DARK
10Destiny End Dragoon
Archetype:
Destiny HERO
ATK:
3000
DEF:
3000
View:
8062
"Destiny HERO - Plasma" + "Destiny HERO - Dogma" A Fusion Summon of this card can only be done with the above Fusion Materials. Once per turn: You can target 1 monster your opponent controls; destroy that target, and if it was face-up, inflict damage to your opponent equal to the ATK it had on the field. You cannot conduct your Battle Phase the turn you activate this effect. Once per turn, during your Standby Phase, if this card is in your GY: You can banish 1 "Destiny HERO" card from your GY; Special Summon this card.
Destiny End Dragoon — Power Evaluation
Final Score: 68 ± 6 · Confidence: Medium
- Intrinsic: 65.7 · Deck: 69.2 · Meta: provisional
- Primary role: Boss/End-board · Secondary: Removal
Why it scores here
Destiny End Dragoon converts a Fusion Summon into a repeatable, once-per-turn removal of any opposing monster, with the damage scaled to that monster's ATK, plus a standby revival from the GY by banishing a Destiny HERO. Its 3000 ATK earns nothing by itself; the score comes from the effect, its 310-deck presence with Fusion Destiny as the top partner, and combo boards that reach 3 to 4 end monsters. Its weak material value, dependence on Destiny HERO Fusion materials, and the battle-phase lock on activation keep it from scoring higher. The combo sample is only four boards, so the strong combo numbers carry medium confidence.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Fusion Summoned with Destiny HERO materials and reached through Fusion Destiny and Polymerization (top partners at 87% and 64%), with a GY standby revival; no starter role or searched-for role labels were recorded (observed/inferred). |
| Combo & Conversion | 70 | Present in 4 of 4 recorded combos with an average power index of 100 and 3 to 4 end monsters on board; combo role is empty, so its exact contribution is not labelled (observed, causal link inferred). |
| Resource Economy | 50 | Destroy is a one-for-one exchange, and the GY revival costs a banish from the GY, so the net is roughly even; combo netCardAdvantage of 4 to 5 belongs to the board, not this card alone (inferred). |
| Effect & Interaction | 75 | Once-per-turn targeted destruction of any face-up or face-down opposing monster, with damage equal to its ATK; strong and flexible, but the activation is negatable and bars the Battle Phase that turn (verified from text). |
| Material Utility | 20 | No evidence of use as material for other summons; as a Fusion monster it is a poor material body, and there is no effect-negated body value to credit (inferred from text, no combo material stats). |
| Resilience & Flexibility | 60 | Recovers from the GY in Standby Phase when a Destiny HERO is banished, which gives multi-zone recursion; the destroy effect is still negatable (verified from text, inferred for resilience). |
| Deck-Building Efficiency | 80 | Single-copy Extra Deck slot in 276 of 310 decks, average 1.17 copies, with no garnets or locks beyond the Destiny HERO material requirement (observed from deck data). |
Calculation
Weight profile: 0.7 Boss/End-board + 0.3 Removal/Negation. Intrinsic ≈ 65.7, Deck ≈ 69.2, Meta = provisional. Modifiers: Self-locking restriction (-2); Exceptional compactness (1). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Once-per-turn targeted destruction of any opposing monster, with damage equal to the destroyed monster's ATK (verified from text)
- Standby Phase GY revival by banishing a Destiny HERO gives recursion (verified from text)
- Broad deck presence: 310 decks across 40 archetypes, with Fusion Destiny and Polymerization as top partners (observed)
- Combo boards with it average power index 100 and 3 to 4 end monsters (observed, small sample)
Weaknesses
- Requires Destiny HERO Fusion materials and a Fusion route, so access depends on Fusion Destiny or Polymerization (verified from text, inferred for access)
- Cannot conduct the Battle Phase on the turn the destroy effect is activated (verified from text)
- Weak as material for other summons (inferred)
- Only four recorded combos, so the combo strength rests on a thin sample (data gap)
Counters / choke points
- Negation of the destroy activation in response, which is a generic response and not counter data supplied in the evidence (inferred from text)
- Opponent Fusion disruption that stops the Fusion Summon before the effect is reached (inferred from text, no counter data supplied)
Best use
Boss/End-board: one-shot removal that converts a Fusion Summon into a board clear, with GY recursion from Standby. Decks: Destiny HERO builds, Heroic, Vision HERO / Xtra HERO Fusion decks. Suggested copies: 1.
Evidence & gaps
- Verified: Fusion Summon only with the listed Destiny HERO materials (card text); Once-per-turn targeted destruction with damage equal to the destroyed monster's ATK (card text); Cannot Battle Phase the turn the destroy effect is activated (card text); Standby Phase GY revival by banishing a Destiny HERO (card text); 310 decks, copies average 1.17, top partner Fusion Destiny at 87.4% (deck evidence)
- Observed: Present in 4 of 4 recorded combos, average power index 100 and 3 to 4 end monsters (combo evidence); Spread across 40 archetypes, with Heroic and Destiny Heros the largest homes (deck evidence); Single-copy use in 276 of 310 decks (deck evidence)
- Inferred: Access depends on Fusion Destiny or Polymerization (inferred from the material requirement and partner data); The GY revival is a practical recursion route (inferred from text and combo sample); Weak material value for other summons (inferred from Fusion type, no material stats)
- Data gaps: no guides supplied no combo role labels, so starter role, searched-for role and payoff role cannot be confirmed combo sample is only 4 boards no banlist token; assumed 3 copies (unlimited) no usage statistics (StatisticsCard); archetype inclusion inferred from the deck sample only no rulings or counter data supplied






