Summon this card. During your End Phase: You can target 1 monster in your opponent's GY; Special Summon it to your field. You can only use this effect of "Kurikara Divincarnate" once per turn.
Deck otk turns 2 so it really needs some field clearing cards like this, Kaiju in this deck is almost mandatory (Because it will be the target for Heroics to punch)
Droll & Lock Bird, Maxx "C", Nibiru and the Primal Being (Handtrap)
Nibiru, the Primal Being
ATK:
3000
DEF:
600
During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.
Several other Engines
Isolde
"Infernoble Arms - Durendal"
While this card is equipped to a monster: You can add 1 Level 5 or lower FIRE Warrior monster from your Deck to your hand, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can target 1 Level 5 or lower FIRE Warrior monster in your GY; Special Summon it, also you cannot Special Summon monsters for the rest of the turn, except Warrior monsters. You can only use 1 ""Infernoble Arms - Durendal"" effect per turn, and only once that turn.
Infernoble Knight - Renaud
ATK:
500
DEF:
500
If you control a FIRE Warrior monster, you can Special Summon this card (from your hand). If Summoned this way, treat this card as a Tuner. You can only Special Summon "Infernoble Knight - Renaud" once per turn this way. If this card is Special Summoned: You can target 1 of your FIRE Warrior monsters, or 1 of your Equip Spells, that is banished or in your GY, except "Infernoble Knight - Renaud"; add it to your hand. You can only use this effect of "Infernoble Knight - Renaud" once per turn.
Isolde, Two Tales of the Noble Knights
ATK:
1600
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 Warrior monsters If this card is Link Summoned: You can add 1 Warrior monster from your Deck to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with that name, nor activate their monster effects. You can send any number of Equip Spells with different names from your Deck to the GY; Special Summon 1 Warrior monster from your Deck, whose Level equals the number of cards sent to the GY. You can only use each effect of "Isolde, Two Tales of the Noble Knights" once per turn.
Moon Mirror Shield
If the equipped monster battles your opponent's monster, during damage calculation: The equipped monster's ATK/DEF become equal to the ATK or DEF (whichever is higher) of the opponent's battling monster +100, during damage calculation only. If this face-up card is sent from the field to the GY: Pay 500 LP; place this card on either the top or bottom of your Deck.
Neo-Spacian Aqua Dolphin
ATK:
600
DEF:
800
Once per turn: You can discard 1 card; look at your opponent's hand and choose 1 monster. If you control a monster with ATK greater than or equal to the ATK of the chosen card, destroy the chosen card, and if you do, inflict 500 damage to your opponent. Otherwise, take 500 damage.
Neo Space Connector
ATK:
800
DEF:
1800
When this card is Normal Summoned: You can Special Summon 1 "Neo-Spacian" monster or 1 "Elemental HERO Neos" from your hand or Deck in Defense Position. You can Tribute this card, then target 1 "Neo-Spacian" monster or 1 "Elemental HERO Neos" in your GY; Special Summon it in Defense Position. You can only use each effect of "Neo Space Connector" once per turn.
Living Fossil
Activate this card by targeting 1 Level 4 or lower monster in your GY; Special Summon it and equip it with this card, but banish it when it leaves the field (even if this card has left the field). When this card leaves the field, banish the equipped monster. The equipped monster loses 1000 ATK/DEF, also its effects are negated. You can only activate 1 "Living Fossil" per turn.
- Neo Space Connector is a combo card for Isolde
- When summoned, Isolde will add 1 "Heroic" to your hand.
- Isolde's effect will help us special summon Heroic Challenger - Thousand Blades from the deck
- Discard the "heroic" card added from step 2 with its eff Heroic Challenger - Thousand Blades
Utopia Double
Number 38: Hope Harbinger Dragon Titanic Galaxy
ATK:
3000
DEF:
2500
2 Level 8 monsters Once per turn, when a Spell Card or effect is activated on the field (Quick Effect): You can negate that effect, and if you do, attach that card to this card as material. When an opponent's monster declares an attack: You can detach 1 material from this card; change the attack target to this card and perform damage calculation. If a face-up Xyz Monster(s) you control is destroyed by battle or card effect: You can target 1 face-up Xyz Monster you control; it gains ATK equal to 1 of those destroyed monster's original ATK.
Number 99: Utopia Dragonar
ATK:
3000
DEF:
3000
3+ Level 12 monsters (Quick Effect): You can detach 2 materials from this card; Special Summon from your Extra Deck, 1 "Number" monster that has a number between "1" and "100" in its name. (This is treated as an Xyz Summon.) The turn you activate this effect, other monsters you control cannot attack directly, also you cannot Special Summon from the Extra Deck, except Xyz Monsters. When an opponent's monster declares an attack: You can change the ATK of the opponent's monster to 0. You can only use each effect of "Number 99: Utopia Dragonar" once per turn.
Number 39: Utopia Double
ATK:
0
DEF:
2500
2 Level 4 monsters (Quick Effect): You can detach 1 material from this card; add 1 "Double or Nothing!" from your Deck to your hand, then Special Summon from your Extra Deck, 1 "Utopia" Xyz Monster, except "Number 39: Utopia Double", by using this face-up card you control as material, and if you do, its ATK becomes doubled, but it cannot attack directly. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use this effect of "Number 39: Utopia Double" once per turn.
Unlike Isolde, if you only need to x1 each card above, you will get 1 Utopia engine that is enough to play.
With 2 level 4 monsters, we can summon Number 38: Harbinger , Number 99: Dragonar 6000 Atk. If not, we'll take Double or Nothing! It's also ok to use Number 39: Utopia to support a dame
Extra
Extra useful
Number S39: Utopia Prime
ATK:
2510
DEF:
2000
3 Level 4 LIGHT monsters You can also Xyz Summon this card by using a "Number 39: Utopia" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If your opponent's LP is at least 3000 higher than yours: You can detach 3 Xyz Materials from this card and pay LP so that you only have 10 left; destroy as many Special Summoned monsters your opponent controls as possible, and if you do, banish them, then inflict 300 damage to your opponent for each monster banished.
Number 41: Bagooska the Terribly Tired Tapir
ATK:
2100
DEF:
2000
2 Level 4 monsters Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.
Number 60: Dugares the Timeless
ATK:
1200
DEF:
1200
2 Level 4 monsters You can detach 2 materials from this card, then activate 1 of the following effects; ● Skip your next Draw Phase, also draw 2 cards, then discard 1 card. ● Skip your next Main Phase 1, also Special Summon 1 monster from your GY in Defense Position. ● Skip the Battle Phase of your next turn, also double the ATK of 1 monster you control until the end of this turn. You can only use this effect of "Number 60: Dugares the Timeless" once per turn.
- It is recommended that you use x1 Number 41: Bagooska the Terribly Tired Tapir to use when taking turn 1 because unfortunately we also encounter turn 2 decks like me so we still have something to defend.
- Number 60: Dugares the Timeless is also very good as it also has eff x2 atk
- Utopia and utopia prime slots are also very useful because this deck will often drop to 500 LP and from there use Prime's eff slot to clear the field.
Combo
This deck doesn't have any combos that are too long or too difficult, simply use whatever you have on hand, find ways to clear the field, sum the boss, buff ATK and then punch.
Normally, a turn when played without any problems will look like:
- Find every way to summon Heroic Challenger - Thousand Blades to the field
- Thousand Blades discard 1 card and special summon Heroic Challenger - Morning Star from the deck
- Search Heroic Chance
- XYZ summon Claivesolish
- Activate its eff
- Buff Heroic Chance for Claivesolish
Of course there are many ways to Otk but this is the simplest case