YU-Gi-OH HEROes (~145):
xtra heroes: 4 vision heroes: 10 masked heroes: 9 (+1) EVIL heroes: 12 destiny heroes: 29 (+1) elemental heroes: ~55 (not including Neos) Neos and his buddies: 33 oh, along with HERO kid, and E☆HERO Pit Boss
seen from France
seen from Taiwan
seen from United Kingdom
seen from Netherlands
seen from United Kingdom
seen from Pakistan

seen from Singapore

seen from Netherlands
seen from Uzbekistan
seen from Brazil

seen from Singapore

seen from Germany
seen from Maldives
seen from Brazil
seen from United States
seen from China
seen from United Kingdom
seen from United States
seen from United Kingdom
seen from Mexico
YU-Gi-OH HEROes (~145):
xtra heroes: 4 vision heroes: 10 masked heroes: 9 (+1) EVIL heroes: 12 destiny heroes: 29 (+1) elemental heroes: ~55 (not including Neos) Neos and his buddies: 33 oh, along with HERO kid, and E☆HERO Pit Boss
Xtra Hero Archtype
Xtra HERO Cross Crusader
Xtra HERO Wonder Driver ———————————————— 2 "HERO" monsters If a "HERO" monster is Normal or Special Summoned to your zone this card points to: Target 1 "Polymerization" Spell, "Fusion" Spell, or "Change" Quick-Play Spell in your GY; Set that target. You can only use this effect of "Xtra HERO Wonder Driver" once per turn. If this card is destroyed by battle and sent to the GY, or if this card in your possession is destroyed by an opponent's card effect and sent to your GY: You can Special Summon 1 "HERO" monster from your hand. ———————————————— Can Be Found In: Premium Pack 20 (PP20-JP002)
The introduction of the Extra Monster Zone as well Link Monsters helps the game to slightly slow down the many ways a player can swarm the board with a variety of Extra Deck monsters. While this gives players a breather to not deal with a potential OTK, it damaged a variety of builds completely dependant of Extra Deck mechanics. From Synchro Monsters using each other as materials to Fusion Summons recycling resources, lately these strategies are gaining Link Monsters to not only gain additional slots but also benefit them in some ways exclusive for their build.
"Xtra HERO Wonder Driver" is the unavoidable yearly addition to the massive HERO archetype, a group of monsters highly known for their many Fusion mechanics. While two arrows in a position that might not help HEROs to swarm the board with their Extra Deck, "Wonder Driver" allows us to Set from our Deck either a Fusion Spell Card (As well "Polymerization") or a Change Quick-Play Spell when a HERO is summoned in any area this Link Monsters is pointing to. If something happens where "Wonder Driver" is destroyed either in battle or by an opponent's effect, we can quickly solve the issue by allowing us summon a HERO from our hand in return. So even though far from the strongest member the archetype can offer, "Wonder Driver" becomes a reliable creature by helping us gather key cards for our Fusion Summons in compensation of losing some of their offense due the Extra Monster Zone.
By only requiring two of any HERO as materials, "Wonder Driver" easily fits in any theme the archetype can work arround with. Elemental HERO can start Duels with either "A Hero Lives" summoning members from our Deck, as well cards like "Unexpected Dai" and "O - Oversoul" bringing out some of their many Normal Monsters. Destiny HERO have staple monster effects to gather their monsters together, from early game setups by "Destiny HERO - Drilldark" to Graveyard abilities such as "Destiny HERO - Malicious". The rest of HERO themes might not have as many options, yet with the help of members such as "Vision HERO Vyon" or "Evil HERO Infernal Prodigy" is quite simple to prepare the Link Summon either arround their own kind or mixing together with other HERO themes. Don't ignore the fact that "Wonder Driver" has an arrow on the top of its frame, therefore can be revived later on so can point an Extra Monster Zone where a HERO can potentially be summoned on.
With a quite simple Link Summon and an effect very easy to activate, "Wonder Driver" main purpose is to push the Fusion Summons HEROs are well known for. Its arrows might not provide additional zones, yet they become key to quickly setup any summons with the cards we can Set with its assistance. "Polymerization" is the default pick when comes to Fusion Summons, and still a valid target as any other since we can use "Wonder Driver" itself for the arrival of monsters like "Elemental HERO The Shining". Otherwise will prepare the summon of other of our HEROs depending of the theme of our Deck, ranging from searching "Dark Fusion" to summon Evil HEROs to "Future Fusion" milling our Deck for several purposes. If "Wonder Driver" effect is activated in late game, instead we can aim for "Miracle Fusion" to recycle materials in our Graveyard or "Fusion Recovery" retrieving a monster as well "Polymerization" back to our hand. On the other hand looking for Change cards can become risky since Setting a Quick-Play Spell won't let us activate it on the same turn, but is still a valid choice if we want something to answer the opponent's actions with the summon of a Masked HERO. Speaking of responding against the opponent, the upper arrow of "Wonder Driver" will also function as a way to trigger its searching effect if the opponent summons their own HERO(s) on the zone is pointing to. Finally there's its effect to summon HEROs when defeated, that will greatly vary of efficiency yet with a good chance to summon powerful creatures such as "Elemental HERO Neos" or "Destiny HERO - Dasher" depending of our hand at the moment.
"Xtra HERO Wonder Driver" is a decent monster thanks to its simple conditions and an effect ready to prepare our Fusion Summons, but obviously won't help with the current situation arround the Extra Monster Zone. While HEROs already have workarounds to compensate their limited use of the Extra Deck nowadays, the arrow position of "Wonder Driver" won't let them expand their setups but rather give us an effect to look for Fusion and Change cards. And that effect is not worth the preparation of its Link Summon, as by the effort required we could instead use effects like "Vision HERO Vyon" and "Elemental HERO Shadow Mist" to search said cards without the risk of our Set card being immediately destroyed by a chainable effect. Finally there's its effect after defeat, with quite variable outcomes from one Duel to another due its highly dependance of which HEROs we have at hand. Overall, "Wonder Driver" has good intentions to assist the archetype specially since can answer against certain opponent's summons, but is far from the best option expand HERO options in an era where their Extra Deck is highly limited.
Personal Rating: B
+ Sets from our Deck "Polymerization", a Fusion Spell Card, or a Change Quick-Play Spell if a HERO is summoned where its arrows is pointing to + Summons a HERO from our hand if destroyed + Very easy to summon and activate its searching effect
- There are simpler searching effects without the risk of removal effects - Summoning effect when defeated will have variable results - Doesn't improve the current situation of the archetype arround the Extra Monster Zone
Xtra HERO Dread Decimator
Best Level Three Warrior - Round 2 Match 28
choose your favorite
Shine Knight
Xtra HERO Dread Decimator
Best Level Two Warrior - Round 4 Match 2
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Xtra HERO Wonder Driver
Isolde, Two Tales of the Noble Knights
Best Level Two Warrior - Round 3 Match 3
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Xtra HERO Wonder Driver
T.G. Mighty Striker