Team Z-R Presents: Z-Heroes, Defined
The Deck Itself:
Z-Heroes is not a new concept in any sort or fashion. In fact, it came back majorly because Destiny Draw came back to 3. No, that's not why it came back exactly. The build works Fine on 2 Destiny Draws, just replace the 3rd Destiny Draw's location and you have your deck! However, it wasn't doing that well in the past couple of formats. Was it still used? Of course. It's not a deck to dismiss when you find out it's going to be at a tournament you go to. The deck is very stable and can take massive control pretty quickly. This format seems to have given it another chance at the big tournaments. Not 1, not 2, but 3 Z-Hero decks topped SJC Austin. SJC Austin wasn't "that" good, but it still takes some skill to top when not running Lightsworn, even running Lightsworn takes some skill. First let's start with some of these builds and then breakdown the deck itself:
Jason Campbell ~ SJC Orlando Top 16, 2009
Monsters(18):
1X Dark Armed Dragon
1X Destiny Hero - Dasher
1X Destiny Hero - Plasma
2X Destiny Hero Malicious
2X Necro Gardna
2X Mezuki
1X Destiny Hero - Diamond Dude
1X Destiny Hero - Doomlord
1X Elemental Hero Stratos
1X Plaguespreader Zombie
1X Sangan
1X Spirit Reaper
1X Goblin Zombie
1X Dark Grepher
1X Card Trooper
Spells(15):
3X Destiny Draw
2X Gold Sarcophagus
2X Allure of Darkness
2X Burial from a Different Dimension
1X Scapegoat
1X Book of Life
1X Reinforcement of the Army
1X Heavy Storm
1X Mystical Space Typhoon
1X Brain Control
Traps(8):
2X Bottomless Trap Hole
2X Phoenix Wing Wind Blast
1X Return from the Different Dimension
1X Torrential Tribute
1X Mirror Force
1X Threatening Roar
Maurice Brantley ~ 2nd Austin SJC, 2009
Monsters(16):
1X Dark Armed Dragon
2X Destiny Hero Malicious
2X Destiny Hero Defender
2X Mezuki
2X Krebons
1X Rose, Warrior of Revenge
1X Pyramid Turtle
1X Goblin Zombie
1X Plaguespreader Zombie
1X Elemental Hero Stratos
1X Mystic Tomato
1X Sangan
Spells(14):
3X Destiny Draw
2X Allure of Darkness
1X Gold Sarcophagus
1X Reinforcement of the Army
1X Emergency Teleport
1X Lightning Vortex
1X Enemy Controller
1X Brain Control
1X Mind Control
1X Heavy Storm
1X Mystical Space Typhoon
Traps(10):
2X Skill Drain
2X Phoenix Wing Wind Blast
2X Bottomless Trap Hole
1X Torrential Tribute
1X Mirror Force
1X Return from the Different Dimension
1X Solemn Judgment
Donald Shugart ~ SJC Austin Top 16, 2009
Monsters(20):
1X Dark Armed Dragon
1X Caius the Shadow Monarch
1X Destiny Hero Plasma
2X Destiny Hero Malicious
2X Goblin Zombie
2X Necro Gardna
2X Mezuki
1X Card Trooper
1X D.D. Crow
1X Dark Grepher
1X Sangan
1X Destiny Hero Doom Lord
1X Elemental Hero Stratos
1X Plaguespreader Zombie
1X Zombie Master
1X Destiny Hero Fear Monger
Spells(13):
3X Destiny Draw
2X Burial from a Different Dimension
2X Allure of Darkness
1X Brain Control
1X Lightning Vortex
1X Scapegoat
1X Heavy Storm
1X Reinforcement of the Army
1X Mystical Space Typhoon
Traps(8):
2X Bottomless Trap Hole
1X Solemn Judgment
1X Mirror Force
1X Torrential Tribute
1X Call Of The Haunted
1X Phoenix Wing Wind Blast
1X Trap Dustshoot
Roy St. Clair ~ SJC Austin Top 16, 2009
Monsters(16):
1X Dark Armed Dragon
2X Destiny Hero Malicious
2X Destiny Hero Diamond Dude
2X Krebons
2X Mezuki
2X Pyramid Turtle
1X Plaguespreader Zombie
1X Mystic Tomato
1X Goblin Zombie
1X Rose, Warrior of Revenge
1X Elemental Hero Stratos
Spells(12):
3X Destiny Draw
2X Allure of Darkness
1X Gold Sarcophagus
1X Emergency Teleport
1X Lightning Vortex
1X Mystical Space Typhoon
1X Reinforcement of the Army
1X Brain Control
1X Heavy Storm
Traps(13):
3X Skill Drain
2X Dimensional Prison
2X Bottomless Trap Hole
1X Solemn Judgment
1X Mirror Force
1X Torrential Tribute
1X Call Of The Haunted
1X Return from the Different Dimension
1X Dust Tornado
Shadow Master
Monsters(19):
1X Dark Armed Dragon
1X Cauis, the Shadow Monarch
2X Destiny Hero - Malicious
2X Mystic Tomato
2X Necro Gardna
2X Mezuki
1X Destiny Hero - Diamond Dude
1X Goblin Zombie
1X Pyramid Turtle
1X Destiny Hero - Doomlord
1X Destiny Hero - Fear Monger
1X Sangan
1X Elemental Hero - Stratos
1X Blackwing - Gale the Whirlwind
1X Plaguespreader Zombie
1X Zombie Master
Spells(15):
3X Destiny Draw
2X Allure of Darkness
2X Book of Life
2X Foolish Burial
2X Burial of a Different Dimension
1X Brain Control
1X Heavy Storm
1X Mystical Space Typhoon
1X Reinforcements of the Army
Traps(6):
2X Bottomless Trap Hole
1X Trap Dustshoot
1X Mirror Force
1X Torrential Tribute
1X Solemn Judgment/Phoenix Wing Wind Blast
The Break Down:
There are 2 main engines the make Z-Heroes work and the name of the deck should make this evident, but just in case, I will tell you them anyway. The Zombie engine and the Destiny Hero. An engine is just like an engine in a car. The car has a lot of parts, but the engine gets it going, hence the term engine.
The Basic Zombie Engine:
2X Allure of Darkness
2X Mezuki
2X Goblin Zombie
1X Plaguespreader Zombie
The Extended Zombie Engine:
2X Burial From The Different Dimension
1-2X Zombie Master
1-2X Pyramid Turtle
1X Spirit Reaper
1-2X Book of Life
The Basic Destiny Hero Engine:
3X Destiny Draw
2X Allure of Darkness
2X Destiny Hero - Malicious
1X Elemental Hero Stratos
1X Destiny Hero - Diamond Dude
1X Reinforcement of the Army
The Extended Destiny Hero Engine:
1-2X Destiny Hero - Plasma
1-2X Destiny Hero - Dasher
1-2X Destiny Hero - Defender
1X Destiny Hero - Doomlord
1X Destiny Hero - Fear Monger
The extended engines are more preference than anything else. However, I, myself, see Burials as a really big part of the Zombie Engine. In the builds above, you will see that different choices were made by different players. Some were chosen because of testing results while others were used more for tech and/or they prefer the card itself over the other choices.
The engines blend well together because of the synergy. The Destiny Hero engine provides speed and tempo control, while the Zombie Engine adds a way to explode at any given moment. This is quite a deadly duo. An opening move of Reinforcement of the Army and/or Elemental Hero Stratos followed by a Destiny Draw usage is a great start. You already have a plus one and possibly a grave Destiny Hero - Malicious. The Zombies just file in after that point. Control the tempo, use the Zombie engine wisely, and you'll do great with this deck.
~What about the cards that aren't part of the engine?
These tend to be the same cards, but this is the part where people may use different cards(Including the Extended Engines). Some cards are just to great and obvious that they should be used while others may be harder to use in the deck, but if used properly, it will do well. One of the most obvious cards is Dark Armed Dragon. Sure, you need 3 Darks in the grave. This deck puts darks in the grave quite constantly. However, what happens when you go overboard and have more than 3 Darks in the grave? The deck pretty much has it covered. Destiny Hero - Malicious, Plaguespreader Zombie, and Mezuki are great graveyard control cards. Each one has the potential to change the number of Darks in your graveyard.
Burial From A Different Dimension seems like it would be quite essential to the deck in my opinion. However, some of the listed decks do NOT have them in the Main Deck. Why do you think that is? Burial is a great card in this deck. Being able to Recycle Zombies and make Synchros again is quite good. Maybe it's the fear of running into a Royal Oppression with Vayu decks being hot right now. Burial is good for the Zombie engine, but is even better when Necro Gardna is involved. Necro Gardna is pretty slow for this deck and not too many people will run more than 1 if any in this deck. Sometimes Burial isn't really needed and can be a dead draw. There is one other reason I see not to use Burial: Space. Some builds will not have the space to run Burials because they find other cards more important to their build. Maybe Return From The Different Dimension? It does cost half of your life points, but you get to special summon as many removed from play monsters as possible. So instead of putting the monsters back into the graveyard and taking all that effort to summon them from the grave and then synchro summon, why not just skip that step and summon them all on the field? At this point, you cabn synchro and then have the monsters in the grave! So you just used an enhanced version of Burial that ends up pretty much the same but in the process you gain 1-3 monsters on the field.
Another pretty much obvious card for this deck type would be Pheonix Wing Wind Blast(PWWB). You draw cards like Mezuki, Plaguespreader, Destiny Hero - Malicious, etc. but don't have a way to get rid of them all of the time. PWWB is great for getting rid of these cards from your hand while possibly giving you a big play over the opponent. Being able to get rid of a dead card and setting your opponent back one turn is pretty good from what I know. It's also another safe way around backrows. Chain it to Royal Oppression or an End Phase set card.
There is one card that could be seen as the hot tech of the format and its been a good card throughout multiple formats: Divine Wrath. No, its not listed on any of the decklists above or in any of the Side Decks below. Why is this? The tech choice wasnt really brought up for most people until lately. I personally think Divine Wrath deserves a thought when building your Z-Hero deck. Either it be Main Decked or Side Decked, the card is a game-breaking card, which means it can turn a duel to your favor.
There are other "obvious" or "should be used" cards, but they don't need explanations really:
1-2X Bottomless Trap Hole
1X Solemn Judgment
1X Torrential Tribute
1X Mirror Force
1X Heavy Storm
1X Mystical Space Typhoon
1X Brain Control
1X Sangan
Now for the oddities and extended engines:
There are varius Destiny Hero monsters that are good however there isn't enough space to run them all in a Z-Hero deck. You have the main engine and about 2 spaces open for other Destiny Hero monsters.
Destiny Hero Fear Monger was abused so much back when Destiny Hero - Disk Commander wasn't banned. Being able to draw 2 cards in your standby phase and have free monster fodder was amazing. Now that Disk Commander is banned, the best target is Destiny Hero - Malicious. Why waste the space to summon Malicious exactly? For more synchro summoning of course. In a normal duel, you will only synchro summon once with Destiny Hero - Malicious. Fear Monger gives you the second chance.
Destiny Hero Defender goes in the deck when you run Skill Drain. It's a 2700 defense monster that works with Allure of Darkness and Destiny Draw. Without Skill Drain though, it may help your opponent draw a card they really need and they could capitalize on the situation. If you don't use Skill Drain in your build, I advise not using Defender. Side him if you side Skill Drains.
Destiny Hero Doom Lord is one of the weaker and less used Destiny Hero monsters. He has a Chaos Sorceror type effect, but the mosnter removed will come back in 2 turns. Not only will the monster eventually come back but you can't even attack the turn you use this effect. 600 attack makes it a pushover so if you use this card be prepared to back it up.
Destiny Hero - Dasher is not one you see everyday in this build. It does good while it's in the graveyard, but what will you really summon using its effect? In my opinion, Dasher isn't that great of a choice. It could surprise the opponent, but it's not worth the effort honestly.
The extended Zombie engine is quite short. This is because the main engine has the best cards already and doesn't need much help if any. However, some other Zombies can be used like Pyramid Turtle. It's a nice searcher that can get you pretty much any Zombie. It's a little slow though. Setting Pyramid Turtle to get Plaguespreader, Mezuki, or Goblin Zombie doesn't seem worth it. Besides, in this build, Mystic Tomato is a superior choice. It's Dark so it can be used for Allure of Darkness and it can grab more cards than Pyramid Turtle. Only target it can't get the Pyramid Turtle can is Mezuki which isn't a popular choice to summon anyway.
Spirit Reaper is a cheap defender. It'll sit there until it dies by an effect. Is it that great in this meta? Sometimes. It's good to summon via Mystic Tomato and have sit there until you want to make a move or the opponent gets an out to it.
Zombie Master is probably the worst choice of the 3. I mean it's good to be able to revive the Zombies, but the discard could hurt a little. Besides, Zombie Master is a pretty bad topdeck and drawing it at times really does suck. It can be occassionally good, but I'd advise against using it. There are better choices.
Book of Life is a rather nice tech. It removes a monster from your opponent's grave and you get to special summon a Zombie. In this meta, removing monsters from your opponent's grave is usually amazing. So why isn't this card seen often? The special summon that this card provides doesn't really help the flow of the deck. In a straight up Zombie build, Book of Life would be good. In Z-Heroes, it's not going to have the same effect and won't be nearly as abusable.
In one of the decks above, the miniture Teleport engine is used. This consists of 2 Krebons and 1 Emergency Teleport. This provides the deck with more synchroing options and can still have a nice flow. It's more of a preference engine and not everyone uses it. With this little engine, you are more likely to make Synchros without using the grave as much. It's really up to you whether you want to use this engine or not. Test it out and find out if you like it or not.
Rose, Warrior of Revenge is another Tuner that some people may use to make Synchros more open. It's searchable by Reinforcement of the Army and has a decent attack of 1600. This is another preference card that you may or may not like. I personally wouldn't use it. not my style.
Caius the Shadow Monarch and Razia the Storm Monarch are the 2 monarchs I have seen being used in some Z-Hero builds. With how many monsters the deck can produce on the field and the ability to put tribute fodder on the field pretty much any turn makes these cards very viable. Raiza is best against Gladiator Beasts and Rogue decks while Caius is best against Lightsworn, Vayu builds, and the mirror match. Caius has the added bonus of being an Allure of Darkness target.
D.D.Crow and Necro Gardna aren't as popular anymore because Crush Card Virus was banned. Both have great effects but are dead at times. These are more preference than anything. I don't see them around as much anymore if at all. As I mentioned earlier, Necro Gardna is run at 1 if at all in these builds, for the most part.
The other cards:
Gold Sarcophagus
Call Of The Haunted
Card Trooper
Dark Grepher
Scapegoat
Lightning Vortex
Enemy Controller
Mind Control
Threatening Roar
I don't think these cards need explanations. They are pretty much preference choices and different builds run some of these. Any card not listed or explained above I may have missed. Either way, you should now have a pretty solid grasp on the Main Deck of Z-Heroes.
Example Hands(Shuffled and Randomized ~ Builds are different as well):
Hand #1:
1X Mezuki
2X Destiny Draw
1X Solemn Judgment
1X Reinforcement of the Army
1X Allure of Darkness
Hand #2:
1X Skill Drain
1X Solemn Judgment
1X Elemental Hero Stratos
1X Trap Dustshoot
1X Goblin Zombie
1X Torrential Tribute
Hand #3:
2X Phoenix Wing Wind Blast
1X Destiny Hero Malicious
1X Allure of Darkness
1X Goblin Zombie
1X Mystical Space Typhoon
Hand #4:
1X Destiny Draw
1X Mirror Force
1X Destiny Hero Plasma
1X Heavy Storm
1X Elemental Hero Stratos
1X Phoenix Wing Wind Blast
Now for the Side Deck(s):
Side Deck(15):
3X Kycoo the Ghost Destroyer
2X Mobius the Frost Monarch
2X Light-Imprisoning Mirror
2X Mirror of Oaths
2X Trap Hole
2X Dust Tornado
1X D.D. Crow
1X Lightning Vortex
Side Deck(15):
2X Blackwing Sirocco the Dawn
2X Royal Decree
2X Dust Tornado
2X Light-Imprisoning Mirror
2X Legendary Jujitsu Master
1X Spirit Reaper
1X Lightning Vortex
1X Mind Crush
1X Ceasefire
1X Fiend Comedain
Side Deck(15):
3X Kycoo the Ghost Destroyer
3X Light-Imprisoning Mirror
3X Mirror of Oaths
2X Trap Hole
2X Dust Tornado
1X Lightning Vortex
1X My Body as a Shield
Side Deck(15):
3X Light-Imprisoning Mirror
3X Mirror of Oaths
2X Mind Crush
2X Kycoo the Ghost Destroyer
2X D.D. Crow
1X Twister
1X Gorz the Emissary of Darkness
1X Giant Trunade
What the Side Deck should be able to handle:
Lightsworn
Twilight
Blackwings(Normal, Vayu Turbo, Normal Vayu)
Gladiator Beasts
Z-Heroes(Mirror Match)
Anti-Meta(Any Kind ~ Gadgets, Gravekeeper's, Skill Drain, Chaos, etc.)
The Break Down in matches:
Z-Heroes Vs. Lightsworn
~~~~~~~~~~~~~~~~
Lightsworn is a match-up that much be expected. If you don't play against any Lightsworn, I'd consider you quite lucky. SJC wise, Lightsworns do have more Top 16s in the past 2-3 Jumps, but the deck has yet to truely win a SJC(not including Twilight).
Game 1 will be the toughest match-up when facing Lightsworn. The best options are synchro summoning Colossal Fighter, Stardust Dragon, and/or Doomkaiser Dragon. The latter one will be explained later, but the first 2 should be quite obvious. Colossal Fighter hates upon Honest while Stardust Dragon stops destruction like effects. Honest and Necro Gardna are Lightsworn's best options against this deck. They need to be able to get over the Synchros and be able to keep their monsters alive. If you run Destiny Hero - Plasma, great. If you get him out, even better. Having all of the opponent's monsters on the field with no effect is definitely good. You will still fear Honest at this point. Phoenix Wing Wind Blast is also quite useful against Lightsworn. It can completely slow them down and mess their plan up.
Game 2 & 3 have access to the Side Deck which should make the match easier at this point.
Side Deck Cards for the Lightsworn Match-Up:
Gorz the Emissary of Darkness ~ Swarm Blocker.
The Transmigration Prophecy ~ Graveyard Control. Chain to Beckoning Light, Lumina, etc or even use on your own cards.
Kycoo the Ghost Destroyer ~ Good beatstick. Great for stopping Necro Gardna and removing the opponent's monsters from their grave.
Legendary Jujitsu Master ~ Good opening move against Lightsworn. Their best option is Ehren or a milled Wulf into a tribute for Celestia.
Light-Imprisoning Mirror ~ Stops a lot of their effects.
My Body As A Shield ~ Can Screw Celestia, Ryko, and Judgment Dragon over.
Lightning Vortex ~ Great for clearing thier field if they swarm.
Fiend Comedian ~ Risky, but amazing when it works for you. Even if you get the wrong coin flip, you love sending certain monsters to the graveyard.
Spirit Reaper ~ Decent stall card.
Soul Release ~ Removing monsters from their graveyard is good.
Mind Crush ~ You pretty much know what they have anyway.
D.D. Crow ~ Removing monsters from their graveyard is good.
Big Burn ~ Removing monsters from their graveyard is good. Great card to chain to Lumina's effect.
Z-Heroes Vs. Twilight
~~~~~~~~~~~~~~
Game 1 is pretty much the same as going up against Lightsworn game 1. If they don't open with the nuts, you need to slow them down and control them with your own tempo. Do not let them outspeed you if possible.
Game 2 & 3 is a little bit different. What you side in will be slightly different and this is because of the increase in Dark monsters.
Side Deck Cards for the Twilight Match-Up:
Gorz the Emissary of Darkness ~ Swarm Blocker.
The Transmigration Prophecy ~ Graveyard Control. Chain to Beckoning Light, Lumina, etc or even use on your own cards.
Kycoo the Ghost Destroyer ~ Good beatstick. Great for stopping Necro Gardna and removing the opponent's monsters from their grave.
Legendary Jujitsu Master ~ Good opening move against Lightsworn. Their best option is Ehren or a milled Wulf into a tribute for Celestia.
My Body As A Shield ~ Can Screw Celestia, Ryko, Dark Armed Dragon, and Judgment Dragon over.
Lightning Vortex ~ Great for clearing their field if they swarm.
Fiend Comedian ~ Risky, but amazing when it works for you. Even if you get the wrong coin flip, you love sending certain monsters to the graveyard.
Spirit Reaper ~ Decent stall card. Not as good against Twilight. Dark Armed Dragon becomes part of the equation as well as Chaos Sorceror.
Soul Release ~ Removing monsters from their graveyard is good.
Mind Crush ~ You pretty much know what they have anyway.
D.D. Crow ~ Removing monsters from their graveyard is good.
Big Burn ~ Removing monsters from their graveyard is good. Great card to chain to Lumina's effect.
The difference is not too much, but Dark Armed Dragon, Chaos Sorceror, possible Phantom of Chaos, and a possible Gale are in the deck. These will make you think a little differently in the match-up. However, the opponent could side right into to normal Lightsworn. You may be able to tell Game 2 and adjust for Game 3 if you lost.
Z-Heroes Vs. Blackwings
~~~~~~~~~~~~~~~~
Game 1, the main things to fear about Blackwings right now is Icarus Attack and Royal Oppression. Both can be devastating if used correctly. Be careful about the moves you make and pay attention to how the player plays. Blackwing decks will play differently based on the build and player. If they run Royal Oppression in the main deck, be prepared for a Vayu build. They'll summon big beaters while you can't special summon.
Game 2 & 3 is major Side Decking time.
Side Deck Cards for the Blackwing Match-Up:
Gorz the Emissary of Darkness ~ Swarm Blocker.
Blackwing Sirocco the Dawn ~ Great for utilizing its effect. Your Sirocco would gain the attack of all the opposing Blackwings as well.
Kycoo the Ghost Destroyer ~ Still a great beatstick that can get rid of Vayu.
Legendary Jujitsu Master ~ Just a great defensive play.
My Body As A Shield ~ Icarus Attack hate.
Lightning Vortex ~ Swarm removal.
Giant Trunade ~ Clears the field of those pesky traps(Royal Oppression, Icarus Attack, etc.).
Dust Tornado ~ Backrow hate.
Royal Decree ~ Trap hate.
Spirit Reaper ~ Still a nice stall card.
Mind Crush ~ Black Whirlwind.
D.D. Crow ~ Graveyard control.
Trap Hole ~ Not allowing Black Whirlwind to go off.
Twister ~ Royal Oppression and Black Whirlwind hate.
Malevolent Catastrophe ~ Great for getting rid of their Black Whirlwind and any other pesky sets they have. Can even get rid of their Skill Drain and Royal Oppression(if used by the opponent)
Z-Heroes Vs. Gladiator Beasts
~~~~~~~~~~~~~~~~~~~~
Game 1, this is by far the easiest Tier 1-1.5 deck you will face. Gladiator Beast War Chariot is somewhat of a problem however a lot of effects are from the graveyard making it a +1 if dodged correctly. Phoenix Wing Wind Blast, Destiny Hero - Plasma, etc. are all pretty effective against Gladiator Beasts.
Game 2 & 3 will have easy side choices.
Side Deck Cards for the Gladiator Beast Match-Up:
Gorz the Emissary of Darkness ~ Big beatstick that GBs may have a hard time getting around.
Legendary Jujitsu Master ~ Can really rip Gladiator Beasts a new one. If they don't have Gladiator Beast War Chariot set, they pretty much take a big setback.
My Body As A Shield ~ Gyzarus hate.
Lightning Vortex ~ Clearing the field in general(Applies to Smashing Ground and Fissure in this match-up as well)
Mirror of Oaths ~ Completely takes out Tagging.
Giant Trunade ~ To not be afraid of their backrow.
Royal Decree ~ Screws over 1/4 or more of their deck.
Dust Tornado ~ End Phase ownage.
Trap Hole ~ Stop them from even entering the battle phase.
Malevolent Catastrophe ~ This card can really injure Gladiator Beasts if used well. They need their backrow cards.
Z-Heroes Vs. Z-Heroes
~~~~~~~~~~~~~~~
If you don't know how your own deck works by this point, switch decks. You are facing the deck you are using but most likely tweaked somewhat. You should be able to predict the opposing plays and take advantage of such situations. It really comes down to the opening hands, who goes first, and how good the player is(lots of mistakes, no mistakes, etc.).
The Extra Deck
~~~~~~~~~~
Extra Deck(15):
2X Doomkaiser Dragon
2X Stardust Dragon
2X Thought Ruler Archfiend
1X Black Rose Dragon
1X Magical Android
1X Colossal Fighter
1X Red Dragon Archfiend
1X Arcanite Magician
1X Goyo Guardian
1X Ancient Fairy Dragon
1X Armory Arm
1X Revived King Ha Des
Extra Deck(15):
2X Dark End Dragon
2X Colossal Fighter
2X Stardust Dragon
2X Doomkaiser Dragon
1X Red Dragon Archfiend
1X Thought Ruler Archfiend
1X Goyo Guardian
1X Gaia Knight, the Force of Earth
1X Revived King Ha Des
1X Tempest Magician
1X Black Rose Dragon
1X Magical Android
Extra Deck(15):
2X Colossal Fighter
2X Stardust Dragon
2X Revived King Ha Des
1X X-Saber Urbellum
1X Goyo Guardian
1X XX-Saber Gottoms
1X Magical Android
1X Doomkaiser Dragon
1X Ancient Fairy Dragon
1X Black Rose Dragon
1X Thought Ruler Archfiend
1X Red Dragon Archfiend
Extra Deck(15):
3X Stardust Dragon
2X Colossal Fighter
2X Doomkaiser Dragon
1X Thought Ruler Archfiend
1X Magical Android
1X Goyo Guardian
1X Red Dragon Archfiend
1X Gaia Knight, the Force of Earth
1X Revived King Ha Des
1X Tempest Magician
1X Black Rose Dragon
Dark End Dragon ~ If you have this and haven't sold it or traded it away yet, use it.
Stardust Dragon ~ One of the synchro monsters that should be run in 2s.
Colossal Fighter ~ Run in 2s. Lightsworn is a big match-up.
Doomkaiser Dragon ~ If you run Plaguespreader, definitely run 1-2 of these. A lot of decks run Plaguespreader and this can capitalize on that.
Thought Ruler Archfiend ~ Run 1.
Magical Android ~ Run 1.
Goyo Guardian ~ Run 1.
Red Dragon Archfiend ~ Run 1.
Gaia Knight, The Force of Earth ~ Maybe run 1.
Revived King Ha Des ~ Run 1.
Tempest Magician ~ Run 1.
Black Rose Dragon ~ Run 1.
A lot of the Synchros are quite standard. The exception that this deck brings is Doomkaiser Dragon. Plaguespreader is in a lot of decks this format and you can synchro summon a Level 6 Synchro quite easily. Why not make it a Level 8 instantly?
There is the deck explained by myself, Zelink. Some things I may have said little on while I said more on other things, but a lot of it should start to file in as long as you get the basic concepts. Thank you for your time.
Z-Heroes is not a new concept in any sort or fashion. In fact, it came back majorly because Destiny Draw came back to 3. No, that's not why it came back exactly. The build works Fine on 2 Destiny Draws, just replace the 3rd Destiny Draw's location and you have your deck! However, it wasn't doing that well in the past couple of formats. Was it still used? Of course. It's not a deck to dismiss when you find out it's going to be at a tournament you go to. The deck is very stable and can take massive control pretty quickly. This format seems to have given it another chance at the big tournaments. Not 1, not 2, but 3 Z-Hero decks topped SJC Austin. SJC Austin wasn't "that" good, but it still takes some skill to top when not running Lightsworn, even running Lightsworn takes some skill. First let's start with some of these builds and then breakdown the deck itself:
Jason Campbell ~ SJC Orlando Top 16, 2009
Monsters(18):
1X Dark Armed Dragon
1X Destiny Hero - Dasher
1X Destiny Hero - Plasma
2X Destiny Hero Malicious
2X Necro Gardna
2X Mezuki
1X Destiny Hero - Diamond Dude
1X Destiny Hero - Doomlord
1X Elemental Hero Stratos
1X Plaguespreader Zombie
1X Sangan
1X Spirit Reaper
1X Goblin Zombie
1X Dark Grepher
1X Card Trooper
Spells(15):
3X Destiny Draw
2X Gold Sarcophagus
2X Allure of Darkness
2X Burial from a Different Dimension
1X Scapegoat
1X Book of Life
1X Reinforcement of the Army
1X Heavy Storm
1X Mystical Space Typhoon
1X Brain Control
Traps(8):
2X Bottomless Trap Hole
2X Phoenix Wing Wind Blast
1X Return from the Different Dimension
1X Torrential Tribute
1X Mirror Force
1X Threatening Roar
Maurice Brantley ~ 2nd Austin SJC, 2009
Monsters(16):
1X Dark Armed Dragon
2X Destiny Hero Malicious
2X Destiny Hero Defender
2X Mezuki
2X Krebons
1X Rose, Warrior of Revenge
1X Pyramid Turtle
1X Goblin Zombie
1X Plaguespreader Zombie
1X Elemental Hero Stratos
1X Mystic Tomato
1X Sangan
Spells(14):
3X Destiny Draw
2X Allure of Darkness
1X Gold Sarcophagus
1X Reinforcement of the Army
1X Emergency Teleport
1X Lightning Vortex
1X Enemy Controller
1X Brain Control
1X Mind Control
1X Heavy Storm
1X Mystical Space Typhoon
Traps(10):
2X Skill Drain
2X Phoenix Wing Wind Blast
2X Bottomless Trap Hole
1X Torrential Tribute
1X Mirror Force
1X Return from the Different Dimension
1X Solemn Judgment
Donald Shugart ~ SJC Austin Top 16, 2009
Monsters(20):
1X Dark Armed Dragon
1X Caius the Shadow Monarch
1X Destiny Hero Plasma
2X Destiny Hero Malicious
2X Goblin Zombie
2X Necro Gardna
2X Mezuki
1X Card Trooper
1X D.D. Crow
1X Dark Grepher
1X Sangan
1X Destiny Hero Doom Lord
1X Elemental Hero Stratos
1X Plaguespreader Zombie
1X Zombie Master
1X Destiny Hero Fear Monger
Spells(13):
3X Destiny Draw
2X Burial from a Different Dimension
2X Allure of Darkness
1X Brain Control
1X Lightning Vortex
1X Scapegoat
1X Heavy Storm
1X Reinforcement of the Army
1X Mystical Space Typhoon
Traps(8):
2X Bottomless Trap Hole
1X Solemn Judgment
1X Mirror Force
1X Torrential Tribute
1X Call Of The Haunted
1X Phoenix Wing Wind Blast
1X Trap Dustshoot
Roy St. Clair ~ SJC Austin Top 16, 2009
Monsters(16):
1X Dark Armed Dragon
2X Destiny Hero Malicious
2X Destiny Hero Diamond Dude
2X Krebons
2X Mezuki
2X Pyramid Turtle
1X Plaguespreader Zombie
1X Mystic Tomato
1X Goblin Zombie
1X Rose, Warrior of Revenge
1X Elemental Hero Stratos
Spells(12):
3X Destiny Draw
2X Allure of Darkness
1X Gold Sarcophagus
1X Emergency Teleport
1X Lightning Vortex
1X Mystical Space Typhoon
1X Reinforcement of the Army
1X Brain Control
1X Heavy Storm
Traps(13):
3X Skill Drain
2X Dimensional Prison
2X Bottomless Trap Hole
1X Solemn Judgment
1X Mirror Force
1X Torrential Tribute
1X Call Of The Haunted
1X Return from the Different Dimension
1X Dust Tornado
Shadow Master
Monsters(19):
1X Dark Armed Dragon
1X Cauis, the Shadow Monarch
2X Destiny Hero - Malicious
2X Mystic Tomato
2X Necro Gardna
2X Mezuki
1X Destiny Hero - Diamond Dude
1X Goblin Zombie
1X Pyramid Turtle
1X Destiny Hero - Doomlord
1X Destiny Hero - Fear Monger
1X Sangan
1X Elemental Hero - Stratos
1X Blackwing - Gale the Whirlwind
1X Plaguespreader Zombie
1X Zombie Master
Spells(15):
3X Destiny Draw
2X Allure of Darkness
2X Book of Life
2X Foolish Burial
2X Burial of a Different Dimension
1X Brain Control
1X Heavy Storm
1X Mystical Space Typhoon
1X Reinforcements of the Army
Traps(6):
2X Bottomless Trap Hole
1X Trap Dustshoot
1X Mirror Force
1X Torrential Tribute
1X Solemn Judgment/Phoenix Wing Wind Blast
The Break Down:
There are 2 main engines the make Z-Heroes work and the name of the deck should make this evident, but just in case, I will tell you them anyway. The Zombie engine and the Destiny Hero. An engine is just like an engine in a car. The car has a lot of parts, but the engine gets it going, hence the term engine.
The Basic Zombie Engine:
2X Allure of Darkness
2X Mezuki
2X Goblin Zombie
1X Plaguespreader Zombie
The Extended Zombie Engine:
2X Burial From The Different Dimension
1-2X Zombie Master
1-2X Pyramid Turtle
1X Spirit Reaper
1-2X Book of Life
The Basic Destiny Hero Engine:
3X Destiny Draw
2X Allure of Darkness
2X Destiny Hero - Malicious
1X Elemental Hero Stratos
1X Destiny Hero - Diamond Dude
1X Reinforcement of the Army
The Extended Destiny Hero Engine:
1-2X Destiny Hero - Plasma
1-2X Destiny Hero - Dasher
1-2X Destiny Hero - Defender
1X Destiny Hero - Doomlord
1X Destiny Hero - Fear Monger
The extended engines are more preference than anything else. However, I, myself, see Burials as a really big part of the Zombie Engine. In the builds above, you will see that different choices were made by different players. Some were chosen because of testing results while others were used more for tech and/or they prefer the card itself over the other choices.
The engines blend well together because of the synergy. The Destiny Hero engine provides speed and tempo control, while the Zombie Engine adds a way to explode at any given moment. This is quite a deadly duo. An opening move of Reinforcement of the Army and/or Elemental Hero Stratos followed by a Destiny Draw usage is a great start. You already have a plus one and possibly a grave Destiny Hero - Malicious. The Zombies just file in after that point. Control the tempo, use the Zombie engine wisely, and you'll do great with this deck.
~What about the cards that aren't part of the engine?
These tend to be the same cards, but this is the part where people may use different cards(Including the Extended Engines). Some cards are just to great and obvious that they should be used while others may be harder to use in the deck, but if used properly, it will do well. One of the most obvious cards is Dark Armed Dragon. Sure, you need 3 Darks in the grave. This deck puts darks in the grave quite constantly. However, what happens when you go overboard and have more than 3 Darks in the grave? The deck pretty much has it covered. Destiny Hero - Malicious, Plaguespreader Zombie, and Mezuki are great graveyard control cards. Each one has the potential to change the number of Darks in your graveyard.
Burial From A Different Dimension seems like it would be quite essential to the deck in my opinion. However, some of the listed decks do NOT have them in the Main Deck. Why do you think that is? Burial is a great card in this deck. Being able to Recycle Zombies and make Synchros again is quite good. Maybe it's the fear of running into a Royal Oppression with Vayu decks being hot right now. Burial is good for the Zombie engine, but is even better when Necro Gardna is involved. Necro Gardna is pretty slow for this deck and not too many people will run more than 1 if any in this deck. Sometimes Burial isn't really needed and can be a dead draw. There is one other reason I see not to use Burial: Space. Some builds will not have the space to run Burials because they find other cards more important to their build. Maybe Return From The Different Dimension? It does cost half of your life points, but you get to special summon as many removed from play monsters as possible. So instead of putting the monsters back into the graveyard and taking all that effort to summon them from the grave and then synchro summon, why not just skip that step and summon them all on the field? At this point, you cabn synchro and then have the monsters in the grave! So you just used an enhanced version of Burial that ends up pretty much the same but in the process you gain 1-3 monsters on the field.
Another pretty much obvious card for this deck type would be Pheonix Wing Wind Blast(PWWB). You draw cards like Mezuki, Plaguespreader, Destiny Hero - Malicious, etc. but don't have a way to get rid of them all of the time. PWWB is great for getting rid of these cards from your hand while possibly giving you a big play over the opponent. Being able to get rid of a dead card and setting your opponent back one turn is pretty good from what I know. It's also another safe way around backrows. Chain it to Royal Oppression or an End Phase set card.
There is one card that could be seen as the hot tech of the format and its been a good card throughout multiple formats: Divine Wrath. No, its not listed on any of the decklists above or in any of the Side Decks below. Why is this? The tech choice wasnt really brought up for most people until lately. I personally think Divine Wrath deserves a thought when building your Z-Hero deck. Either it be Main Decked or Side Decked, the card is a game-breaking card, which means it can turn a duel to your favor.
There are other "obvious" or "should be used" cards, but they don't need explanations really:
1-2X Bottomless Trap Hole
1X Solemn Judgment
1X Torrential Tribute
1X Mirror Force
1X Heavy Storm
1X Mystical Space Typhoon
1X Brain Control
1X Sangan
Now for the oddities and extended engines:
There are varius Destiny Hero monsters that are good however there isn't enough space to run them all in a Z-Hero deck. You have the main engine and about 2 spaces open for other Destiny Hero monsters.
Destiny Hero Fear Monger was abused so much back when Destiny Hero - Disk Commander wasn't banned. Being able to draw 2 cards in your standby phase and have free monster fodder was amazing. Now that Disk Commander is banned, the best target is Destiny Hero - Malicious. Why waste the space to summon Malicious exactly? For more synchro summoning of course. In a normal duel, you will only synchro summon once with Destiny Hero - Malicious. Fear Monger gives you the second chance.
Destiny Hero Defender goes in the deck when you run Skill Drain. It's a 2700 defense monster that works with Allure of Darkness and Destiny Draw. Without Skill Drain though, it may help your opponent draw a card they really need and they could capitalize on the situation. If you don't use Skill Drain in your build, I advise not using Defender. Side him if you side Skill Drains.
Destiny Hero Doom Lord is one of the weaker and less used Destiny Hero monsters. He has a Chaos Sorceror type effect, but the mosnter removed will come back in 2 turns. Not only will the monster eventually come back but you can't even attack the turn you use this effect. 600 attack makes it a pushover so if you use this card be prepared to back it up.
Destiny Hero - Dasher is not one you see everyday in this build. It does good while it's in the graveyard, but what will you really summon using its effect? In my opinion, Dasher isn't that great of a choice. It could surprise the opponent, but it's not worth the effort honestly.
The extended Zombie engine is quite short. This is because the main engine has the best cards already and doesn't need much help if any. However, some other Zombies can be used like Pyramid Turtle. It's a nice searcher that can get you pretty much any Zombie. It's a little slow though. Setting Pyramid Turtle to get Plaguespreader, Mezuki, or Goblin Zombie doesn't seem worth it. Besides, in this build, Mystic Tomato is a superior choice. It's Dark so it can be used for Allure of Darkness and it can grab more cards than Pyramid Turtle. Only target it can't get the Pyramid Turtle can is Mezuki which isn't a popular choice to summon anyway.
Spirit Reaper is a cheap defender. It'll sit there until it dies by an effect. Is it that great in this meta? Sometimes. It's good to summon via Mystic Tomato and have sit there until you want to make a move or the opponent gets an out to it.
Zombie Master is probably the worst choice of the 3. I mean it's good to be able to revive the Zombies, but the discard could hurt a little. Besides, Zombie Master is a pretty bad topdeck and drawing it at times really does suck. It can be occassionally good, but I'd advise against using it. There are better choices.
Book of Life is a rather nice tech. It removes a monster from your opponent's grave and you get to special summon a Zombie. In this meta, removing monsters from your opponent's grave is usually amazing. So why isn't this card seen often? The special summon that this card provides doesn't really help the flow of the deck. In a straight up Zombie build, Book of Life would be good. In Z-Heroes, it's not going to have the same effect and won't be nearly as abusable.
In one of the decks above, the miniture Teleport engine is used. This consists of 2 Krebons and 1 Emergency Teleport. This provides the deck with more synchroing options and can still have a nice flow. It's more of a preference engine and not everyone uses it. With this little engine, you are more likely to make Synchros without using the grave as much. It's really up to you whether you want to use this engine or not. Test it out and find out if you like it or not.
Rose, Warrior of Revenge is another Tuner that some people may use to make Synchros more open. It's searchable by Reinforcement of the Army and has a decent attack of 1600. This is another preference card that you may or may not like. I personally wouldn't use it. not my style.
Caius the Shadow Monarch and Razia the Storm Monarch are the 2 monarchs I have seen being used in some Z-Hero builds. With how many monsters the deck can produce on the field and the ability to put tribute fodder on the field pretty much any turn makes these cards very viable. Raiza is best against Gladiator Beasts and Rogue decks while Caius is best against Lightsworn, Vayu builds, and the mirror match. Caius has the added bonus of being an Allure of Darkness target.
D.D.Crow and Necro Gardna aren't as popular anymore because Crush Card Virus was banned. Both have great effects but are dead at times. These are more preference than anything. I don't see them around as much anymore if at all. As I mentioned earlier, Necro Gardna is run at 1 if at all in these builds, for the most part.
The other cards:
Gold Sarcophagus
Call Of The Haunted
Card Trooper
Dark Grepher
Scapegoat
Lightning Vortex
Enemy Controller
Mind Control
Threatening Roar
I don't think these cards need explanations. They are pretty much preference choices and different builds run some of these. Any card not listed or explained above I may have missed. Either way, you should now have a pretty solid grasp on the Main Deck of Z-Heroes.
Example Hands(Shuffled and Randomized ~ Builds are different as well):
Hand #1:
1X Mezuki
2X Destiny Draw
1X Solemn Judgment
1X Reinforcement of the Army
1X Allure of Darkness
Hand #2:
1X Skill Drain
1X Solemn Judgment
1X Elemental Hero Stratos
1X Trap Dustshoot
1X Goblin Zombie
1X Torrential Tribute
Hand #3:
2X Phoenix Wing Wind Blast
1X Destiny Hero Malicious
1X Allure of Darkness
1X Goblin Zombie
1X Mystical Space Typhoon
Hand #4:
1X Destiny Draw
1X Mirror Force
1X Destiny Hero Plasma
1X Heavy Storm
1X Elemental Hero Stratos
1X Phoenix Wing Wind Blast
Now for the Side Deck(s):
Side Deck(15):
3X Kycoo the Ghost Destroyer
2X Mobius the Frost Monarch
2X Light-Imprisoning Mirror
2X Mirror of Oaths
2X Trap Hole
2X Dust Tornado
1X D.D. Crow
1X Lightning Vortex
Side Deck(15):
2X Blackwing Sirocco the Dawn
2X Royal Decree
2X Dust Tornado
2X Light-Imprisoning Mirror
2X Legendary Jujitsu Master
1X Spirit Reaper
1X Lightning Vortex
1X Mind Crush
1X Ceasefire
1X Fiend Comedain
Side Deck(15):
3X Kycoo the Ghost Destroyer
3X Light-Imprisoning Mirror
3X Mirror of Oaths
2X Trap Hole
2X Dust Tornado
1X Lightning Vortex
1X My Body as a Shield
Side Deck(15):
3X Light-Imprisoning Mirror
3X Mirror of Oaths
2X Mind Crush
2X Kycoo the Ghost Destroyer
2X D.D. Crow
1X Twister
1X Gorz the Emissary of Darkness
1X Giant Trunade
What the Side Deck should be able to handle:
Lightsworn
Twilight
Blackwings(Normal, Vayu Turbo, Normal Vayu)
Gladiator Beasts
Z-Heroes(Mirror Match)
Anti-Meta(Any Kind ~ Gadgets, Gravekeeper's, Skill Drain, Chaos, etc.)
The Break Down in matches:
Z-Heroes Vs. Lightsworn
~~~~~~~~~~~~~~~~
Lightsworn is a match-up that much be expected. If you don't play against any Lightsworn, I'd consider you quite lucky. SJC wise, Lightsworns do have more Top 16s in the past 2-3 Jumps, but the deck has yet to truely win a SJC(not including Twilight).
Game 1 will be the toughest match-up when facing Lightsworn. The best options are synchro summoning Colossal Fighter, Stardust Dragon, and/or Doomkaiser Dragon. The latter one will be explained later, but the first 2 should be quite obvious. Colossal Fighter hates upon Honest while Stardust Dragon stops destruction like effects. Honest and Necro Gardna are Lightsworn's best options against this deck. They need to be able to get over the Synchros and be able to keep their monsters alive. If you run Destiny Hero - Plasma, great. If you get him out, even better. Having all of the opponent's monsters on the field with no effect is definitely good. You will still fear Honest at this point. Phoenix Wing Wind Blast is also quite useful against Lightsworn. It can completely slow them down and mess their plan up.
Game 2 & 3 have access to the Side Deck which should make the match easier at this point.
Side Deck Cards for the Lightsworn Match-Up:
Gorz the Emissary of Darkness ~ Swarm Blocker.
The Transmigration Prophecy ~ Graveyard Control. Chain to Beckoning Light, Lumina, etc or even use on your own cards.
Kycoo the Ghost Destroyer ~ Good beatstick. Great for stopping Necro Gardna and removing the opponent's monsters from their grave.
Legendary Jujitsu Master ~ Good opening move against Lightsworn. Their best option is Ehren or a milled Wulf into a tribute for Celestia.
Light-Imprisoning Mirror ~ Stops a lot of their effects.
My Body As A Shield ~ Can Screw Celestia, Ryko, and Judgment Dragon over.
Lightning Vortex ~ Great for clearing thier field if they swarm.
Fiend Comedian ~ Risky, but amazing when it works for you. Even if you get the wrong coin flip, you love sending certain monsters to the graveyard.
Spirit Reaper ~ Decent stall card.
Soul Release ~ Removing monsters from their graveyard is good.
Mind Crush ~ You pretty much know what they have anyway.
D.D. Crow ~ Removing monsters from their graveyard is good.
Big Burn ~ Removing monsters from their graveyard is good. Great card to chain to Lumina's effect.
Z-Heroes Vs. Twilight
~~~~~~~~~~~~~~
Game 1 is pretty much the same as going up against Lightsworn game 1. If they don't open with the nuts, you need to slow them down and control them with your own tempo. Do not let them outspeed you if possible.
Game 2 & 3 is a little bit different. What you side in will be slightly different and this is because of the increase in Dark monsters.
Side Deck Cards for the Twilight Match-Up:
Gorz the Emissary of Darkness ~ Swarm Blocker.
The Transmigration Prophecy ~ Graveyard Control. Chain to Beckoning Light, Lumina, etc or even use on your own cards.
Kycoo the Ghost Destroyer ~ Good beatstick. Great for stopping Necro Gardna and removing the opponent's monsters from their grave.
Legendary Jujitsu Master ~ Good opening move against Lightsworn. Their best option is Ehren or a milled Wulf into a tribute for Celestia.
My Body As A Shield ~ Can Screw Celestia, Ryko, Dark Armed Dragon, and Judgment Dragon over.
Lightning Vortex ~ Great for clearing their field if they swarm.
Fiend Comedian ~ Risky, but amazing when it works for you. Even if you get the wrong coin flip, you love sending certain monsters to the graveyard.
Spirit Reaper ~ Decent stall card. Not as good against Twilight. Dark Armed Dragon becomes part of the equation as well as Chaos Sorceror.
Soul Release ~ Removing monsters from their graveyard is good.
Mind Crush ~ You pretty much know what they have anyway.
D.D. Crow ~ Removing monsters from their graveyard is good.
Big Burn ~ Removing monsters from their graveyard is good. Great card to chain to Lumina's effect.
The difference is not too much, but Dark Armed Dragon, Chaos Sorceror, possible Phantom of Chaos, and a possible Gale are in the deck. These will make you think a little differently in the match-up. However, the opponent could side right into to normal Lightsworn. You may be able to tell Game 2 and adjust for Game 3 if you lost.
Z-Heroes Vs. Blackwings
~~~~~~~~~~~~~~~~
Game 1, the main things to fear about Blackwings right now is Icarus Attack and Royal Oppression. Both can be devastating if used correctly. Be careful about the moves you make and pay attention to how the player plays. Blackwing decks will play differently based on the build and player. If they run Royal Oppression in the main deck, be prepared for a Vayu build. They'll summon big beaters while you can't special summon.
Game 2 & 3 is major Side Decking time.
Side Deck Cards for the Blackwing Match-Up:
Gorz the Emissary of Darkness ~ Swarm Blocker.
Blackwing Sirocco the Dawn ~ Great for utilizing its effect. Your Sirocco would gain the attack of all the opposing Blackwings as well.
Kycoo the Ghost Destroyer ~ Still a great beatstick that can get rid of Vayu.
Legendary Jujitsu Master ~ Just a great defensive play.
My Body As A Shield ~ Icarus Attack hate.
Lightning Vortex ~ Swarm removal.
Giant Trunade ~ Clears the field of those pesky traps(Royal Oppression, Icarus Attack, etc.).
Dust Tornado ~ Backrow hate.
Royal Decree ~ Trap hate.
Spirit Reaper ~ Still a nice stall card.
Mind Crush ~ Black Whirlwind.
D.D. Crow ~ Graveyard control.
Trap Hole ~ Not allowing Black Whirlwind to go off.
Twister ~ Royal Oppression and Black Whirlwind hate.
Malevolent Catastrophe ~ Great for getting rid of their Black Whirlwind and any other pesky sets they have. Can even get rid of their Skill Drain and Royal Oppression(if used by the opponent)
Z-Heroes Vs. Gladiator Beasts
~~~~~~~~~~~~~~~~~~~~
Game 1, this is by far the easiest Tier 1-1.5 deck you will face. Gladiator Beast War Chariot is somewhat of a problem however a lot of effects are from the graveyard making it a +1 if dodged correctly. Phoenix Wing Wind Blast, Destiny Hero - Plasma, etc. are all pretty effective against Gladiator Beasts.
Game 2 & 3 will have easy side choices.
Side Deck Cards for the Gladiator Beast Match-Up:
Gorz the Emissary of Darkness ~ Big beatstick that GBs may have a hard time getting around.
Legendary Jujitsu Master ~ Can really rip Gladiator Beasts a new one. If they don't have Gladiator Beast War Chariot set, they pretty much take a big setback.
My Body As A Shield ~ Gyzarus hate.
Lightning Vortex ~ Clearing the field in general(Applies to Smashing Ground and Fissure in this match-up as well)
Mirror of Oaths ~ Completely takes out Tagging.
Giant Trunade ~ To not be afraid of their backrow.
Royal Decree ~ Screws over 1/4 or more of their deck.
Dust Tornado ~ End Phase ownage.
Trap Hole ~ Stop them from even entering the battle phase.
Malevolent Catastrophe ~ This card can really injure Gladiator Beasts if used well. They need their backrow cards.
Z-Heroes Vs. Z-Heroes
~~~~~~~~~~~~~~~
If you don't know how your own deck works by this point, switch decks. You are facing the deck you are using but most likely tweaked somewhat. You should be able to predict the opposing plays and take advantage of such situations. It really comes down to the opening hands, who goes first, and how good the player is(lots of mistakes, no mistakes, etc.).
The Extra Deck
~~~~~~~~~~
Extra Deck(15):
2X Doomkaiser Dragon
2X Stardust Dragon
2X Thought Ruler Archfiend
1X Black Rose Dragon
1X Magical Android
1X Colossal Fighter
1X Red Dragon Archfiend
1X Arcanite Magician
1X Goyo Guardian
1X Ancient Fairy Dragon
1X Armory Arm
1X Revived King Ha Des
Extra Deck(15):
2X Dark End Dragon
2X Colossal Fighter
2X Stardust Dragon
2X Doomkaiser Dragon
1X Red Dragon Archfiend
1X Thought Ruler Archfiend
1X Goyo Guardian
1X Gaia Knight, the Force of Earth
1X Revived King Ha Des
1X Tempest Magician
1X Black Rose Dragon
1X Magical Android
Extra Deck(15):
2X Colossal Fighter
2X Stardust Dragon
2X Revived King Ha Des
1X X-Saber Urbellum
1X Goyo Guardian
1X XX-Saber Gottoms
1X Magical Android
1X Doomkaiser Dragon
1X Ancient Fairy Dragon
1X Black Rose Dragon
1X Thought Ruler Archfiend
1X Red Dragon Archfiend
Extra Deck(15):
3X Stardust Dragon
2X Colossal Fighter
2X Doomkaiser Dragon
1X Thought Ruler Archfiend
1X Magical Android
1X Goyo Guardian
1X Red Dragon Archfiend
1X Gaia Knight, the Force of Earth
1X Revived King Ha Des
1X Tempest Magician
1X Black Rose Dragon
Dark End Dragon ~ If you have this and haven't sold it or traded it away yet, use it.
Stardust Dragon ~ One of the synchro monsters that should be run in 2s.
Colossal Fighter ~ Run in 2s. Lightsworn is a big match-up.
Doomkaiser Dragon ~ If you run Plaguespreader, definitely run 1-2 of these. A lot of decks run Plaguespreader and this can capitalize on that.
Thought Ruler Archfiend ~ Run 1.
Magical Android ~ Run 1.
Goyo Guardian ~ Run 1.
Red Dragon Archfiend ~ Run 1.
Gaia Knight, The Force of Earth ~ Maybe run 1.
Revived King Ha Des ~ Run 1.
Tempest Magician ~ Run 1.
Black Rose Dragon ~ Run 1.
A lot of the Synchros are quite standard. The exception that this deck brings is Doomkaiser Dragon. Plaguespreader is in a lot of decks this format and you can synchro summon a Level 6 Synchro quite easily. Why not make it a Level 8 instantly?
There is the deck explained by myself, Zelink. Some things I may have said little on while I said more on other things, but a lot of it should start to file in as long as you get the basic concepts. Thank you for your time.
Total Comments 36
Comments
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Posted 4 Weeks Ago at 01:55 PM by nEW_fOLDER
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Posted 4 Weeks Ago at 05:33 PM by Shadow Master
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Posted 4 Weeks Ago at 05:34 PM by zelink
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Posted 4 Weeks Ago at 05:38 PM by Ballerzzz
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Posted 4 Weeks Ago at 05:38 PM by zelink
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nice article
i need to re-make my zombie deck
however having only one d draw limits my options....Posted 4 Weeks Ago at 08:55 PM by tsog
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Posted 4 Weeks Ago at 12:47 AM by W T F
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Very nice explanation of everything... I have some very bent up d-draws, mezuki and plague... guess i know what im using them for now
But could you edit it to where you give exampels of what to side out... as im terrible at siding out but i always know what to side in. Its always difficult for me to create disruption while mantining my own enginePosted 3 Weeks Ago at 08:49 AM by Rsforstar
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Posted 3 Weeks Ago at 08:54 AM by zelink
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Haha alright thanks. and while you give many other builds whats your personal one? And as for dasher, thats true what would you special summon, but hey a free summon.
As for fear monger, do you usually snatch mali or what?
Also, why you wouldnt main Fiend Comedain seems like a mysters to me. Dump all the monsters you choose without the effort of grepher/armegdon! Combos well with mezuki/gardna/dasher/ectPosted 3 Weeks Ago at 08:57 AM by Rsforstar
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Good article long but good.
I didn't finish reading this article but I liked the in depth analysis that you gave. I think you could cut back a little bit on the verbiage but overall a very well thought out article.
Well done.Posted 3 Weeks Ago at 11:10 AM by Thurge
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Thanx Thurge. I just really hate when what I write looks short...king of irritates me.
@ Rsforstar:
My personal Z-Hero build? I don't have one currently. I was testing some weird stuff out with a Z-Hero set-up but took it all a part and never finished working on it. :\
Fear Monger will usually target Malicious unless you are running Defender/Skill Drain. That opens up to 2 options.
Because Fiend Comedian is only really good when you face a deck that the other option is useful. It is a coinflip and it's better safe than sorry.Posted 3 Weeks Ago at 11:13 AM by zelink
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good thing I just another D draws and MalicousPosted 3 Weeks Ago at 02:06 PM by Unregistered -
Posted 3 Weeks Ago at 02:27 PM by AntiMeta
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Posted 3 Weeks Ago at 02:31 PM by zelink
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well im going to be building it, i already have the d-draws, mezukis and plague, just need to know what other basic stuff.
Which build you you say i should lean towards?
Also, id say 3 fiend comedians sided for vayu/LS/XX-saber/hopeless. That way its amazing on either effect. 5 cards in grave. dump 2 necros, 2 mezukis and a plague... or RFG their grave =DPosted 3 Weeks Ago at 02:36 PM by Rsforstar
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Posted 3 Weeks Ago at 02:38 PM by nEW_fOLDER
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great article the only thing i would like to say is
include malevalent catastraphy in the side deck, its like having 3 heavy storms lol,
plus wat i love about doom lord is combining it with burial as if u put the monster u remove with doom lord, it doesent come back, plus u get to put a mezik or two back to the grave
not bad for missing your battle phase
Posted 3 Weeks Ago at 03:55 PM by teledadman2
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The highest I would go with Fiend in the side is 2. You only want to draw 1, believe me.
Try either Maurice or Roy's build first.
I probably would have included a lot more possible Side Deck cards, but I based it a lot off of the builds I have posted. Malevolent Catastrophe is another decent option.
I may or may not update the article with new stuff. I have other things I put priority over this. I just thought it would be informative and helpful to a lot of people if I did such an article/blog. I also felt like writing one up would be good for practice.Posted 3 Weeks Ago at 03:59 PM by zelink
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I find the Destiny Hero Engine theme is really only for todays meta. Destiny Draw will soon be rightfully put at 2 per deck again so this deck shouldn't have a big impact in the long run... In fact who believes that Mezuki will stay at 2 anyways? This deck will soon be garbage.Posted 3 Weeks Ago at 04:15 PM by i-used-to-think
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