https://i.imgur.com/ROjxsB3.png
Monsters: 20
Blaster, Dragon Ruler of Infernos x3
Redox, Dragon Ruler of Boulders x3
Tempest, Dragon Ruler of Storms x3
Tidal, Dragon Ruler of Waterfalls x3
Effect Veiler x3
Elemental Hero Neos Alius x3
Elemental Hero Ice Edge x1
Elemental Hero Wildheart x1
Spells: 18
Fusion Gate x3
E - Emergency Call x3
Sacred Sword of Seven Stars x3
Miracle Fusion x2
Upstart Goblin x3
Dark Hole x1
Reinforcement of the Army x1
Terraforming x2
Traps: 3
Chain Material x3
I don't feel like posting pictures at the time but I will update with pictures later on
Dragon Rulers:
If this card is in your hand or Graveyard: You can banish a total of 2 FIRE and/or Dragon-Type monsters from your hand and/or Graveyard, except this card; Special Summon this card. During your opponent's End Phase, if this card was Special Summoned: Return it to the hand. You can discard this card and 1 FIRE monster to the Graveyard, then target 1 card on the field; destroy that target. If this card is banished: You can add 1 FIRE Dragon-Type monster from your Deck to your hand. You can only use 1 "Blaster, Dragon Ruler of Infernos" effect per turn, and only once that turn.
They all have pretty much the same effect. Dragon Rulers are there to use as fusion material for my Elemental Heroes and to provide searches once they were used as a fusion material. I can also use their individual effects if I happen to draw two of the same.
Effect Veiler
During your opponent's Main Phase: You can send this card from your hand to the Graveyard to target 1 face-up Effect monster your opponent controls; negate that target's effects until the End Phase.
Since the limiting of Macro Cosmos and Dimensional Fusion hands traps (especially Veiler) can be played more without the player worrying about having a dead card in his hand. The reason I run Effect Veiler in this deck is not only for his effect, but because he is a level 1 tuner. I can summon him along with a Dragon Ruler and make a level 8 synchro. His attribute also allows me to use him as a material for the Shining.
Elemental Hero Neos Alius
Alius is the poster boy for Elemental Hero decks. Really no explanation here.
Elemental Hero Ice Edge:
When this card inflicts battle damage to your opponent by a direct attack: You can target 1 Set card in your opponent's Spell & Trap Card Zone; destroy that target. Once per turn, during your Main Phase 1: You can discard 1 card; this card can attack your opponent directly this turn.
I always thought Ice Edge was an underrated Elemental Hero. The main reason why I run him in this deck is because I can search him out really easily and he is a water Elemental Hero. Another usage for him is due to the lack of room for Mystical Space Typhoon I can use him to fuel my Graveyard with Dragon Rulers for Miracle Fusion and clear facedown spell and traps cards with ease.
Fusion Gate:
While this card is on the field: Either player can Fusion Summon a Fusion Monster without using "Polymerization", but the Fusion Material Monsters are banished instead of being sent to the Graveyard.
This card is the sole reason why this deck is even able to work. Due to the sheer amount of search/draw power from both the Dragon Rulers and Elemental Heros I should never be afraid of not having enough fusion materials
E - Emergency Call
Add 1 "Elemental HERO" monster from your Deck to your hand.
This card was recently allowed back at three. Due to the banning of Stratos this card is essential at three. Allows for a faster deck.
Sacred Sword of Seven Stars:
Banish 1 Level 7 monster from your hand or face-up from your side of the field; draw 2 cards. You can only activate 1 "Sacred Sword of Seven Stars" per turn.
This card is amazing. It essentially gives you three cards for the price of one. It speeds the deck up a lot.
Miracle Fusion
I've been playing with this card at two or three. I think it works better at two because it clogs less room and I don't always enjoy drawing into it. It lets me use the dragons and Elemental Heroes that happen to find there way to the Graveyard/field. This card works great with Dragon Rulers because it allows them to search.
Super Polymerization:
Discard 1 card; send, from either side of the field to the Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card, then Special Summon that monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) Spells, Traps, and card effects cannot be activated in response to this card's activation.
I only run this at two because I don't have the need to use it very often. This card is like Ninjitsu Art of Transformation on crack. It helps fuel the graveyard for Miracle Fusion. It's great at getting rid of big boss monsters too.
Chain Material:
Any time you Fusion Summon a monster this turn, you can remove from play, from your side of the field, Deck, hand or Graveyard, Fusion Material Monsters that are listed on the Fusion Monster Card, and use them as Fusion Material Monsters. You cannot attack during the turn this card is activated. If you used this effect for a Fusion Summon, the Summoned Fusion Monster is destroyed during the End Phase.
This card...this card just makes this deck broken. You can summon 4-5 Fusion monsters and get 4 big monster searches off of it. Just too broken.
I'll work more on this tomorrow.[/color][/color]
Monsters: 20
Blaster, Dragon Ruler of Infernos x3
Redox, Dragon Ruler of Boulders x3
Tempest, Dragon Ruler of Storms x3
Tidal, Dragon Ruler of Waterfalls x3
Effect Veiler x3
Elemental Hero Neos Alius x3
Elemental Hero Ice Edge x1
Elemental Hero Wildheart x1
Spells: 18
Fusion Gate x3
E - Emergency Call x3
Sacred Sword of Seven Stars x3
Miracle Fusion x2
Upstart Goblin x3
Dark Hole x1
Reinforcement of the Army x1
Terraforming x2
Traps: 3
Chain Material x3
I don't feel like posting pictures at the time but I will update with pictures later on
Dragon Rulers:
If this card is in your hand or Graveyard: You can banish a total of 2 FIRE and/or Dragon-Type monsters from your hand and/or Graveyard, except this card; Special Summon this card. During your opponent's End Phase, if this card was Special Summoned: Return it to the hand. You can discard this card and 1 FIRE monster to the Graveyard, then target 1 card on the field; destroy that target. If this card is banished: You can add 1 FIRE Dragon-Type monster from your Deck to your hand. You can only use 1 "Blaster, Dragon Ruler of Infernos" effect per turn, and only once that turn.
They all have pretty much the same effect. Dragon Rulers are there to use as fusion material for my Elemental Heroes and to provide searches once they were used as a fusion material. I can also use their individual effects if I happen to draw two of the same.
Effect Veiler
During your opponent's Main Phase: You can send this card from your hand to the Graveyard to target 1 face-up Effect monster your opponent controls; negate that target's effects until the End Phase.
Since the limiting of Macro Cosmos and Dimensional Fusion hands traps (especially Veiler) can be played more without the player worrying about having a dead card in his hand. The reason I run Effect Veiler in this deck is not only for his effect, but because he is a level 1 tuner. I can summon him along with a Dragon Ruler and make a level 8 synchro. His attribute also allows me to use him as a material for the Shining.
Elemental Hero Neos Alius
Alius is the poster boy for Elemental Hero decks. Really no explanation here.
Elemental Hero Ice Edge:
When this card inflicts battle damage to your opponent by a direct attack: You can target 1 Set card in your opponent's Spell & Trap Card Zone; destroy that target. Once per turn, during your Main Phase 1: You can discard 1 card; this card can attack your opponent directly this turn.
I always thought Ice Edge was an underrated Elemental Hero. The main reason why I run him in this deck is because I can search him out really easily and he is a water Elemental Hero. Another usage for him is due to the lack of room for Mystical Space Typhoon I can use him to fuel my Graveyard with Dragon Rulers for Miracle Fusion and clear facedown spell and traps cards with ease.
Fusion Gate:
While this card is on the field: Either player can Fusion Summon a Fusion Monster without using "Polymerization", but the Fusion Material Monsters are banished instead of being sent to the Graveyard.
This card is the sole reason why this deck is even able to work. Due to the sheer amount of search/draw power from both the Dragon Rulers and Elemental Heros I should never be afraid of not having enough fusion materials
E - Emergency Call
Add 1 "Elemental HERO" monster from your Deck to your hand.
This card was recently allowed back at three. Due to the banning of Stratos this card is essential at three. Allows for a faster deck.
Sacred Sword of Seven Stars:
Banish 1 Level 7 monster from your hand or face-up from your side of the field; draw 2 cards. You can only activate 1 "Sacred Sword of Seven Stars" per turn.
This card is amazing. It essentially gives you three cards for the price of one. It speeds the deck up a lot.
Miracle Fusion
I've been playing with this card at two or three. I think it works better at two because it clogs less room and I don't always enjoy drawing into it. It lets me use the dragons and Elemental Heroes that happen to find there way to the Graveyard/field. This card works great with Dragon Rulers because it allows them to search.
Super Polymerization:
Discard 1 card; send, from either side of the field to the Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card, then Special Summon that monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) Spells, Traps, and card effects cannot be activated in response to this card's activation.
I only run this at two because I don't have the need to use it very often. This card is like Ninjitsu Art of Transformation on crack. It helps fuel the graveyard for Miracle Fusion. It's great at getting rid of big boss monsters too.
Chain Material:
Any time you Fusion Summon a monster this turn, you can remove from play, from your side of the field, Deck, hand or Graveyard, Fusion Material Monsters that are listed on the Fusion Monster Card, and use them as Fusion Material Monsters. You cannot attack during the turn this card is activated. If you used this effect for a Fusion Summon, the Summoned Fusion Monster is destroyed during the End Phase.
This card...this card just makes this deck broken. You can summon 4-5 Fusion monsters and get 4 big monster searches off of it. Just too broken.
I'll work more on this tomorrow.[/color][/color]
Last edited by Four Mod on Mon Aug 26, 2013 4:40 pm; edited 2 times in total