Spell
NormalDestiny Draw
Archetype:
Destiny HERO
View:
5956
Discard 1 "Destiny HERO" card; draw 2 cards.
Destiny Draw — Power Evaluation
Final Score: 50 ± 6 · Confidence: Medium
- Intrinsic: 47 · Deck: 51 · Meta: provisional
- Primary role: Utility · Secondary: Searcher/Tutor
Why it scores here
Destiny Draw converts one discarded Destiny HERO card into two drawn cards, a net +1 card advantage that is repeatable as long as the hand holds archetype fodder. Its strength is card economy and access to the Destiny HERO engine, not board presence: it has no interaction, cannot be material, and only works when a Destiny HERO card is already in hand. The 400-deck sample and the top partners confirm it is a live, practical staple, but deck frequency is not treated as power. No combo evidence was supplied, so the combo score rests on text-only inference.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 62 | Spell that is live in hand whenever a Destiny HERO card is held; it runs in 400 of 400 sampled decks at an average of 1.88 copies (observed; the hand-availability reading is inferred from text). |
| Combo & Conversion | 45 | The text converts one discard into two draws, but no recorded boards exist, so conversion into a full board is unmeasured (inferred). |
| Resource Economy | 72 | Discard 1 and draw 2 is a net +1 card with no garnet cost, and the discard can itself be an archetype monster (verified from text; deck-level frequency is observed). |
| Effect & Interaction | 5 | No negation, removal or hand-trap reach; it is a plain draw spell (verified from text). |
| Material Utility | 0 | A Spell cannot be used as Xyz, Link or Fusion material, so the body value is zero (verified from card type). |
| Resilience & Flexibility | 45 | Resolves on activation and is blocked only by spell negation; only 2 copies are typically run, so redundancy is modest (inferred from text and copies per deck). |
| Deck-Building Efficiency | 60 | Cheap 1-to-2-copy slot with no locking cost beyond the Destiny HERO discard requirement, which restricts it to HERO hands (observed copies; restriction inferred from text). |
Calculation
Weight profile: Utility default profile (no clear role; no draw-spell profile in rubric). Intrinsic ≈ 47, Deck ≈ 51, Meta = provisional. Modifiers: Archetype-locked discard cost (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Net +1 card advantage from a single cheap Spell
- Strong fit with the Destiny HERO core (top partner Destiny HERO - Malicious at 83.8% co-occurrence)
- Widely played across 31 archetypes and 4 gameplay types, so it is not a niche pick
Weaknesses
- Dead without a Destiny HERO card in hand
- No interaction, no board presence, and no material value
- Spell-only: cannot be used as a material body
Counters / choke points
- Spell-negating effects (inferred from card type; no counter evidence was supplied)
Best use
Card-advantage draw spell that refuels a hand of Destiny HERO monsters. Decks: Destiny HERO builds, Heroic builds that run Destiny HERO monsters, Exodia-style HERO decks. Suggested copies: 2.
Evidence & gaps
- Verified: Card text: discard 1 Destiny HERO card, draw 2 cards; Card type is Spell, so it cannot be material; Runs in 400 of 400 sampled decks
- Observed: Average 1.88 copies per deck; 31 distinct archetypes; Top partner Destiny HERO - Malicious at 83.8% co-occurrence; Three guides discuss Destiny HERO and rate it as a strong deck
- Inferred: Hand availability depends on holding a Destiny HERO card; Repeatable net +1 advantage while fodder remains; Resilience limited to spell negation
- Data gaps: No combos supplied, so combo conversion is text-only inference No banlist token; assumed 3 copies (unlimited) No usage statistics (StatisticsCard); archetype inclusion inferred from the deck sample only legal copies is empty for all formats No measured starter count, so DeckResilience is estimated






