Talk:Hero World/@comment-26275870-20180517083152

Ideas to make card burn better

card wolf: size 1, (3000 / 1 / 3000)

[counter] Act: Pay 1 life and you may put this card at the bottom of the deck, if you do search your deck for a monster with "card" in its card name and call it to the field.

[counter] Act: Pay 2 gauge and put this card into the soul of a card with "ultimate card burn" in its card name, if this card is in the soul of a card with "ultimate card burn" in its card name, it gets power +2000, defense + 1000, critical +1, its abilities can not be nullified and cards in its soul can not be put into the drop zone by opposing effects.

There can only be 1 "card wolf" in the soul of a card with "ultimate card burn" in its name.

card burn neo: size 1 (2000 / 1 / 2000)

This card gets power +1000 and defense +1000 for every card on the field with "card" in its card name, and if you have 3 or more this card gets critical +1.

[counter] Act: You may pay 4 gauge, put a "card serpent", "card rhino", and this card from your field into your drop zone. If you do, [Ride] "ultimate card burn" from your hand or deck. If you searched your deck, shuffle it.

This card is always treated as card "burn".

[ride] pay 2 gauge

card serpent MK II: size 1 (6000 / 1 / 2000)

If you are [ride] on a card with "card burn" in its card name, this card gets [double attack] and when this card destroys a monster or deals damage to the opponent you may put a card with "card" in its card name from your drop zoneinto the bottom of your deck to gain 1 life.

This card is always treated as "card serpent".

card rhino V2.0: size 2 (7000 / 2 / 5000)

If you are [ride] on a card with "card burn" in its card name, this card gets [penetrate] and when this card attacks put the top card of your deck into the gauge.

This card is always treated as "card rhino".

mobile headquarters, card fortress:

[set]

When a monster with "card" in its card name in its card name put the top card of your deck into the gauge [1/turn].

When you [ride] a card with "card burn" in its card name draw 1 card [1/turn].

[counter] Act: Put this card into the drop zone, pay 4 gauge and 2 life and discard your entire hand, and for the rest of the turn you can not take damage and monsters you control can not be destroyed, you can only activate this effect once per game.

You can only have 1 "mobile headquarters, card fortress" [set] on your field.