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monkey01
09-12-2007, 06:33 PM
Before the famous Jadan and the elemental heros and Neo Spacian their were heros wiser and stronger. Their are now the rejected heros. Tell me what you think


1. Rejected Hero Wind Guy – Warrior/3/1000/1000 Effect: discard this card in order to get a “polymerization” in deck or graveyard and put it in your hand.
2. Rejected Hero Fire Chick – Warrior/3/1200/800 Effect: discard this card in order to get a “polymerization” in your deck or graveyard and put it in your hand.
3. Rejected Hero Mud Dude – Warrior/4/1600/800 Effect: discard this card in order to take a “polymerization” in your deck or graveyard and put it in your hand. If this card attacks a card in defense mode it gains 500 ATK points.
4. Rejected hero Shocker – Warrior/4/1600/1400 Effect: discard this card in order to take “polymerization” in your deck or graveyard and put it in your hand. Once per turn this card can destroy an equip card attached to a monster.
5. Rejected Hero Beast Fighter – Warrior/4/1600/1500 Effect: discard this card in order to take “polymerization” from your deck or graveyard and put it in your hand. Once per turn it can destroy one face up trap card.
6. Rejected Hero Zeo – Warrior/7/2500/2000 Effect: Increase this cards ATK by 300 for each “Zeo Spacian” in your graveyard.
7. Rejected Hero Water Shot – Warrior/4/1000/1300 Discard this card to add “polymerization from your deck or graveyard to your hand. If this card is on your side of the field and your opponent has no cards in their hand they draw three cards and you draw one.
8. Rejected Hero Slasher – Warrior/7/2600/ 1900 Discard this card to add “polymerization” from your deco or graveyard to your hand. When this attacks a card in defense mode put that card in attack mode.
9. Protector Necro – Warrior/3/800/1300 Remove from your hand or Graveyard from play to negate two attacks
10. Rejected Hero Darklight – Warrior/5/1600/1800 If this card is in your graveyard special summon one “Rejected Hero” Card in your hand regardless of level. That card is unaffected by Traps, Magic, and monster effects for this turn.
11. Rejected Hero Air Firerman – Fusion/Warrior/6/2200/1200 – The Fusion of “Wind Guy and Fire Chick” This card can change the position of the monster it is attacking. If the monster is in defense mode and the attacking monster ATK is higher the opponent pays the difference in life points.
12. Rejected Hero Gusher Surfer Fusion/Warrior/5/1400/1000 – Fusion of “Wind Guy” and “Water Shot”. If there is a monster on your opponent’s field this card can attack them directly. If this card is destroyed drew one card.
13. Rejected Hero Sword Dude Fusion/Warrior/7/2600/2300 – Fusion of “Slasher” and Beat Fighter”. This card can attack all monsters on the field. It is unaffected by monster effects.
14. Anti Hero Spark General Fusion/Warrior/6/2400/1500 – Fusion of “Shocker” and “Mud Dude”. Discard one card from your hand and destroy one monster on the field less than or equal to this card.
15. Anti Hero Pride Fusion/Warrior/8/2800/2800 – Fusion of “Wind Guy”, “Water Shot”, and “Shocker”. One time during the duel. Discard a card from your opponent’s hand and this card can’t be destroyed in battle. This card can attack twice.
16. Rejected Hero Tornado Flareman Warrior/8/2500/2100 Fusion of “Air Fireman” and “Shocker”. This card gains 300 points for each “Anti Hero” in your graveyard. This card can change the position of the monster it is attacking. If the monster is in defense mode and it has a higher attack the opponent takes the difference.
17. Rejected Pup Warrior/3/ 900/1200 Effect; when this card is sent to the graveyard, take two cards with the “Rejected Hero” in its name from your graveyard and put in your hand.
18. Rejected Hero Dark Chief Warrior/6/1900/1800 Fusion of “Beast Fighter” and “Darklight” Effect: Destroy one monster on their side of the field then summon another monster other than that one two levels or less than the destroyed one.
19. Mushrules Plant/3/400/400 Effect: When this card is destroy and sent to the graveyard Summon two Fungus Tokens/3/500/500. These cards can be tribute.
20. Rejected Kids Warrior/2/600/600 Effect: Is this card is special Summon, summon all other “Anti Kids in your hand or deck.
21. Rejected Hero Solid Water Statue Fusion/Warrior/1900/3000 Fusion of “Mud Dude” and “Water Shot”. Effect this card is changed to Defense mode at the End Phase.
22. Advanced Card Blocker Warrior/3/400/400 Effect this is summoned in Defense mode. If another monster is being attack direct the attack to this card. Remove from your graveyard from play up to 3 cards to increase this cards Def by 500 each.
23. Advanced Card Striker Warrior/3/600/200 Effect this card can only be special summoned by removing one card in your graveyard. This card can attack you directly. If this card is destroyed all damage goes to 0.
24. Advanced Card Soldier Fusion/Warrior/3/1000/1500 Fusion of “Card Strike” and “Card Blocker”. Effect: This card and remove from you graveyard 3 cards to increase this card ATK or DEF by 500 for each card. Cut this cards ATK in half to attack your opponent directly. When this card is destroyed all damage goes to 0.
25. Rejected Hero Assistant Fusion/Warrior/6/2000/2500 Fusion of “Fire chick” and “Mud Dude” Effect: This card is put into defense mode at the end of your turn. This card can inflict 500 point of damage, but then can not attack the turn the effect is used.
26. Rejected Hero Pyro Nurse Fusion/Warrior/5/1800/1600 Fusion of Fire chick” and “Water shoot”. Effect: When this card destroys a monster increase the owners life point by the destroyed monster’s attack points.
27. Rejected Hero Elementous Fusion/Warrior/10/2900/2600 Fusion of “Fire Chick”, “Wind Guy”, “Water Shot”, and “Mud Dude” Effect: This card’s attribute is Wind, Fire, Water, and Earth. For each Rejected Hero with the same attribute as him in your graveyard increase this card by 100. All cards removed from play are sent back to your deck. It is then shuffle. Each player draws 2 cards.
28. Zeo Spacian Aqua Dolphin Warrior/3/600/800 Effect: Once per turn you discard one card from you hand to destroy one monster in your opponents hand if a monster on your side of the field is higher or equal to the monster ATK. If you do deal 500 points of damage, if not you lose 500.
29. Zeo Spacian Power Mole Warrior/3/900/300 Effect: Return this card and the monster you battle with to their hand after the battle has been conducted. If you attack a monster that’s attack is higher than you battle damage goes to 0.
30. Zeo Spacian Flare Beetle Warrior/3/500/500 Effect: For every Spell or Trap card on your opponent’s side of the field increase these cards ATK and DEF by 400.
31. Zeo Spacian Aero Eagle: Warrior/3/900/600 Effect: For every card in your opponent’s hand, increase your life points by 500, and inflict your opponent by 100 for each card.
32. Zeo Spacian Shiny Moss: Warrior/3/400/900 Effect: When this card is conducted in battle, your opponent draws a card. Based on what he drew demands the monsters effect: Spell: Attack directly. Trap: monster’s ATK goes to 0. Monster: The Battle ends.
33. Zeo Spacian Dark Cat: Warrior/3/1000/1000 Effect: Once per turn this card can copy one monsters effect, while the other monster’s effect is negate.
34. Rejected Hero Aqua Zeo Warior/7/2500/2000 Fusion of “Zeo” and “Aqua Dolphin. Effect: The card in this fusion return to your deck. Once per turn discard one card from your hand and then random discard one card from your opponent’s hand. This card is returned to your fusion deck at the end of this turn.
35. Rejected Hero Power Zeo Warrior/7/2500/2000 Fusion of “Power Mole” and “Zeo”. Effect: The card in this fusion return to your deck. Once per turn return one monster on your opponent’s field to their hand. This card is returned to your fusion deck at the end of this turn.
36. Rejected Hero Flare Zeo Warrior/7/2500/2000 Fusion of “Flare Beetle” and “Zeo”. Effect: The cards in this fusion return to your deck. This card gets 400 Atk points for each spell and trap on the field. This card returns to the fusion deck at the end of this turn.
37. Rejected Hero Aero Zeo Warrior/7/2500/2000 Fusion of “Aero Eagle” and “Zeo”. Effect: The cards in this fusion return to your deck instead of the graveyard. If your life points are higher or lower than your opponent adding ATK points equal to the difference. This card return to the fusion deck at the end of this turn.
38. Rejected Hero Shiny Zeo Warrior/7/2500/2000 Fusion of “Shiny Moss” and “Zeo” Effect: The cards to make this fusion are return to your deck. Once per turn destroy one face-up card on the field and based on the card your get an effect. Spell: Attack directly. Trap: If you attack a monster that monster’s attack go to 0. Monster: This card goes into defense mode. This card is returned to your fusion deck at the end of this turn.
39. Rejected Hero Dark Zeo Warrior/7/2500/2000 Fusion of “Dark Cat” and “Zeo” Effect: The cards to make this fusion go to your deck. Negate the effect of a monster and copy that effect. Increase this card’s attack by 200 for each effect monster on the field. Return this card to the fusion deck at the end of this turn.
40. Rejected Mirage/Trap: This card can only be activated when a “Rejected Hero” card is destroyed that card is summoned back on the field at the end of this turn.
41. Hero’s Call/Trap: When a “Rejected Hero” is destroyed summon one “Rejected Hero” level 4 or lower on the field.
42. A hero Emerges/Trap: Your opponent draw one card from your hand, if it is a monster summons it regardless of the tribute. If it isn’t it is discarding to the graveyard.
43. Negate Attack/Trap: When a monster attacks ends its battle phase.
44. Mirror Force/Trap: When a monster attacks destroy all attack position monster on your opponent’s field.
45. Hero’s Dodge/Continuous Trap: This card can not be activated unless you have one “Rejected Hero” or “Zeo Spacian” on your side of the field. If you have an open space on your monster zone, move the monster to an open space canceling the attack. You can use that three times during a turn.
46. Hero’s Heart/Trap: This card can only be activated if you a “Rejected Hero” can was destroyed during this turn, one attack by your opponents monster’s damage goes down to 0.
47. Reckless kid/Trap: For each “Rejected Kid in the graveyard decrease one opponent’s monster’s attack by 400 for each one, it returned at the end of the turn this card was activated.
48. Cross Heart/Trap: You can only activate this card when you take an opponent’s attack. Take control of that monster.
49. Invincible Hero/Trap: Choose one monster on the field. That card can not be destroyed as a result of battle this turn.
50. Combine Souls/Trap: Choose one monster on your side of the field. Increase the Atk point on that monster based on the Atk points of a “rejected hero” card in your graveyard. It ends at the End Phase.
51. Polymerization/Magic: Send cards from your hand or field on a fusion monster.
52. The Warrior Returning Alive/Magic: Return to your hand one Warrior type monster.
53. Hero’s Street/Field Spell: If a “Rejected Hero” is attacking a monster whose attack is greater, increase its attack by 1000.
54. Pot of Greed/Magic: Draw 2 cards from your deck.
55. Bubble Twister/Magic: This card can only be activated when a “Water Shot” is on the field. Put your opponents monster’s on the field in defense mode, and return “Water shot” back to your hand. Summon one monster with “Rejected Hero” in its name to the field in attack mode.
56. Thunder Gun: Equip this to “Shocker”. Add three spell counters on this card. Remove one counter and change the position of one monster on the field. Once the three counters are removed, destroy this card.
57. Bubble Sword/Magic: This card can only be activated with “Water Shot”. Increase “Water shot” Atk by 800 points. When “water Shot is attacked destroy this card. No damage is done.
58. Cyclone Piper/Magic: This card can only be equipped to “Beast Fighter”. Increase this card’s attack by 500. When destroyed by magic effect, destroy all magic and trap cards on the field.
59. H – Fiery Heart/Magic: Increase a monster’s Attack by 500. If a cards attack is higher than a monster’s defense the opponents loses life points equal to the different. It ends than the turn ends.
60. E – Emerging Hero/Magic: Add one “Rejected hero” from your deck to your hand.
61. R – Righteous Rule/Magic: Destroy spell or trap cards equal to the number of “Rejected Hero” on the field.
62. Open Summoning/Magic: Summon one “Rejected Hero” from your graveyard to the field.
63. HERO WATCH/Magic: This card can only be activated if H, E, R, and O are in your graveyard. Summon from your Graveyard one “Rejected Hero” in attack mode. All “Rejected Hero” can attack directly.
64. Prepared Fusion/Magic: Remove from the field or graveyard from play material monster on a fusion monster to summon the fusion monster to the field with the name “Rejected Hero”
65. Hero’s Ribbon/ Trap: Instead of being destroyed put this card back in your deck. Return one spell card on the field and than draw one card.
66. Hero’s Surprise Attack/Trap: When a “rejected hero” is destroyed activated this card. Your opponent picks a card in your hand. If it is a “Rejected hero” destroys the card that destroyed the other “Rejected hero” card and Special Summon the card picked in attack mode.
67. Disguised Hero/Magic: Summon one “Rejected Hero from you hands in attack mode, this card can not attack. The card has to return at the end of the turn.
68. Soul Share – Common Soul/Magic: Select one face up monster on the field in other to activate this card. Special Summon one 1 monster with “Zeo Spacian” in its name from your hand. That monster you choose gains the “Zeo Spacian” attack points and add to it.
69. Zeo Space/Field Spell: Increase the attack of “Zeo” and all monsters with him as a fusion material monster. Any card that has “Zeo” in their fusion material monster they can not be sent back at the end of the End Phase.
70. Zeo Energy/Magic: This card can only be equipped to a Zeo Spacian Monster. Increase the monsters attack by 800 points. Each standby phase decrease the attack by 300 points.
71. Hope of Faith/Magic: Add 5 “Rejected Hero” cards from your graveyard to your deck. You then shuffle your deck and draw 2 cards. If you have no cards in your hand drew three.
72. Rebirth of Zeo/ magic: You can only activate this card when a fusion monster is destroying when “Zeo” is in the material fusion. Special Summon Zeo with 1000 more Attack points. The card is then destroyed at the end of the turn.
73. Fighting Contact/Magic: Activate this card when you have no cards on your side of the field. Send one “Zeo Spacian” to the graveyard. Draw 1 card for every monster on your opponents side of the field
74. Soul Contact/Magic: When “Zeo” is on the field you can summon one “Zeo Spacian” on the field. All monsters are sent back to your deck at the end of the turn.
75. Contact out/Magic: Return one fusion monster on the field with “Zeo” in his material need. If the fusion monster material monsters are in your deck special summon them to the field.
76. Super Contact/Magic: This card can only be activated if you have “Zeo on your field. Remove from play six different “Zeo Spacian” From your Field, Hand, or Graveyard. Summon “Rejected Knight Zeo”.
77. Rejected Hero Chaos Zeo Fusion/Warrior/9/3000/2500 Fusion of “Zeo”, “Shiny Moss”, “Dark Cat”. This card is summoned when you send the above monsters back to your deck. Negate the effects of all your opponents monsters on the field. Your opponent drew a card, if it is a monster this card can attack them directly. This card returns to the Fusion Deck at the end of this turn.
78. Rejected hero Magma Zeo Fusion/Warrior/9/3000/2500 Fusion of “Zeo”, “Flare Beetle”, and “Power Mole”. This card is summoned when you send the above monsters are sent back to your deck. This card gains 400 Attack points for each card on the field. When this card returns to the Fusion Deck Return all cards on the field to their respective hand.
79. Rejected Knight Zeo Fusion/Warrior/10/4000/3500 Effect: Summon only by the effect of “Super Contact”. This card gains 400 for each card on the field. All monster effected are negated. Once per turn randomly select one card in your opponents hand and send it to the graveyard. Each Standby phase increase your life points by 1000. Once per turn your opponent drew a card, if it is a monster this card can attack directly. If this card is sent back to the fusion deck at the end of the turn send all cards on the field back to your hand.

kitttt3
09-12-2007, 06:41 PM
that is pretty cool,but the e hero based sets r getting old

monkey01
09-26-2007, 09:28 PM
I know the original Heros cards are difficult to use cause if you don't have polymization you can't use them to their strongest possiblity. With this all original four star monster if discards you get them. It fixes the problem

PhantomCardMaker
10-06-2007, 07:00 AM
Some are plain wierd, and most are broken. I don't know, they're just too copying elemental heroes and the effects are way too powerful, especially seeing as the 4 stars you use for fusion have the effect to get polymerization. It would be great, but its too broken, seeing that then you could mix and match (eg. Have 3 rejected heroes, you'll be sure to get a fusion monster out.)

monkey01
03-12-2008, 01:09 AM
Hi, I have been busy, tell me what I can do to make these cards more playable, thanks

Kane-333
03-21-2008, 05:38 AM
Wow thats a pretty funny spin on eheros. Rejected Hero Fire Chick I could imagine a fat burstinitrix picture. lol