3 E HERO Neos Allius
2 E HERO Ocean
1 E HERO Forestman
1 E HERO Heat
1 E HERO Airman
3 Pot of Duality
3 E Emergency Call
3 Miracle Fusion
3 Gemini Spark
2 Super Polymerization
1 Mystic Space Typhoon
1 Heavy Storm
1 Monster Reborn
3 HERO Blast
2 Bottomless Trap Hole
2 Torrential Tribute
2 Fiendish Chain
2 Solemn Warning
1 Mirror Force
1 Solemn Judgment
2 Cyber Dragon
2 Snowman Eater
2 DD Crow
2 Mystic Space Typhoon
1 Dark Hole
3 Skill Drain
2 Compulsory Evacuation Device
1 Starlight Road
The current top deck in Malaysia is without a doubt Inzektors and Dino Rabbit. With Wind-Ups(well, the Zenmighty hand drop loop to be exact), Dark World and Samurai being popular choices as well. And since this is OCG, BF will never die, so we will still see them doing something.
Hieroglyph's impact on the META is still unknown, but since I own the deck and basically know the deck inside out, its not that hard for me to counter their plays.
My current build is a HERO Fusion-Beat hybrid, why I don't have Skill Drain main'ed is purely because I don't wanna take out the Fusion elements of the deck, and I don't want it to be a pure HERO beat. If you don't mind playing HERO beat, I suggest you main the Skill Drains.
12 + 5 traps :
The deck runs a massive amount of "traps", Gemini Spark and Super Poly fits this as they are there to do what trap cards are meant to do, disruption. One for ones has always been how HERO decks are played, and in the current META, a timely activated one for one WILL stop your opponent in their tracks.
Unlike Hyperion, which can be drop from hand without notice, you can see Inzektors being played, Hieroglyphs need at least 1 of their dragons to be on the field, and Rabbit is a normal summon.
Fiendish Chain is important this format, no doubt, since Inzektors sometimes main Dimension Fissure, stopping Veilers. Chain also does something Veiler can't, an attack. Although some might argue a timely MST can take care of Fiendish Chain; the same MST can get rid of Dimension Fissure for your Veiler plays, yet people are still playing Fissure.
HERO Blast needs no introduction, its the main trap card of the deck, Pot of Duality and Emergency Call is there to set up your Gemini Spark plays. This card is very much alive in this deck, just like any other HERO beat variants.
Mirror Force is a card that is seeing lesser plays right now, but its one of those cards I would want to keep in my deck. Since its my all time favorite trap, I've kept it in my main deck, not because I need to, just because I want to. And, everyone would agree, getting hit by Mirror Force hurts.
Why the Fusion-Beat Hybrid :
This deck basically plays like a normal HERO beat until you start playing Polymerization. It has HERO beat's control element and also they power and speed of Fusion builds. Most HERO beat deck (aside that Bubbleman build, which I hate a lot) can't do OTK, this deck does it easily with the right cards, if you don't have the right cards, not to worry, just play it like HERO beat, it works exactly the same.
Polymerization isn't as dead as you imagine it to be, if your playing the deck right. Like I mentioned in one of my older post, you don't play the card unless you know you have game or there is no other way to get out of a situation.
Play wrong, its a minus 2; play it right, you win the game there.
You can always ditch them if you don't have a Fusion play for Super Poly, since you can always get it back with Forestman. And Forestman hangs around for a turn or 2 easily, with all the trap cards floating around. Making sure Super Poly is always alive when you draw into it.
Also, you wanna make sure you only play Miracle Fusion to get The Shining, unless you wanna go for an OTK or your gonna lose if you don't make another specific HERO (aka ZERO). You wanna make sure you keep getting your Allius and Airman back, since you only run 8 monsters in the main deck. With Compulse more frequently seen now, it might not matter as it used to, but hey, at least we won't be seeing Trishula any time soon.
Why no Bubbleman? :
Like I said, I hate Bubbleman into Blade Heart, sure, thats a good play, but I don't like to make my winning condition non-HERO based, its an ego thing.
I have No.39 Hope in my extra deck, but thats because unlike Armor Ninja Blade Heart, Hope is not a win condition, its just one of those cards that might save your ass for the turn or 2.
For those of you who actually like the Bubbleman shenanigans, play 2 Bubbleman replacing an Ocean and Heat. The deck will still work almost the same, and now you have an extra win condition. This might actually make running triple Absolute ZERO viable too, but again, I just don't like it.
Without Blade Heart, Bubbleman is useless, it serves no other purpose to the deck as oppose to Heat and Ocean, who can be a beater and beater/recycling agent for the deck respectively.
3 E HERO The Shining
2 E HERO Absolute ZERO
2 E HERO Escuridao
1 E HERO Gaia
1 E HERO Nova Master
1 E HERO The GREAT Tornado
1 E HERO The Earth (Terra Firma just sounds stupid, no matter how hard I try to accept it, like Utopia)
1 V HERO Trinity
1 Chimera Tech Fortress Dragon
1 NO39 Hope
1 Stardust Dragon
I play 2 Escuridao because there are tons of Inzektors running around and I don't want my second Super Poly to be dead. Besides, I can always play Miracle Fusion on the first one. Most importantly, I'm not lacking in extra deck space without the M HEROs I used to run. Blade Heart lovers can replace the second Escuridao for your beloved ninja, since most of the time, you would only need 1.
Stardust is obviously for Starlight Road, and there may be those random situation where you Reborn their Scrap Beast and decide to make a Stardust. Unlikely thou.
V HERO Trinity wins games. HERO Blast and Emergency Call gets you your 3 HEROs easily. If your opponent decides to swarm and failed to kill you, this card WILL kill them. Its not really that important to the overall playstyle of the deck, but its just something I like in here to be different from others. This card and The Earth would generate you most of your OTKs, try it and you might just get addicted to it.
Side deck choices :
I've decided to play double Compulse instead of double Chain Disappearance just because its more easily played. While Disappearance is good and devastating if you hit the right card, its not a card you would side in for every match up, whereas I can side in Compulse against Any deck. This might change depending on how the META grows into.
Chain targets : Damsel and Rabbit, thats it. Compulse targets : every monster card in the game, not as devastating but gets the job done (getting you pass your opponent's turn and messing with their plays). This card might even see main deck plays if the format is how I think its heading.
Cyber Dragon is good against those BF matchups and generally a good card. BUT, I'm still not sure whether I wanna side these or 2 Beast King Barboros. They generally serve the same function, a giant beat stick. I would definitely side them in with Skill Drain anyway.
Since pure Wind-Ups are not even a threat in the OCG and Karakuris are pretty much dead, I'm not sure how important Chimera Tech are in the side board anymore. The reasons I still play Cyber Dragon are, (1) they don't waste my normal summon and can bait BTH for me, (2) they are Light and can help me make Shining if I don't open with a lot of HEROs. BUT, that being said, Barboros is still a very good choice, and a 3000 beater is pretty hard to get pass if your not playing a lot of traps and removals.
I run double Fiendish Chain in the main and triple Skill Drain in side, so I don't need Veiler in the side making space for Crow. Crow is good as Dark World isn't dead, still quite popular in fact. Crow can also get rid of that lone Hornet in the grave, especially if they Foolish it. And since we have a Gold rare version of it now, it fits into the deck perfectly (I dislike non-foils in this deck, maybe thats why I don't have Bubbleman in here LOL)
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