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The Fortress is a reinforced pre-War storage facility located in the Eastern part of the Boneyard, surrounded by a moat of glowing green goo. This intimidating location is the home of the Gun Runners, and contains their manufacturing facilities, where they create high quality weapons that pack a definitive punch.
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Balthier: I’m afraid the jury’s still out on that one. |
| This article is about a game that's still to be released. As such, some of the information might be inaccurate or likely to change. |
| Fortress | |
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| Developer(s) | GRIN (formerly) TBA (current) |
| Publisher(s) | Square Enix |
| Release date | TBA |
| Genre | Action game |
| Game modes | Unknown |
| Ratings | n/a |
| Platform(s) | Xbox 360, PlayStation 3, PC |
Fortress is the codename of an unannounced video game currently in development as a spin-off of Square Enix's Final Fantasy series. It is envisioned as an action game set in the fictional world of Final Fantasy XII, Ivalice, and is intended for the Xbox 360, PlayStation 3 and Microsoft Windows platforms. Although not yet officially announced, the project's existence was revealed after the closure of the original developer, GRIN, by former members of the development team and sources in the video game industry.
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Little is known about the game's gameplay, except that it is an "action game". Still, a design document for an enemy attack pattern reveals a few details.
The only things currently known about the game's story is that it takes place in "Final Fantasy XII's world" and that Ashe at least will make an appearance. Two outfits were designed for her, and are less revealing variants of her original Final Fantasy XII outfit. Since she wears in one of these designs a headdress similar to the one that was worn by King Raminas, Ashe is likely to be a slightly older queen at this point in Ivalice history. This would seemingly set Fortress some time after Final Fantasy XII: Revenant Wings.
The eponymous Fortress appears to be the central location in the game, although various other landscapes such as plains, forests, deserts and snowfields are also featured. The Fortress appears to be built on a mountain cliff, next to a large tomb structure, and includes a court yard, stables, a memorial area, a cathedral and a giant tree at its top. A "floating core" of some kind flies above the Fortress.
According to a design document, the game is divided in at least 7 chapters and focuses on the invasion of the Fortress. The document lists the events of chapters 2 to 7 as follows:
Preproduction work for Fortress began in the second half of 2008, being outsourced by Square Enix to the Swedish developer GRIN. The development team, based in Stockholm, began creating concept art, 3D models and a game engine, thinking of Fortress as a "game with an epic scale both in story and production values". In addition to original characters and locations, concept art made for the game notably depict Ashe and a Judge who looks like Gabranth, and Chocobos and other recurring creatures of the series, namely Bombs, Ghosts, Malboros, Moogles and Tonberries.
However, after six months of development, Square Enix reclaimed the project without paying GRIN, due to concerns over the quality of the work. Square Enix's withdrawal left the Swedish developer in financial difficulty and with no other ongoing game project. This led to GRIN declaring bankruptcy, as laws in Sweden inflict severe fines on businesses which operate under a debt load. The developer closed its offices on August 12, 2009, noting that delayed payments from "too many publishers" caused "an unbearable cashflow situation" and mentioning in a farewell note their "unreleased masterpiece that [they] weren’t allowed to finish". The Fortress project, still supported by Square Enix, is now being developed by a different, undisclosed studio.
A tech demo has recently been leaked.
See Category:Fortress Images for more images.
![]() An armored creature |
![]() People in a settlement |
![]() A Judge-like character in the wilderness |
![]() A castle-sized Malboro |
| v · e · d |
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| Games |
| Final Fantasy Tactics (The War of the Lions) - Vagrant Story - Final Fantasy Tactics Advance - Final Fantasy XII (International Zodiac Job System) - Final Fantasy XII: Revenant Wings - Final Fantasy Tactics A2: Grimoire of the Rift - Crystal Defenders - Dive II Hunt: The Adventures of Sorbet - Crystal Defenders: Vanguard Storm - Fortress |
| Races of Ivalice |
| Aegyl - Baknamy - Bangaa - Gria - Helgas - Hume - Garif - Moogle - Nu Mou - Occuria - Rev - Seeq - Urutan-Yensa - Viera |
| Regions of Ivalice |
| Jylland - Kerwon - Lemurés - Ordalia - Valendia |
| Appearances |
| Final Fantasy Tactics - Final Fantasy Tactics Advance - Final Fantasy XII - Final Fantasy Tactics A2 |
| Terms |
| Bazaar - Cataclysm - Judge - Loot - Trap |
| v · e · d |
|---|
| Main series |
| Final Fantasy - II - III - IV - V - VI - VII - VIII - IX - X - XI - XII - XIII - XIV |
| Compilations and collections |
| I-II - Collection - Anthology - Chronicles - Final Fantasy Crystal Chronicles Series - Origins - Dawn of Souls - Compilation of Final Fantasy VII - Fabula Nova Crystallis - Finest Fantasy for Advance - Ivalice Alliance - 20th Anniversary |
| Spinoffs and related titles |
| Final Fantasy IV: The After Years - Final Fantasy X-2 - Final Fantasy Mystic Quest - Final Fantasy Adventure - Hikari no 4 Senshi: Final Fantasy Gaiden - Dissidia Final Fantasy |
| Film and television |
| Final Fantasy: Legend of the Crystals - Advent Children - Last Order -Final Fantasy VII- - On the Way to a Smile: Episode of Denzel - Unlimited - Final Fantasy: The Spirits Within |
| Compilation of Final Fantasy VII |
| Final Fantasy VII - Final Fantasy VII: Advent Children - Dirge of Cerberus -Final Fantasy VII- - Dirge of Cerberus Lost Episode -Final Fantasy VII- - Before Crisis -Final Fantasy VII- - Crisis Core -Final Fantasy VII- - Last Order -Final Fantasy VII- - On the Way to a Smile - On the Way to a Smile: Episode of Denzel - Hoshi wo Meguru Otome - Final Fantasy VII: Snowboarding |
| Final Fantasy XI Expansion Packs |
| Final Fantasy XI: Rise of the Zilart - Final Fantasy XI: Chains of Promathia - Final Fantasy XI: Treasures of Aht Urhgan - Final Fantasy XI: Wings of the Goddess - Final Fantasy XI: A Crystalline Prophecy: Ode to Life Bestowing - Final Fantasy XI: A Moogle Kupo d'Etat: Evil in Small Doses - Final Fantasy XI: A Shantotto Ascension: The Legend Torn, Her Empire Born |
| Ivalice |
| Final Fantasy XII - Final Fantasy XII: Revenant Wings - Dive II Hunt: The Adventures of Sorbet - Final Fantasy Tactics - Final Fantasy Tactics: The War of the Lions - Final Fantasy Tactics Advance - Final Fantasy Tactics A2: Grimoire of the Rift - Crystal Defenders - Crystal Defenders: Vanguard Storm - Vagrant Story |
| Fabula Nova Crystallis: Final Fantasy XIII |
| Final Fantasy XIII - Final Fantasy Versus XIII - Final Fantasy Agito XIII |
| Final Fantasy Crystal Chronicles |
| Final Fantasy Crystal Chronicles - Final Fantasy Crystal Chronicles: Ring of Fates - Final Fantasy Crystal Chronicles: My Life as a King - Final Fantasy Crystal Chronicles: Echoes of Time - Final Fantasy Crystal Chronicles: My Life as a Darklord - Final Fantasy Crystal Chronicles: The Crystal Bearers |
| Chocobo Series |
| Chocobo Racing - Chocobo's Mysterious Dungeon - Chocobo's Mysterious Dungeon 2 - Final Fantasy Fables: Chocobo Tales - Final Fantasy Fables: Chocobo's Dungeon - Chocobo Stallion - Dice de Chocobo - Hataraku Chocobo - Chocobo to Mahou no Ehon: Majo to Shoujo to Go-nin no Yuusha |
| More Info |
| Creatures – Characters – Designers – Items – Locations – Abilities - Jobs – Music – Races |
The Fortress is an upgraded version of the station, allowing two other building sites, totaling to seven building sites and the four same turret sites from the Station. It also features a self destruct sequence allowing it to destroy itself for other allies to make a base in its spot and damage any units near the base. Many people do it when their base is about to be destroyed so they can deny the enemy points. The Fortress also allows for a lock sequence that will not allow any newly trained units to leave the base when done training/being produced.
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Superhuman research facility, created sleeper agent for U.S. government and others, trained New Genix in simulated future environment. [1]
The term fortress could be used to refer to a fort of the kind used by lower-end technological civilizations. More often, however, it was used to describe a heavily armored ground installation built on a battlefield or strategic location to act as a command center or palace. Some fortresses were used by the Separatist leader Nute Gunray during the Clone Wars on planets like Cato Neimoidia and other worlds.
Darth Vader had a fortress on Vjun called Bast Castle.
Despite his great power, size, and rank, Fortress Maximus is a weary and reluctant warrior. Fighting is against his pacifist nature, even for the most noble of causes. Over time, the endless conflict on Cybertron has worn him down, to the point that he's willing to walk away from the war entirely to preserve himself and his ideals.
Fortress Maximus is big. How big generally depends on the continuity, but often as not he's binary-bonded to a smaller robot named Cerebros who forms his head; Cerebros's own head is formed by Spike.
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Fortress Maximus was an architect in his early career, designing and even constructing many works on Cybertron. When the war came, he reluctantly turned his talents to fighting.
During the long absence of Optimus Prime, Megatron, and their respective troops from Cybertron, unit commander Fortress Maximus became so sick of the war that he decided to leave it. He didn't care if it made him a coward or not, he simply believed that the war would go on regardless of whether or not he was in it. Taking a number of Autobots with him, he retreated to the peaceful planet of Nebulos.
Unfortunately, it wasn't long before mistakes were made and Maximus's group found themselves at odds with the local human populace. Maximus 'proved' their peaceful intentions by marching up to the Nebulan capital, and discarding the group's weapons. When that didn't work, he did the next logical thing and pulled his head off. Four other Autobots also resorted to this grotesque stunt before Galen, head of the Nebulan World Watchers, was convinced they weren't a threat. Ring of Hate!
When the Decepticons followed the Autobots to Nebulos, Galen himself ended up becoming the head of Fortress Maximus to help defend the peace and his world, as both the Nebulan and Autobot underwent the binary-bonding process to become a Headmaster. Broken Glass! Fortress Maximus remained the leader of the Nebulan Autobots for the rest of their battles there, eventually abandoning the planet to support his stranded comrades on Earth. Brothers in Armor! During the transport, Fortress Maximus underwent a number of treatments to alter his size considerably, increasing himself from a city-sized behemoth to a slightly larger city-sized behemoth. With these changes, he could save a lot of time in combat by simply stepping on Decepticons instead of having to actually fight them.
Of course, with his larger scale, Fortress Maximus needed a new head (Galen still being stuck at roughly human-size). For this reason, another Autobot, Cerebros, was added to serve as a secondary stage between Galen and Maximus. As the head of Cerebros, Galen could transform Cerebros into the larger head of Fortress Maximus.
Arriving on Earth, Fortress Maximus led his fellow Headmasters to Mount St. Hilary, source of the Autobot distress call that had drawn them to Earth. After recovering the damaged Goldbug, the group encountered Spike, who had come in search of his missing younger brother Buster Witwicky. Spike asked for the Autobots' help in finding his brother, but Fortress Maximus was more interested in their primary mission of locating the Autobots of Earth, and led his troops off to follow the fuel trail of the missing Ark.
Scorponok's crew soon followed Maximus to Earth, however, and to the same cave. When Spike replayed Goldbug's distress message, Fortress Maximus and company returned to the cave, apologizing to Spike for his failure to consider the danger he had brought to Earth's natives by leading the Decepticons there.
In the ensuing battle, Spike retreated further into the volcano's caves to seek shelter. Scorponok followed, seeking a hostage; Fortress Maximus pursued him. As the caves narrowed down, Maximus was forced to send Cerebros onward, and eventually Galen himself had to leave Cerebros to cross a fragile rock bridge. Scorponok used the distraction to blast rocks down on Galen, killing him. As the Decepticon leader left, laughing, Galen passed on his control helmet to Spike, allowing the Earther to assume control of Fortress Maximus and drive the Decepticons off. Trial by Fire!
Spike soon underwent the full binary bonding process and became the leader of the Steelhaven's crew of Autobots. He tried using this power to rescue Buster from Club Con, but ended up damaged, though he did manage to send Shockwave falling to his apparent demise. The Desert Island of Space! They then caught wind of a Floppy disk in possession of one Ethan Zachary, which contained the memories and personality of Optimus Prime. With the aid of a computer generated version of Prime, Fortress Maximus gathered a lot of data from Scorponok's Pretender experiments, and gave that ability to some of his own crew. Pretender to the Throne!
Unfortunately, Grimlock developed an immediate dislike to Fortress Maximus, partially because he was a possible threat to Grimlock's leadership, partially because he was part human, and partially because he had a fugitive (Goldbug). He challenged "Fruitloop Multipuck" to a duel for leadership on the moon, but his injuries from prior battles forced Fortress Maximus to have the recently liberated Blaster fill in for him. When Ratbat led an assault on the Autobots during the duel, Fortress Maximus ordered Goldbug, Joyride, Getaway, and Slapdash to take the disk to Nebulos to restore Optimus Prime. Totaled!
Spike and Fortress Maximus would go on to have a very tumultuous relationship, fighting both the Decepticons and, at times, each other, as Spike constantly expressed his displeasure at being the large Autobot's partner. Once his brother Buster was finally rescued, Spike's organic qualities was instrumental in preserving Fortress Maximus from an Underbase-powered Starscream in the battle of Buenos Aires. Dark Star! Spike tried to go his own way and resume his life, but time and time again the Decepticons would pose some sort of threat to the planet so immense that he would have to join with Fortress Maximus to combat it. The Man in the Machine!
After the other Autobots and Decepticons left Earth to battle Unicron, Spike and Fortress Maximus remained on Earth to safeguard the planet. Thus, when the remains of the Ark fell from orbit and crashed in the northern tundra of Canada, and Galvatron emerged from the wreckage to wreak havoc, it fell to Fortress Maximus to stop him. After putting aside their differences, Spike and Fortress Maximus managed to unite in thought and deed, and defeat the crazed Decepticon. The Last Autobot?
It was ultimately Megatron who would prove to be the undoing of this giant warrior: when the reborn and reconditioned Decepticon leader stole the Ark and used it as his personal flagship, Spike and Maximus took it upon themselves to stop him. Brutally beaten in combat with an upgraded and super-charged Megatron, the pair dragged themselves to the heart of the ship and threw themselves into the anti-matter containment unit at the core of its power supply, killing both of them. To add further insult to their sacrifice, it was a complete waste of effort: every other Transformer who was on board, including Megatron, managed to survive the destruction of the ship and lived to fight another day. All or Nothing!
When the Hive of Nebulos had developed the massive Transformer Scorponok in 2007, Spike found that his only available resources to combat the threat were the Hive's older technology and the pacifist Autobot Cerebros. Spike used the technology to create an Autobot giant, at the same time re-engineering Cerebros to become the new robot's head, and to take Spike himself as his own head (Cerebros seemed to get little say in these matters). The giant, named Fortress Maximus, blasted off for Cybertron, where he expectedly fought (and won) against Scorponok. After Maximus/Cerebros and Spike saved Cybertron and Earth from the Hive and the Decepticons, Optimus Prime sent them back to Nebulos as its guardians.
It is unclear if Fortress Maximus had any sentience of his own; he did speak once in his own voice. But for the most part, even Cerebros's will seemed to be pushed aside so Spike could run the whole thing himself. The Rebirth, Part 3
A Fortress Maximus from another time inspired the creation of a new Fortress Maximus when he crashed onto Master. Kiss Players
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Headmasters were human-sized Transformers who had long ago left Cybertron and established themselves on the planet Master in an attempt to escape the Great War. To better survive the harsh climate, they built larger bodies for themselves. They could then transform to become the heads of these more powerful forms. The Headmasters themselves eventually split off factions, some claiming loyalty to the Decepticons, while others held loyalty to the Autobots, though neither group came into contact with Cybertron (or Earth) until 2011.
The leader of the Autobot faction on Master was named Fortress. Fortress took the Headmaster process one step further. Not only did he combine with a larger robot, but that robot could in turn enlarge and become the head of another, much larger robot, the robot form of the Battleship Maximus, thus forming the mighty Fortress Maximus.
Upon meeting again with the Autobots, Fortress quickly became a lead figure not only to his own troops, but to most of the other Autobots in the ongoing war, though he loyally answered to Rodimus Prime. Primarily, he led the other Headmasters into battle, often working away from the other Autobots and handling overly dangerous situations.
When Cybertron was destroyed, Rodimus Prime vowed to search the universe for a new home for the older, non-headmaster Autobots. He passed supreme command of the Autobots—but, interestingly, not the Matrix of Leadership, which he kept on his travels—to Fortress Maximus. Cybertron Is in Grave Danger, Part 2
Fortress wasn't entirely confident that he was the best choice for leader, not because of any discomfort or indecision performing the duties, but due to a certain common tendency to feel like he wasn't worthy. Nevertheless, he led the Autobots against Galvatron and Scorponok decisively and was popular as a leader. While some of the other Headmasters had trouble getting along with humans, Fortress proved himself reasonably friendly, or at least good at making silly faces to amuse children (and talking them into dangerous missions). Fortunately, Arcee was around to help smooth relations on both sides, as well as to help Fortress personally to coordinate and present plans.
In Scorponok's final campaign against the Autobots, Fortress Maximus battled his arch enemy, and thanks in part to Sixshot's intervention, the work of the Autobots as a team, and all the present Autobot troops—along with Daniel Witwicky—lending him their energy and the power of friendship via a Head Formation, he was able to overcome and destroy Scorponok's transtector, as well as his plan to destroy the Earth, sending the Decepticons into retreat once and for all.
Fortress continued to lead the Autobots as they left Earth for good to travel around the galaxy, trying to repair all the damages dealt in the war and to remain vigilant should the Decepticons return. The Final Showdown on Earth (Part 2)
Fortress was seen briefly trying to relay a message to the Autobot Pretenders through great interference.
A gargantuan Fortress Maximus was first seen in a Matrix-induced vision of future Nebulos by Optimus Prime.
Later in the same era, a more normal-sized Fortress Maximus was a co-leader of the Autobot forces on Cybertron, along with Ultra Magnus. As Cybertron's resources ran low, they struggled to hold the Autobot army together. The peaceloving Fortress Maximus decided to offline himself indefinately following the Micromaster revolt however. Micromasters (comic)
A slightly less pacifistic Fortress Maximus (seriously, he repeatedly threatened to kill his prisoners or otherwise 'strip them down to their spark cores') was the warden in charge of Garrus 9, an Autobot-run penitentiary where both Autobot and Decepticon prisoners were kept in containment. As the ultimate imprisonment, each inmate was reduced down to their spark and laser core alone, held inanimate in a storage center known as "The Rig" until such a time as Fort Max deemed to rebuild and release them, if ever.
Fortress Maximus was one of many Autobots across the galaxy who watched a news report heralding the miraculous return of Blaster. Spotlight: Blaster
After Optimus Prime encountered the Monstructor combiners on Omega Supreme's asteroid bunker, he sent them to Garrus 9 with Jetfire and the Technobots, hoping the science team could help the six recover from Jhiaxus's experimentations. Fortress Maximus was dubious of the possible results, but allowed Jetfire and his team to run their tests at Garrus 9. Things changed for the worse, however, once word of the gestalt technology got out, and agents of the Decepticon Secret Service came to claim the remarkable new tech for themselves. Faced with an incredible amount of orbital bombardment and ground warfare, Fortress Maximus and his defensive crew were at serious risk of being overrun.
In order to maintain control of his base, Max reactivated the only Autobot inmate classified as Threat Level-9: Arcee. Knowing Arcee had strong feelings about Jhiaxus and his work from personal experience, Fortress Maximus felt confident she would do anything to prevent the Decepticons from laying claim to the "Monstructor Six". In case he was wrong, though, Fort Max made it clear to Arcee she was lowjacked with synchronized G-forces that would crush her spark if she stepped out of line. Despite Arcee's help, the Combaticons still managed to make off with the gestalt robots. Despite his better judgment, Fortress Maximus allowed Jetfire to convince him that Arcee was the best available to track and intercept the Secret Service ships and retrieve or destroy the gestalt robots. Spotlight: Arcee
When Optimus Prime and Prowl met with Fortress Maximus and Jetfire on Garrus-9 to discuss the prisoners' breakout, also mentioned was that a surviving Decepticon had been tortured. Maximus and Jetfire exchanged guilty glances. Prime left Maximus in charge and returned with Prowl and Jetfire to the Ark-32. Spotlight: Cyclonus
Fortress Maximus joined Hound's attack team on Earth towards the end of Dead Universe incident, battling Grindcore and Straxus for the space bridge located there. While Sideswipe distracted the two lieutenants of Nemesis Prime, Fortress Maximus passed through the space bridge for the moon of Rotan with Warpath. By some means they got passed Monstructor and successfully disabled the Negacore there, sending it to the Benzuli Expanse for diffusion. Spotlight: Sideswipe
Shortly after this, once back in command of his prison, Megatron launched his galaxy wide conquest of Autobot positions. Garrus-9 got targeted by the Predators special forces led oh so briefly by Skyquake, that is until Overlord swooped in and 'promoted' him. One of the new Overlord's first actions was, of course, to lord it over the newly freed Decepticons and defeated Autobots, especially a well beaten Fortress Maximus, throwing him to the mercies of his former prisoners. However, he did tell his new troops to try not killing him, so it's possible he is still, at least some of him.
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Stall cards are cards that are used to prevent your opponent from attacking you.
Common Stall cards include:
Decks usually include stall cards as part of a larger strategy, such as a Burn deck or an Exodia deck. They are also used to buy time for a player if their opponent gains an advantage over them.
A Stall Deck is designed to slow your opponent down and make it difficult to either inflict damage, or even to attack. The purpose of the stalling is usually to inflict burn to the opponent, or have time enough to carry out some complicated strategy or combo. Although it is most commonly used in the Exodia Deck, it is also used in the Destiny Board Deck and the Burn Deck. In rare cases it may succeed in running opponents (especially those with decks of 50 cards or less) out of cards to draw from their deck, or to win with cards such as Final Countdown and Wave-Motion Cannon.
Thousand-Eyes Restrict, Spirit Barrier, D.D. Borderline, Nightmare's Steelcage, Gravity Bind, Level Limit - Area B, Swords of Revealing Light, and Wall of Revealing Light, all stall your opponent.
Another Final Stall method would be the "Ultimate Field" Strategy. The Strategy is a combination which can alternate between cards that negate your opponents opportunity to summon monsters, play spell cards, or play trap cards. Although it may not defeat your opponent, it does guarantee that you will control the duel. The Ultimate Field consists of: Horus the Black Flame Dragon LV8, Jinzo, the powerful Armed Dragon LV10 and the meek yet strong Mystic Swordsman LV6 or Ground Collapse Times Three. The Horus the Black Flame Dragon LV8 can be replaced with Spell Canceller, Silent Swordsman LV7. The Jinzo can be replaced with a Royal Decree, and the three Ground Collapses can be replaced with any combination of Ojama King, Ojama Knight, Ojama Trio, and Ground Collapse.
Another version of the ultimate field strategy is using Ojama Trio, destroying one and using another. Then using Spatial Collapse.
The Ultimate Field Strategy can be stopped by cards such as Spiritualism as it can not be negated by Horus the Black Flame Dragon LV8, after using Spiritualism on a Ground Collapse/Royal Decree the opponent could summon a monster and could in turn set a Man-Eater Bug and destroy either Horus or Jinzo and destroy your combo. To stop these dangerous flip effects you could include Mystic Swordsman LV2 and Mystic Swordsman LV4. Add in a Final Countdown card or Wave-Motion Cannon cards which will be for winning during your stall for time. Spiritualism, however, is very rare and situational. Should you have that combo down (which itself is also hard to compose), defeat for your opponent is imminent anyways. The only way the Ultimate Field can be stopped if Ojama King, Ojama Knight, Horus the Black Flame Dragon LV8 and Jinzo are used is via the effect of Exodia the Forbidden One or through sacrificing the opponent's monsters for Lava Golem.
A Heal Deck focuses on healing, Stall, and some burn. Most of the individual cards that increase Life Points are meager on their own, but work finely in combos. For example, Griggle combined with Creature Swap gives you a hefty life point boost while trading your weak monster for your opponent's stronger one. Also, The Immortal of Thunder or Granadora combined with Dimensional Fissure would erase the monster's draw back effect. The currently most exploited combo is Necroface, Soul Absorption, and Macro Cosmos or Dimensional Fissure.
A thing to note is that main weakness of the Deck is that Bad Reaction to Simochi will completely turn the player's strategy against themself. Another point to note is that there is currently no way to win the game by having a high amount of life points. Without some victory condition, the best this deck can hope to do is deck out your opponent to win.
Burn is one of them, through the effects of Fire Princess or The Agent of Judgment - Saturn. Beatdown is another, through monsters such as The Agent of Force - Mars and Neo-Parshath, the Sky Paladin that gain ATK power depending on the difference in number of life points that you and your opponent share. Injection Fairy Lily's powerful effect could also be used non-stop and you could possibly even utilize Mirror Wall.
The two most suggested support cards to add to a Life Point gaining deck are either Macro Cosmos/Dimensional Fissure, to erase the draw backs of numerous cards, or The Sanctuary in the Sky, to exploit the effects of the numerous Fairy-type monsters.
The following are cards that increase a player's own life points. However, some cards (ex. Elemental Recharge) only work in certain conditions and some cards (ex. The Immortal of Thunder) may help you gain Life Points, but still make you lose Life Points in the end. Dark Snake Syndrome dishes out heavy damage to both players but you are virtually unaffected since you have an abundance of life points.
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