The HERO deck is an all-time favorite. It's fun to play and can finish opponents off out of nowhere. Recent ban list updates have been extremely generous to the archetype, restoring it back to almost full power. Let's check in on how the deck could currently look like with some spicy technology!
Having now back at three copies is just one more reason to wear your cape and fight along your heroes. Combine Fusion Destiny with , which returned back to three previously, and your HERO monster is now almost back at full power—except for , which probably should never be back at three copies, ever.
Except for its incredible one-turn kill potential, there is another card that currently makes the deck worth exploring (even though it lacks negation, which I hope Konami plans on fixing in the near future). Say hello to . When you have three or more HERO monsters in your graveyard, you can discard this card from your hand to summon another HERO monster from your graveyard to the opponent's side of the field in defense position. Usually, you would want to give Dark Angel to your opponent as it negates the effect of any spell card controlled by the current player and destroys it.
If you manage to pair it with , your opponent will have a hard time playing his own deck and using spell cards at the same time. Also, when Dark Angel is sent to the graveyard, it banishes itself along with one other HERO monster during your standby phase so that both players choose a normal spell card from their respective decks and place it on top of their library. On the other hand, your opponent might just crash Dark Angel into one of your monsters and then proceed with their plays. Usually this is a valid concern, unless you play your monsters in defense position and use to pop your own attack position—usually link monsters to force your opponent to keep Dark Angel on their field before one-turn-killing them shortly thereafter.
is a big fusion monster that requires three HERO monsters as materials. However, with back at three, it is easy to summon. During your main phase, you can choose to look at the top five cards of either your own or your opponent's library and rearrange them however you like. This helps you make sure to get to your Rivalry as soon as possible, especially if you are going to draw via . Dominance's utility does not stop there as it can help you draw on its own if it destroys a monster in battle. It also doesn't hurt that it can special summon three HERO monsters from your graveyard in case it is destroyed by battle or card effect, even if you do it intentionally using .
Your entire deck basically searches everything out. For those who are not too familiar with the deck, the basic rundown is that —mostly your main target for —can search any HERO monster in your deck while , when sent to the graveyard, searches a HERO monster or, when special summoned, searches a change quick-play spell card that gets you to your . is basically your combo starter which brings out , which then searches your , and sends a HERO monster to your graveyard.
is a borderline mandatory card in this deck as it helps you break big boards and dodge other cards. can be replaced with anything, but I thought some generic card that says no to your opponent would be a good idea.
HERO Decklist
Main Deck
Extra Deck
Side Deck
2
2
3
1
2
1
1
2
1
1
1
2
3
3
1
1
1
1
3
1
3
3
2
1
1
1
1
1
1
2
1
1
1
1
1
2
2
3
3
3
3
1
It is a very enjoyable and skill-intensive deck that does have a bit of a learning curve. However, of course it would be better if the deck could put up a couple of negations when made to go first. When going second, the deck is very good at picking apart big boards, given the right hand. I am still testing some other versions involving and maybe a small engine, which I will probably share in the coming weeks.
If you have any suggestions on how to improve the deck and make it work even better, please share your thoughts with everyone in the comment section below!
Opinions expressed in this article are those of the author, not of Cardmarket.