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I. Monsters Trickstar Candina Light Fairy / Effect Lv4 1800/400 (1) When this card is Normal Summoned: You can add 1 “Trickstar” card from your Deck to your hand. (2) Each time your opponent activates a Spell/Trap Card, inflict 200 damage to your opponent immediately after it resolves. This is your Stratos. An obvious and simple combo is to either add Lilybell or Lycoris and use their respective special summoning effects Trickstar Lilybell Light Fairy / Effect LV2 800/2000 You can only use this card name’s (1) effect once per turn. (1) If this card is added to your hand, except by drawing it: You can Special Summon this card from your hand. (2) This card can attack directly. (3) When this card inflicts battle damage to your opponent: You can target 1 “Trickstar” monster in your Graveyard; add it to your hand. This card combos with both your Candina and Lightstage either of which will trigger the special summoning effect. Part of the reason some lists run 2 of this card is that the 3rd effect of Monster Reborning a Trickstar can come in handy to reextend your combos after you've burned a lot of resources. Ironically since there is no restriction on Lilybell triggering it's own effect if you had a normal summoned Lilybell on field or had it from a previous turn and both a Lilybell and Lycoris in grave you could attack add and trigger Lilybell attack with 2nd Lilybell add Lycoris send back one of the Lilybells ending the combo as the 1st effect is once per turn. Trickstar Lycoris Light Fairy / Effect LV3 1600/1200 (1) During either player’s turn: You can reveal this card in your hand to your opponent, then target 1 face-up “Trickstar” monster you control, except “Trickstar Lycoris”; Special Summon this card, and if you do, Return that target to the hand. (2) Each time your opponent adds a card(s) from their Deck to their hand, inflict 200 damage to them for each card. Trickstar Narkissus Level 4 LIGHT Fairy-Type Effect Monster ATK 1000 DEF 1800 You can only use this card name’s (1) effect once per turn. (1) If your opponent takes effect damage: You can Special Summon this card from your hand. (2) Each time your opponent activates a monster effect from the hand or in the GY, inflict 200 damage to your opponent. II. Link Monsters Trickstar Holly Angel Light Fairy / Link / Effect Link 2 2000 / BL BR 2 “Trickstar” monsters (1) Each time a “Trickstar” monster(s) is Normal or Special Summoned to this card’s linked Zone(s), inflict 200 damage to your opponent. (2) A “Trickstar” monster linked by this card cannot be destroyed by battle or card effect. (3) When your opponent takes damage from a “Trickstar” monster’s effect: This card gains ATK equal to that amount of damage, until the end of this turn. Trickstar Crimson Heart Light Fairy / Link / Effect Link 2 2000 / R BL 2 “Trickstar” monsters You can only use this card name’s (2) effect once per turn. (1) Each time a “Trickstar” monster(s) is Normal or Special Summoned to a zone this card points to, you gain 200 LP. (2) You can discard 1 “Trickstar” card; each player draws 1 card. If your LP is 2000 or more higher than your opponent’s LP, you draw 2 cards instead. Trickstar Bella Madonna Link 4 LIGHT Fairy Link Effect Monster ATK 2800 Links: Top, Right, Bottom Left, Bottom Materials: 2+ “Trickstar” monsters You can only use this card name’s (2) effect once per turn. (1) While this Link Summoned card does not point to any monsters, it is unaffected by activated effects from other cards. (2) If this card does not point to any monsters: You can inflict 200 damage to your opponent for each “Trickstar” monster in your GY with a different name. III. Spells Trickstar Lightstage Field Spell (1) When this card is activated: You can add 1 “Trickstar” monster from your Deck to your hand. (2) Once per turn: You can target 1 Set card in your opponent’s Spell & Trap Zones; while this card is in the Field Zone, that card cannot be activated until the End Phase, and during the End Phase, your opponent chooses to either activate it, or send it to the Graveyard. (3) Each time a “Trickstar” monster you control inflicts battle or effect damage to your opponent, inflict 200 damage to your opponent. Trickstar Light Arena Field Spell You can only use this card name’s (1) effect once per turn. (1) If you Link Summon a “Trickstar” monster: You can target 1 “Trickstar” monster in your GY that was used as a material for that Summon; Special Summon it in Defense Position, but its effects are negated. (2) Once per turn: You can target 1 Set card in your opponent’s Spell & Trap Zone; while this card is in the Field Zone, that Set card cannot be activated until the End Phase, and your opponent must activate it during the End Phase or else Return it to their hand. IV. Traps Infinite Impermanence Trap Normal Target 1 face-up monster your opponent controls, it has its effects negated (until the end of this turn), then if this card is activated while it was Set, negate the effects of other Spells/Traps in this card's column this turn. If you control no cards, you can activate this card from your hand. Ring of Destruction Trap Normal During your opponent’s turn: Target 1 face-up monster your opponent controls whose ATK is less than or equal to their LP, destroy that face-up monster, and if you do, take damage equal to its original ATK, then inflict damage to your opponent, equal to the damage you took. You can only activate 1 “Ring of Destruction” per turn. Torrential Tribute Trap Normal You can activate this card when a monster is Summoned (including Flip Summon and Special Summon). Destroy all monsters on the field. Trickstar Reincarnation Trap Normal (1) Banish as many cards from your opponent’s hand as possible, and if they do, they draw the same amount of cards from their Deck. (2) You can banish this card from your Graveyard, then target 1 “Trickstar” monster in your Graveyard; Special Summon it. This card + Droll & Lock is literally a win condition on its own leaving your opponent with no hand if you time it correctly. You search this off of Candina which is searchable off the Lightstage which is itself searchable off of Terraforming. Meaning odds are if you draw Droll & Lock you can search Reincarnation if it's not already in hand. V. Techs and Staples A. Monsters Ash Blossom & Joyous Spring Effect Monster(Handtrap) Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 5 or more cards from your hand, field and/or Extra Deck, face-down, and cannot be Special Summoned by other ways. This card gains 100 ATK and DEF for each face-down banished card. This face-up card on the field cannot be Tributed, nor used as Material for a Fusion, Synchro, or Xyz Summon. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can banish that opponent's monster, face-down. Droll & Lock Bird Effect Monster(Handtrap) If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase, you can send this card from your hand to the Graveyard. For the rest of this turn, neither player can add card(s) from their Deck to their hand. (Drawing cards is also considered as "adding a card to the hand".) Eater of Millions Effect Monster Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 5 or more cards from your hand, field and/or Extra Deck, face-down, and cannot be Special Summoned by other ways. This card gains 100 ATK and DEF for each face-down banished card. This face-up card on the field cannot be Tributed, nor used as Material for a Fusion, Synchro, or Xyz Summon. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can banish that opponent's monster, face-down. Effect Veiler Effect Monster(Handtrap) During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls, that face-up monster your opponent controls has its effects negated until the end of this turn. Ghost Ogre & Snow Rabbit Effect Monster(Handtrap) During either player's turn, when a monster on the field activates its effect, or when a Spell/Trap Card that is already face-up on the field activates its effect: You can send this card from your hand or your side of the field to the Graveyard, destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once per turn. Ghost Reaper & Winter Cherries Effect Monster(Hand Trap) During either player's turn, if your opponent controls more monsters than you do: You can discard this card, reveal 1 card in your Extra Deck, then look at your opponent's Extra Deck, also banish all cards in their Extra Deck with the same name as that revealed card. You can only use this effect of "Ghost Reaper & Winter Cherries" once per turn. Honest Effect Monster(Handtrap) During your Main Phase, you can return this card from the field to it's owner's hand. During either player's Damage Step, when a face-up LIGHT monster you control battles, you can send this card from your hand to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the End Phase. Sample Deck Lists: Old Examples Removed. New Samples TBA
Gadgets Deck for September 2013 Ban List Monsters: 3x Red Gadget 3x Yellow Gadget 3x Green Gadget 3x Tin Goldfish 2x Kagetokage 1x Machina Gearframe 2x Machina Fortress 1x Machina Cannon 3x Redox, Dragon Ruler of Boulders Total: 21 Spells: 3x Mystical Space Typhoon 3x Double Summon 3x Chain Summoning 1x Book of Moon 1x Dark Hole Total: 11 Traps: 2x Mirror Force 2x Dimensional Prison 2x Fiendish Chain 1x Compulsory Evacuation Device 1x Torrential Tribute 1x Bottomless Trap Hole 1x Solemn Warning Total: 10 Total Main Deck: 42 Extra Deck: 2x Gear Gigant X 2x Abyss Dweller 2x Mecha Phantom Beast Dracossack 1x Diamond Dire Wolf 1x King of the Feral Imps 1x Daigusto Emeral 1x Number 50: Blackship of Corn 1x Gagaga Cowboy 1x Number 39: Utopia 1x Maestroke the Symphony Djinn 1x Gem-Knight Pearl 1x Number 11: Big Eye Total: 15 Side Deck: 3x Maxx "C" 2x Kycoo the Ghost Destroyer 2x Mind Crush 2x Trap Stun 2x Shadow-Imprisoning Mirror 2x Imperial Iron Wall 1x Debunk 1x Thunder King Rai-Oh Total: 15 Any Questions or Suggestions, Feel free to leave a Response!
[img]http://i.imgur.com/6qsEi.png[/img] [b][size=5]Introduction:[/size][/b] Hieratic is, at the moment, a LIGHT Dragon archetype released in GAOV that revolves around tributing monsters to get summons and effect off. Most of the Hieratics special summon a normal monster from the hand, deck, or graveyard upon being tributed. With this they can easily Xyz into Rank 5, 6, and 8 without trouble. So far, the most comptetitive forms have been surrounding upon Xyz spamming through their Rank 6 Xyz, Hieratic Dragon King of Atum. This format comes with a limitation on Red-Eyes Darkness Metal Dragon who was the main win condition in both the TCG and OCG. In the TCG you could OTK with an Atum + a REDMD in hand. In the OCG you would OTK with 3 Hieratics making 2 Atums, getting 2 REDMD, to make Gustav max. The OCG version was significantly more consistent. A mixed version of this deck also arose combining itself with Gishki to make Sacred Ptolemys Messier 7 to execute a hand loop. The TCG did not have this either but could still perform hand loop shenanigans, although semi-inconsistently. At the moment the OCG version of the deck is still viable as all you need is 1 Gustkraken to perform a loop with Messier but in the TCG it will not work consistently at all, or at least not nearly as before. [size=5][b]Arche[/b][/size][size=5][b]type Card Choices:[/b][/size] [b]Monsters:[/b] [img]http://images1.wikia.nocookie.net/__cb20120430010443/yugioh/images/a/a3/HieraticDragonofGebeb-GAOV-EN-SR-1E.jpg[/img] Hieratic Dragon of Gebeb Most people do not use this card as it only gets Hieratic normal monsters when tributed. If HSotDK was a normal instead of a Gemini then it would be used more often, easily. [img]http://images1.wikia.nocookie.net/__cb20120429212046/yugioh/images/thumb/e/e9/HieraticDragonofNuit-GAOV-EN-C-1E.png/300px-HieraticDragonofNuit-GAOV-EN-C-1E.png[/img] Hieratic Dragon of Nuit This card does have potential and uses but is very restricted. Only is used in decks focused around it. [img]http://images4.wikia.nocookie.net/__cb20120429211748/yugioh/images/e/ed/HieraticDragonofEset-GAOV-EN-C-1E.png[/img] Hieratic Dragon of Eset This card has two important aspects: it can be normal summoned without condition except altering its ATK, and if can alter the level of all face-up Hieratics to that of a normal monster's level. This means she can help to support almost any version of the deck in terms of putting that last piece into the play. [img]http://images2.wikia.nocookie.net/__cb20120520030319/yugioh/images/5/5d/HieraticDragonofNebthet-GAOV-EN-C-1E.png[/img] Hieratic Dragon of Nebthet This card is excellent, don't let anyone tell you otherwise. The key error in this card is that it's level is 5. You can use Eset to alter it but otherwise it can put you in awkward situations without a way to alter his level. This is the key reason for people not to play him. Truthfully, it is all up to preference. His monster destruction ability and special summon ability is excellent, though. [img]http://images2.wikia.nocookie.net/__cb20120520031134/yugioh/images/d/d6/HieraticDragonofTefnuit-GAOV-EN-R-1E.png[/img] Hieratic Dragon of Tefnuit Your normal summon is an asset in order to continue and create other plays in order to further your board position and increase your chances of OTKing. This helps to keep it in your pocket. [img]http://images1.wikia.nocookie.net/__cb20120429212047/yugioh/images/e/ea/HieraticDragonofSu-GAOV-EN-C-1E.png[/img] Hieratic Dragon of Su Destroying Spells and Traps is actually extremely strong, especially with Royal Decree face-up. He provokes removal most often due to this. The main reason people play this card is for Rank 6 access. Unlike Nebthet, this card is actually level 6 which means you can create all the super special awesome Rank 6's like Hieratic Dragon King of Atum. This card is part of the reason why you should not lose to Mirror Force during your OTK. [img]http://images4.wikia.nocookie.net/__cb20120430010443/yugioh/images/5/55/HieraticDragonofAsar-GAOV-EN-R-1E.jpg[/img] Hieratic Dragon of Asar This card can be used. He is nice with Ashes as it can bring himself, a 2600 ATK monster, out which is very formidable. Besides that, he should be easy to bring out but is often cut due to space issues. (a trend you often find with this deck) [img]http://images1.wikia.nocookie.net/__cb20120511002646/yugioh/images/8/86/HieraticDragonofSutekh-GAOV-EN-UR-1E.png[/img] Hieratic Dragon of Sekthet His restrictions for bringing it out seem to be easy, in a way, but it is incredibly hard. In order to get normal dragons out, you must play the 4 main Hieratics in max amounts (well, you can choose no Nebthet) AND play 3+ normals AND get your plays off AND play other protections and aggression cards. Simply put, there is not enough practical space to include Set in this deck... well, in the OTK version at least. Ashes can help to get him out but you would be playing King Seal and that means you would have to be playing other normals to be able to make plays when you don't have him in the grave, etc. Overall, it is best to put Set in a deck for himself, for the moment at least. Consistancy is the beast to enslave this card but maybe there is a version that can fit in 1 of this excellent card. [img]http://images1.wikia.nocookie.net/__cb20120429212047/yugioh/images/1/11/HieraticSealoftheSunDragonOverlord-GAOV-EN-C-1E.png[/img] Hieratic Seal of the Sun Dragon Overlord You use this in the Rank 8 deck. It can also be used for the effects of Hieratics, as well. [img]http://images2.wikia.nocookie.net/__cb20120430010534/yugioh/images/c/cd/HieraticSealoftheDragonKing-GAOV-EN-C-1E.jpg[/img] Hieratic Seal of the Dragon King This card, as said, has many restrictions. If you draw it, it is shit. You literally need to use it for an effect or tribute summon it as it cannot be used as a normal while in the hand. There are cards that can be used with this though. Debris Dragon can make Trident Dragion with this. Ashes drops and returns this. This can be used for Hieratic eff', yada yada yada. Like Set, consistency kills this card too well. A build using this card has to use some support for it as well. [b]Spells:[/b] [img]http://images1.wikia.nocookie.net/__cb20120510235639/yugioh/images/b/b3/HieraticSealofConvocation-GAOV-EN-R-1E.png[/img] Hieratic Seal of Convocation Searches for ANY Hieratic. Very useful which is why it has been semi-limited on September 2012. [img]http://images2.wikia.nocookie.net/__cb20120510230833/yugioh/images/d/d5/HieraticSealofSupremacy-GAOV-EN-C-1E.png[/img] Hieratic Seal of Supremacy Get a mon from your hand and slap that bitch on the field. It IS a -1 but in some version it could be usable... kinda need to find that first. [b]Traps:[/b] [img]http://images3.wikia.nocookie.net/__cb20120429212049/yugioh/images/e/e2/HieraticSealofBanishment-GAOV-EN-C-1E.png[/img] Hieratic Seal of Banishment This card has the most splashability of the Seal Traps but due to space it is often not played. [img]http://images3.wikia.nocookie.net/__cb20120430010533/yugioh/images/8/8e/HieraticSealofReflection-GAOV-EN-SR-1E.jpg[/img] Hieratic Seal of Reflection The card itself has provoked people to create "control" versions of the deck. Try it if you want but this card is not actually bad but its fault lies in its difficulty of use. (not for a person but itself is just not abusable/usable like Barrier or Judgment in the manner they have it) [img]http://images2.wikia.nocookie.net/__cb20120511010641/yugioh/images/b/b2/HieraticSealFromtheAshes-GAOV-EN-ScR-1E.png[/img] Hieratic Seal From the Ashes This card is a great card but is also hard to use A Wingbeat of Giant Dragon is a great card to use with this as well as Asar if you can fit it in this card is not a card to put in every version though. [b]Extra Deck:[/b] [img]http://images1.wikia.nocookie.net/__cb20120515215527/yugioh/images/1/13/HieraticSunDragonOverlordofHeliopolis-GAOV-EN-ScR-1E.png[/img] Hieratic Dragon Sun Overlord of Heliopolis This card is very strong. The best Rank 8 at the moment in terms of acceptability and versatility Overlord can push out many combos while destroying your opponent's cards. The main problems the Rank 8 deck face's is that there is no consistent OTK (and even plays), the deck has to run at least 2 level 8 normal dragons (which are less likable in hand then a level 6 normal dragon... 1 tribute compared to 2) as well as a single level 6 usually, and none of the easily accessible Hieratics are level 8 which means you have to tribute twice in order to make this card (or any other Rank 8). [img]http://images3.wikia.nocookie.net/__cb20120429211748/yugioh/images/8/81/HieraticDragonKingofAtum-GAOV-EN-SR-1E.png[/img] Hieratic Dragon King of Atum The card that makes the large OTK plays. He can grab any dragon, although making them vulnerable to almost every attack, including Red-Eyes Darkness Metal Dragon (who has been recently limited on the September 2012 list). [b][size=5]Other Cards:[/size][/b] [b]Monsters:[/b] Wattaildragon Luster Dragon #2 Curse of Dragon Alexandrite Dragon Flamvell Guard Red-Eyes Darkness Metal Dragon Noble Knight Gawayn Ninja Grandmaster Hanzo + Ninjitsu Art of Super-Transformation Cardcar D Honest Galaxy-Eyes Photon Dragon Debris Dragon Prime Material Dragon Koa'ki Meiru Drago Lightray Gearfried Lightray Daedalus Lightray Sorcerer Lightray Diabolos Lightray Mador Caius the Shadow Monarch Guardian of Order Krebon's + Emergency Teleport Divine Dragon Apocralyph Soul of Purity and Light Shining Angel Summoner Monk [b]Spells:[/b] Dragon's Mirror A Wingbeat of Giant Dragon Pot of Duality Share the Pain Enemy Controller Inferno Reckless Summon Advance Draw White Elephant's Gift Silent Doom Swing of Memories Trial and Tribulations Super Rejuvenation Xyz Territory Xyz Gift Generation Force Trade-In Monster Gate Reasoning Draconnection Dragonic Tactics Stamping Destruction Dragon's Gunfire Galaxy Queen's Light Symbols of Duty Supervise [b]Traps:[/b] Reckless Greed Xyz Veil Xyz Reborn Burst Breath Champion's Vigilance Dragon's Rebirth [b]Extra Deck:[/b] Superdreadnought Rail Cannon Gustav Max Thunder End Dragon Neo-Galaxy Eyes Photon Dragon Gaia Dragon, the Thunder Charger Photon Strike Bounzer Number 25: Force Focus Inzektor Exa-Beetle Sword Breaker Adreus, Keeper of Armageddon Tiras, Keeper of Genesis Wind-Up Zenmaioh Number 12: Crimson Shadow Ninja Queen Dragun Djinn [b][size=5]Versions of the Deck:[/size][/b] [u]Rank 6 [/u] This version is the one that is surrounding around OTKing. This version was hit the hardest by the limiting of REDMD but the deck is still viable. There are techs and such many will use in this now, such as Hanzo, Gawayn, Swing of Memories, etc. It may also be a smart idea to increase on the S/T protection and destruction aspect of the deck as that will become one of the key factors hurting the deck this format, increased general Trap usage. Sample Deck List: 3 Hieratic Dragon of Su 3 Hieratic Dragon of Nebthet 3 Hieratic Dragon of Tefnuit 3 Hieratic Dragon of Eset 1 Wattaildragon 1 Luster Dragon #2 1 Red-Eyes Darkness Metal Dragon 3 Cardcar D 2 Hieratic Seal of Convocation 2 Pot of Duality 1 Monster Reborn 1 Dark Hole 1 Heavy Storm 3 Mystical Space Typhoon 3 Night Beam 2 My Body as a Shield 2 Solemn Warning 2 Torrential Tribute 2 Mirror Force 1 Solemn Judgment [u]Rank 8[/u] This version is based around creating Rank 8's and occasionally other Xyz. Overall, this version tributes more then mostly every other kind since is focuses on using the effects of Su and Nebthet as well as Heliopolis. This version can randomly OTK as well but there is no standard for this version as of yet... or maybe ever. Sample Deck List: 3 Hieratic Seal of the Overlord 3 Hieratic Dragon of Su 3 Hieratic Dragon of Nebthet 3 Hieratic Dragon of Gebeb 3 Hieratic Dragon of Tefnuit 3 Cardcar D 3 Effect Veiler 2 Hieratic Seal of Convocation 1 Monster Reborn 1 Dark Hole 1 Heavy Storm 2 Pot of Duality 3 Mystical Space Typhoon 3 Hieratic Seal of Banishment 3 Hieratic Seal From the Ashes 2 Solemn Warning 1 Solemn Judgment Ninja This version is based around Ninja Grandmaster Hanzo. People tend to refer to it as a control version of the deck. There truly is not much to say, Hanzo gets a Hieratic, you do shit. This version is incredibly susceptible to Thunder King Rai-Oh. Sample Deck List: 3 Ninja Grandmaster Hanzo 3 Hieratic Dragon of Su 3 Hieratic Dragon of Tefnuit 3 Hieratic Dragon of Eset 1 Wattaildragon 1 Luster Dragon #2 1 Red-Eyes Darkness Metal Dragon 3 Cardcar D 2 Hieratic Seal of Convocation 2 Pot of Duality 1 Monster Reborn 1 Dark Hole 1 Heavy Storm 1 Book of Moon 1 Mind Control 3 Mystical Space Typhoon 3 Night Beam 2 Ninjistu Art of Super-Transformation 2 Solemn Warning 2 Torrential Tribute 1 Solemn Judgment [u]Gishki[/u] With Gustkraken at 1 this deck was hurt a lot. It will not be very viable until we get Messier 7, as there is still an loop with that, but this deck will have to take other directions if it is to be usable. Evigishki Tetraogre may be a viable idea in this deck now. [u]Gemini[/u] This version would base around abusing the TCG exclusive Hieratic Seal of the Dragon King. You can do so with Hieratic Seal From the Ashes, Debris Dragon, and Supervise. The deck has not general form. [size=5][b]Important Notes:[/b][/size] -If you are playing an OTK version of the deck you should still think about including a REDMD as sometimes you will come to situations where you need the last Atum to get him in order to be able to OTK while otherwise you would not. -If you could, you might want to try using 2 different named normals instead of the same one. It should not matter and this does get around Chain Disappearance so unless the ATK difference (or Attribute difference matters to you THAT much then don't be lazy.
Alright I made a version 2.0 or 5.0 or something.. of this deck..Wish I could fit in more cards.. though I'd be unsure what to take out.. Newest version: side deck is just a mash of things I tried out a little bit but didn't think worked so well..King Feral Imp and lavalval chain are not legal yet but they aren't necessary for the deck. First version is below deck went through a lot of changes since then. [spoiler] [/spoiler] I'd like to turn this thread into a possible heraldic discussion thread. Was suggested to do that in deck discussion topic. So if you're interested post your own strategies you find otk's or your own decks. This will be my first pseudo-deck discussion so please bear with me. [spoiler] Heraldic Beasts seems to be konami's attempt at mixing gadgets with heros. The goal is to get leo and another heraldic beast sent to the grave to search out a 3rd heraldic beast, then use heraldry art to xyz summon and prepare to search again next turn with leo. Repeating this process every turn. HERALDIC BEASTS [spoiler] This monster is mainly the searcher of the deck. He adds the other Heraldic Beasts from your deck to your hand whenever he is sent to the grave even as xyz material. He cannot miss timing. Within a few turns you can add all of your heraldic monsters from your deck to your hand. It's usually a good idea to get it's effect off once, then use Advanced Heraldy Art to xyz summon using him so you can get it's effect off again during your opponent's turn. Downsides are that he is a once per turn effect and you cannot normal summon it and expect him to survive since he destroys himself during the end phase he is normal summoned. Eagle's key uses in the deck are being a wind type for chidori, and also if it's in the grave it can re-add materials of a spent up xyz. Reborned xyz monsters, maestroke, utopia and zenmains are the monsters eagle spends most of it's time refilling. The only normal-summonable beat stick of the deck aberconway. If you have at least 2 of him in the graveyard you can banish the other one in order to add any heraldic beast from your graveyard to your hand even itself. That is useful if you end up drawing kagetokage or goblindbergh with no other heraldics. It is also wind so it ups to summon chidori. Unicorn is a light type so he allows access to Paladynamo. Also if you remove him from the graveyard you can special summon an xyz psychic type from the graveyard. Their own heraldic xyz is a psychic and it's actually pretty broken so you will want to summon him versus decks that xyz a lot. If he dies you can then summon him as a beat stick from the graveyard. It It's effects will be negated though. I don't use him but he deserves a mention. Basalisk destroys any monster it does battle with, if you attack or they attack. If he survives the battle or if he dies in battle the monster will be destroyed. He is good for getting rid of walls or high attackers that you can't get over easily. If you can protect it from battles then he can clear out any monster that will get in his path. [/spoiler] OTHER MONSTERS [spoiler] King Feral Imp is not legal yet but kagetokage is still good on it's own. These cards allow for all those level 4 heraldic beast monsters you searched out with leo become useful in your hand. Allowing you to do a rank 4 every turn, or if you have both in hand you can do a shock master play. Once King Feral Imp becomes legal there is one play I'd like to mention. Heraldry Art into king feral imp using leo. Detach leo searching for a kagetokage and another heraldry monster, then normal summon that monster and special kagetokage to xyz into a second rank 4. [/spoiler] SPELLS [spoiler] I like to compare this to miracle fusion. You can xyz any rank 4 using any 2 heraldics in the graveyard. It's a quick and easy way to xyz summon rank 4's by just using 1 spell card. A monster reborn for heraldics. It allows easier access to shock master. [/spoiler] XYZ MONSTERS [spoiler] This guy is better than I thought. Once per turn: You can target 1 face-up Xyz Monster your opponent controls; this card's name becomes that monster's name and current ATK, and this card's effect becomes that monster's original effect, then that monster's ATK becomes 0 and it's effects are negated. These changes last until the end phase. It does not need any xyz material to activate it's effect so even if you reborn it it's fine. But if you have xyz material you can use the effect as your own. So copy a big eye, steal another one of their monsters etc. Chidori is extremely easy to summon in here. Most of the heraldics are wind type, and it has a pretty broken raiza like effect, and it also removes a face down threat upon it's summoning. [/spoiler] Some final notes: I believe Heraldics would be a great engine, it generates pluses easily and allows to replenish resources. Traps are a pretty big back bone for the deck. If the opponent clears out all the traps or survives all the traps you play to get rid of large threats, then you are limited in plays you can do. If you can survive your opponent's pushes then this deck can make easy come backs. So keep that in mind in making the deck. Also this deck can have some problems with macro cosmos, so the side deck should be prepared to handle that. Dimensional fissure wont hurt it too much since xyz materials are not counted as monsters when detached. So leo will still be able to get his effect off. I'm interested in your thoughts and opinions feel free to try things out. [/spoiler] I'll include my wish list of why is konami so smart? in limiting the power of some arch types but so stupid when it comes to creating others. This is what I wish konami did to make these as broken as any other meta deck. [spoiler] Leo should be able to be activated more than once per turn. Unicorn shouldn't negate the effect of the psychic xyz monster it special summons from grave. Eagle should be able to add more xyz material even if it already has xyz material. Heraldry Art should allow you xyz summon with additional monsters already on the field. For easy shock master plays. [/spoiler]