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- Wildheart and Blade Edge retrains to help?
- Elemental HERO Wildedge
- Warrior/EARTH/Level 8/ATK 2600/DEF 2300
- 1 EARTH monster + 1 Level 5 or higher monster
- Must first be Fusion Summoned using a "HERO" monster as Fusion Material. This card can attack all monsters your opponent controls, once each. If this card attaks a Defense Position monster, inflict piercing battle damage to your opponent. When this card destroys an opponent's monster by battle: This card gains 1000 ATK until the End Phase.
- Elemental HERO Plasma Vice
- Warrior/LIGHT/Level 8/ATK 2600/DEF 2300
- 1 LIGHT monster + 1 Level 5 or higher monster
- Must first be Fusion Summoned using a "HERO" monster as Fusion Material. Once per turn: You can target 1 monster your opponent controls; destroy it. If this card attaks a Defense Position monster, inflict piercing battle damage to your opponent. When this card destroys an opponent's monster by battle: You can target 1 "HERO" monster in your GY; add it to your hand.
- ***
- Elemental HERO Mariner
- Warrior-Type/WATER/Level 5/ATK 1400/DEF 1000 (Fusion)
- 1 WATER monster + 1 WIND monster
- Must first be Fusion Summoned using a "HERO" monster as Fusion Material. This card can attack directly. If this card inflicts battle damage to your opponent: You can target 1 monster your opponent controls; send it to the GY.
- Elemental HERO Steam Healer
- Warrior-Type/WATER/Level 5/ATK 1800/DEF 1000 (Fusion)
- 1 FIRE monster + 1 WATER monster
- Must first be Fusion Summoned using a "HERO" monster as Fusion Material. While you LP is lower than your opponent's, this card gains ATK equal to the difference. If this card is destroyed by battle or card effect: You can target 1 monster on the field; gain LP equal to its ATK.
- Elemental HERO Necroid Shaman
- Warrior-Type/DARK/Level 6/ATK 1900/DEF 1800 (Fusion)
- 1 EARTH monster + 1 DARK monster
- Must first be Fusion Summoned using a "HERO" monster as Fusion Material. Once per turn: You can target 1 "HERO" monster in your GY, except "Elemental HERO Necroid Shaman"; Special Summon it. Once per turn: You can target 1 monster your opponent controls and in their GY; destroy the first target, and if you do, Special Summon the second.
- Elemental HERO Mudballman
- Warrior-Type/EARTH/Level 6/ATK 1900/DEF 3000 (Fusion)
- 1 WATER monster + 1 EARTH monster
- Must first be Fusion Summoned using a "HERO" monster as Fusion Material. "HERO" monsters you control cannot be targeted, or destroyed by, your opponent's card effects. Monsters your opponent controls cannot attack "HERO" monsters, except "Elemental HERO Mudballman".
- Elemental HERO Darkbright
- Warrior-Type/DARK/Level 6/ATK 2000/DEF 1000 (Fusion)
- 1 LIGHT monster + 1 DARK monster
- Must first be Fusion Summoned using a "HERO" monster as Fusion Material. If a "HERO" monster you control attacks a Defense Position monster, inflict piercing battle damage. Once per turn (Quick Effect): You can target any number of monsters your opponent controls, up to the number of "HERO" monsters you control; change them to face-down Defense Position. If this card is sent from the field to the GY: You can target 1 card your opponent controls; destroy it.
- Elemental HERO Rampart Blaster
- Warrior-Type/EARTH/Level 6/ATK 2000/DEF 2500 (Fusion)
- 1 EARTH monster + 1 FIRE monster
- Must first be Fusion Summoned using a "HERO" monster as Fusion Material. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. During your Main Phase: You can inflict 1000 damage to your opponent. You can only use this effect of "Elemental HERO Rampart Blaster" once per turn.
- Elemental HERO Flame Wingman
- Warrior-Type/WIND/Level 6/ATK 2100/DEF 1200 (Fusion)
- 1 WIND monster + 1 FIRE monster
- Must first be Fusion Summoned using a "HERO" monster as Fusion Material. If this card battles an opponent's monster, during damage calculation: This card gains 1000 ATK during that damage calculation only. If this card destroys an opponent's monster by battle: Inflict damage to your opponent equal to the original ATK of the destroyed monster.
- more ATK*** also maybe doesn't activate like Ritual Cyberse
- Elemental HERO Thunder Giant
- Warrior-Type/LIGHT/Level 6/ATK 2400/DEF 1500 (Fusion)
- 1 LIGHT monster + 1 EARTH monster
- Must first be Fusion Summoned using a "HERO" monster as Fusion Material. Once per turn (Quick Effect): You can can discard 1 card, then target 1 card your opponent controls; destroy it. If this card is destroyed by battle or card effect and sent to the GY: You can destroy all monsters on the field with ATK less than or equal to this card's original ATK.
- Elemental HERO Wild Wingman
- Warrior-Type/EARTH/Level 8/ATK 1900/DEF 2300 (Fusion)
- 1 EARTH monster + 1 WIND monster
- Must first be Fusion Summoned using a "HERO" monster as Fusion Material. If a "HERO” monster you control battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If this card inflicts battle damage to your opponent: You can destroy all Spells and Traps your opponent controls. Your opponent cannot activate cards or effects in response to this effect's activation.
- Do I need the SS4 bit?
- Elemental HERO Shining Flare Wingman
- Warrior-Type/LIGHT/Level 8/ATK 2500/DEF 2100 (Fusion)
- 1 "HERO" Fusion monster + 1 "HERO" monster
- Gains 500 ATK for each "HERO" monster in your GY. If this card destroys an opponent's monster by battle: Inflict damage to your opponent equal to this card's ATK.
- Elemental HERO Tempest
- Warrior-Type/WIND/Level 8/ATK 2800/DEF 2800 (Fusion)
- 3 monsters with different Attributes
- Must first be Fusion Summoned using a "HERO" monster as Fusion Material. If a "HERO" monster you control would be destroyed by battle, you can destroy 1 other card you control instead. Once per turn (Quick Effect): You can target 1 face-up monster on the field; this turn, its effects are negated, but it is unaffected by other card effects.
- Elemental HERO Electrum
- Warrior-Type/LIGHT/Level 10/ATK 2900/DEF 2600 (Fusion)
- 4 monsters with different Attributes
- Must first be Fusion Summoned using a "HERO" monster as Fusion Material. While face-up on the field, this card is also DARK, EARTH, WATER, FIRE, and WIND-Attribute. Unaffected by the effects of other monsters with the same Attribute as this card. If this card is sent from the field to the GY: You can target up to 4 of your banished "HERO" monsters with different Attributes; add them to your hand.
- Miracle Polymerization
- Quick-Play Spell
- Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. If Summoning a "HERO" Fusion Monster this way, you can also use up to 1 monster your opponent controls as Fusion Material. You can only activate 1 "Miracle Polymerization" per turn.
- Miracle Polymerization
- Quick-Play Spell
- Fusion Summon 1 "HERO" Fusion Monster from your Extra Deck, using monsters from your hand or either side of the field as Fusion Materials, including at least 1 "HERO" monster you control. You can only activate 1 "Miracle Polymerization" per turn.
- Electrum: Gain Attributes of banished HEROs?
- Neos Wiseman
- Hero super poly
- Discard 1, must use monsters on field. Cant control non-HERO monsters
- Skyscraper 3
- Once oer turn: You can discard 1 "HERO" monster; add 1 "HERO" monster with a different Attribute to your hand.
- Hero monsters search poly upon being sent to ggrave?
- Maybe instead have it be generic attributes, but gain effects if HERO monsters are used as material
- Shining Flare would be 1 HERO Fusion + 1 HERO
- Electrum is 4 different attributes
- Necroshade allows SS
- Bladedge can SS by Tributing 1
- Destiny End Dragoon
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