Welcome to "Destiny Hero Guide"! The power and strategy of this entire machine serve only one ultimate mission: to summon and protect "Mr. President" Destiny Hero - Plasma . With the ability to lock down all of your opponent's monster effects, combined with the absolute invincible shield provided by D-Force and Dreadmaster , this is the greatest enemy born to dominate the current meta. If you go first, it's almost a guaranteed victory.

Destiny Hero gameplay guide
Sections covered in this guide:
Skill
The Power of D: Weaving the Future (Skill Card) (100%)




The Power of D: Weaving the Future (Skill Card)
ATK:
0
DEF:
0
You can only use this Skill's second and third effects once per Duel. 1: During your Main Phase, you can only Normal or Special Summon Level 8 or lower monsters that are DARK, FIRE, or WIND "HERO" monsters. 2: Reveal 1 "HERO" monster in your hand and shuffle 1 card from your hand into the Deck. Add up to 2 cards in total from your Deck to your hand, choosing from DARK "HERO" monsters and/or "Fusion Destiny", then add 1 "D - Force" from outside of your Deck to your hand. If your opponent controls a card, also play 1 "Destiny HERO - Doom Lord" from outside of your Deck in face-down Defense Position. (Its battle position can be changed.) 3: From turn 2 onward, place 1 "D - Tactics" from outside of your Deck face-up in your Spell & Trap Zone. During this Duel, unless you successfully Special Summon "Destiny End Dragoon", you cannot activate the effects of cards other than "Polymerization" and "Fusion Destiny".
Skills help the deck operate smoothly and extremely stably thanks to two advantages:
When going first (Heal Brick): Allows you to reveal 1 Hero from your hand to shuffle an unwanted card (such as Vision Hero Increase ) back into your deck. In return, you will receive core cards, especially the ultimate protective spell D-Force .
When going second (Bait & Board Break): This skill automatically grants you a Destiny Hero - Doom Lord - completely free on the field. You can flip it over to scare away monsters, force your opponent to negate early, or use Doom Lord himself as the perfect "sacrifice" to activate Forbidden Droplet .
Monsters in the Main Deck
Destiny HERO - Plasma (x3)




DARK
8Destiny HERO - Plasma
ATK:
1900
DEF:
600
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters. Negate the effects of face-up monsters while your opponent controls them. Once per turn: You can target 1 monster your opponent controls; equip that target to this card (max. 1). Gains ATK equal to half the original ATK of the monster equipped to it by this effect.
This is the most important "Mr. President" in the deck. When Plasma is face-up on the field, it will instantly lock down (disable) all of your opponent's face-up monster effects. Not only that, Mr. President can also "steal" an opponent's monster to equip himself and gain an additional Attack equal to half of that monster's ATK, rendering any attempts by your opponent to build a boss monster lineup useless.
Plasma's power reaches its absolute peak when combined with the D-Force card. This combination transforms Plasma into an indestructible tank, untargetable, possessing immense Attack Power and capable of attacking twice in a single turn. Every combo in the deck is designed to clear the way and protect his existence.
Destiny HERO - Dreadmaster (x1)




DARK
8Destiny HERO - Dreadmaster
ATK:
-1
DEF:
-1
If this card is Special Summoned by "Clock Tower Prison": Destroy all monsters you control, except "Destiny HERO" monsters, also, after that, you can Special Summon up to 2 "Destiny HERO" monsters from your GY. After this card is Special Summoned, for the rest of this turn, "Destiny HERO" monsters you control cannot be destroyed, also you take no battle damage when they battle. The ATK/DEF of this card are equal to the combined original ATK of all other "Destiny HERO" monsters you control.
If Plasma is the President, then Dreadmaster is the ultimate bodyguard. This monster is often actively sent to the Graveyard via Fusion Destiny and then revived during the opponent's Standby Phase by the effect of Destroyer Phoenix Enforcer (DPE) .
Upon being summoned, Dreadmaster grants you absolute protection for that turn: all of your Destiny Hero monsters cannot be destroyed by battle or effects, and you take no battle damage. With Dreadmaster backing you, even if your opponent uses cards that bypass D-Force 's protection to neutralize Plasma, they will be unable to destroy him.
Vision HERO Faris and Vision HERO Increase (x1)




DARK
5Vision HERO Faris
ATK:
1600
DEF:
1800
You can discard 1 other "HERO" monster; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can place 1 "Vision HERO" monster from your Deck, except "Vision HERO Faris", in your Spell & Trap Zone as a face-up Continuous Trap, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "HERO" monsters. You can only use each effect of "Vision HERO Faris" once per turn.




DARK
3Vision HERO Increase
ATK:
900
DEF:
1100
If you take battle or effect damage while this card is in your GY: You can place this card from your GY in your Spell & Trap Zone as a face-up Continuous Trap. During the Main Phase, if this card is treated as a Continuous Trap: You can Tribute 1 "HERO" monster; Special Summon this card. If this card is Special Summoned from the Spell & Trap Zone: You can Special Summon 1 Level 4 or lower "Vision HERO" monster from your Deck. You can only use each effect of "Vision HERO Increase" once per turn.
This is an extremely important combo starter. By discarding a Destiny Hero from your hand to the Graveyard, Faris can Special Summon itself, and simultaneously place Increase from the deck directly into the Spell/Trap zone as a Continuous Trap.
Immediately afterward, Increase will sacrifice Faris to jump onto the field and summon another piece from the deck, which will be discussed below.
Vision HERO Vyon (x1)




DARK
4Vision HERO Vyon
ATK:
1000
DEF:
1200
If this card is Normal or Special Summoned: You can send 1 "HERO" monster from your Deck to the GY. You can only use this effect of "Vision HERO Vyon" once per turn. Once per turn: You can banish 1 "HERO" monster from your GY; add 1 "Polymerization" from your Deck to your hand.
Destiny HERO - Malicious and Destiny HERO - Denier (x3 and x1)




DARK
3Destiny HERO - Denier
ATK:
1100
DEF:
600
If this card is Normal or Special Summoned: You can take 1 of your "Destiny HERO" monsters from your Deck, GY, or that is banished, and place it on top of your Deck. You can only use this effect of "Destiny HERO - Denier" once per turn. If you have a "Destiny HERO" monster on your field or in your GY, other than "Destiny HERO - Denier": You can Special Summon this card from your GY. You can only use this effect of "Destiny HERO - Denier" once per Duel.
This is a perfect pair that provides unlimited bodies for Summoning Link and Fusion. When Malicious is in the Graveyard, it can banish itself to instantly summon another copy from the deck onto the field.
After all Malicious cards have been banished, Denier will appear. This monster has the ability to Special Summon itself from the Graveyard and instantly return a banished Malicious card to the deck. This perfect rotation ensures you have enough cards on the board to easily craft Xtra HERO Wonder Driver and provide materials for fusion with DPE .
Elemental HERO Liquid Soldier (x1)




WATER
4Elemental HERO Liquid Soldier
ATK:
1400
DEF:
1300
When this card is Normal Summoned: You can target 1 Level 4 or lower "HERO" monster in your GY, except "Elemental HERO Liquid Soldier"; Special Summon it. If this card is used as Fusion Material for a "HERO" monster, and sent to the GY or banished: You can draw 2 cards, then discard 1 card. You can only use 1 "Elemental HERO Liquid Soldier" effect per turn, and only once that turn.
As an outsider but incredibly effective card, Liquid Soldier is often acquired through the effects of Link Monster Cross Crusader . Its role is to fuse with Malicious to summon Adoration directly into the slot that Wonder Driver is pointing to.
When used as a Fusion Material and dropped to the Graveyard, Liquid Soldier 's effect activates, allowing you to draw 2 cards and discard 1. Combined with using Dominance to pre-arrange the top 5 cards of your deck, Liquid Soldier is a tool that ensures you can draw essential hand-traps or board-clearing staples (like DD Crow, Droplet ) on Turn 1.
Destiny HERO - Doom Lord (x0 Skill to summon it )




DARK
3Destiny HERO - Doom Lord
ATK:
600
DEF:
800
Once per turn: You can target 1 monster your opponent controls; banish that target. You cannot declare an attack the turn you activate this effect. You must control this face-up Attack Position card to activate and to resolve this effect. The banished monster returns to the opponent's side of the field, in the same battle position, during your 2nd Standby Phase after activation.
Doom Lord isn't in your hand or deck in the usual way; instead, it's favorably placed directly onto the field by a Skill when you have to go second.
Doom Lord's role is to act as a "bait." By flipping it over and threatening to banish your opponent's monster (even if it means sacrificing your attack), you force your opponent to waste their expensive negate effects. If your opponent takes the bait, or even if they don't react, Doom Lord remains a fantastic cost card readily available on the field for you to use for the Forbidden Droplet .
Elemental HERO Stratos (x1)
It remains the iconic searcher of the HERO card system. When Normal or Special Summoned, it allows you to draw any HERO monster from your deck into your hand, or destroy your opponent's Spell/Trap based on the number of other HERO monsters you control.
If included in the deck, it serves as a perfect bait to force opponents to use their effects, clear backline, or simply find a Destiny HERO to throw as bait for Vision Hero Faris . However, in the current meta, giving way to high-impact spells like Forbidden Droplet or Dark Ruler No More is also worth considering compared to expanding the number of monsters.
Destiny HERO - Decider and Destiny HERO - Dreamer (x1)




DARK
4Destiny HERO - Decider
ATK:
1600
DEF:
1000
Level 6 or higher monsters your opponent controls cannot target this card for attacks. You can only use each of the following effects of "Destiny HERO - Decider" once per Duel. ● If this card is Normal or Special Summoned: You can add 1 "HERO" monster from your GY to your hand during the End Phase of this turn. ● When a card or effect is activated that would inflict damage to you, while this card is in your GY (Quick Effect): Return this card to your hand, and if you do, make that effect damage to you 0.




DARK
1Destiny HERO - Dreamer
ATK:
0
DEF:
600
During damage calculation, if your "Destiny HERO" monster battles and this card is in your GY: You can Special Summon this card, and if you do, your monster cannot be destroyed by that battle, also you take no battle damage from that battle. If Summoned this way, banish this card when it leaves the field. You can only use this effect of "Destiny HERO - Dreamer" once per turn.
Both of these monsters often serve as materials to be dropped into the Graveyard via Fusion Destiny . Decider has an extremely useful recall effect: at the End Phase of its turn when it is Summoned (usually through Dominance ), it retrieves 1 Hero from the Graveyard to your hand, giving you a card to use as bait for the Forbidden Droplet the next turn.
Meanwhile, Dreamer is a quiet but secure barrier. When located in the Graveyard, it can Special Summon itself to protect one of your Destiny Hero monsters from being destroyed in battle, making it harder to breach your defenses.
Destiny HERO - Disk Commander (x0-1)
This is an extremely brutal strategy card, best used in matchups NOT against Stardust (especially against decks capable of dealing with Destiny Hero - Dreadmaster ) . Typically, you'll proactively send it directly from your deck to the Graveyard via Fusion Destiny .
This monster's value explodes when you use the Destiny Hero - Dominance or Destiny Hero - Destroyer Phoenix Enforcer effect to revive it from the Graveyard on your opponent's turn. As soon as it hits the field, it allows you to immediately draw 2 cards. If perfectly combined with the "arrangement" strategy using the Dominance effect beforehand and the draw ability of Elemental Hero Liquid Soldier , you can easily draw 3 to 4 hand traps directly into your hand during your opponent's turn, completely extinguishing any hope of a comeback.
Spell/Trap
D - Force (x0 - skill for)




Spell
ContinuousD - Force
When this card is activated: You can add 1 "Destiny HERO - Plasma" from your Deck or GY to your hand. While you control "Destiny HERO - Plasma", apply the following effects. ● You cannot draw during the Draw Phase. ● Your opponent cannot target cards you control with card effects. ● Each "Destiny HERO - Plasma" you control gains 100 ATK for each monster in the GYs, cannot be destroyed by your opponent's card effects, also can make a second attack during each Battle Phase.
This is the "guardian" card, created solely to serve the President of Destiny Hero - Plasma . Upon activation, it allows you to directly search for Plasma within your Deck or retrieve it from the Graveyard. Therefore, even if you are affected by Droll & Lock Bird, which disables your ability to search from the Deck, you can still safely retrieve Plasma from the Graveyard if you previously discarded it using Fusion Destiny .
However, D-Force 's true value lies in its unparalleled protective effect when Plasma is on the field. It grants Plasma immunity to destructive effects, increases its damage, and allows it to double-attack. Even more terrifying, it makes ALL cards on your field (including D-Force itself and face-down cards) untargetable by your opponent. This creates an impenetrable fortress, completely neutralizing your opponent's destructive cards.
Fusion Destiny (x1)




Spell
NormalFusion Destiny
Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Destiny HERO" monster as material, using monsters from your hand or Deck as Fusion Material, but destroy it during the End Phase of the next turn, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except DARK "HERO" monsters. You can only activate 1 "Fusion Destiny" per turn.
This is the perfect Fusion tool and Graveyard setup machine in the deck. You can easily acquire it through the starting effect of the Faris and Vyon duo. Instead of using cards from your hand or field, this spell allows you to throw Fusion materials directly from your Deck to the Graveyard to summon Destiny Hero - Dominance .
Being able to discard cards at will to the Graveyard allows you to prepare all your resources for subsequent combo sequences: from sending Dreadmaster to the Graveyard to wait for resurrection and provide protection, to throwing Malicious and Denier down so they automatically jump onto the field as materials for the next Link Summon and Fusion steps.
Fusion Substitute (x1)




Spell
NormalFusion Substitute
(This card's name is always treated as "Polymerization".) Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Material. You can banish this card from your GY, then target 1 Fusion Monster in your GY; return it to the Extra Deck, then draw 1 card.
Unlike regular Polymerization , this card (found via Vyon ) requires you to use only monsters CURRENTLY ON THE FIELD as Fusion material. That's why this deck must constantly rotate Malicious and Liquid Soldier onto the field to fulfill the condition, thereby summoning Adoration or DPE . An interesting highlight of the combo is that you can fuse into the slot that Link Monster Wonder Driver is pointing to, automatically returning Fusion Substitute from the Graveyard to the field.
Additionally, its Graveyard effect is extremely valuable. You can banish this card yourself, choose a Fusion monster from the Graveyard (like Dominance ) to return to the Extra Deck, and draw one more card. This ability helps replenish your hand resources, especially useful for digging more hand-traps or Droplet costs.
Forbidden Droplet (x0-3)




Spell
QuickForbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.
As a deck that greatly fears going After against Stardust, Forbidden Droplet is a pretty good Staple for disrupting the board. By sending cards from your hand or field to the Graveyard, this spell splits your attack power and disables enemy monsters, preventing them from responding with similar cards.
This deck's support ability is incredibly effective at placing a Doom Lord on the field when going second, providing a free "sacrifice" for Droplet. When going first, you can even use Dominance 's effect to place Droplet at the top of your deck and use Liquid Soldier to draw it into your hand, creating a solid layer of protection for your opponent's turn.
Dark Ruler No More (x0-)




Spell
NormalDark Ruler No More
Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation.
Similar to Droplet, this is a board-clearing solution when you have to go second. When activated, it disables all face-up monster effects of your opponent. The fact that your opponent doesn't take damage this turn isn't a problem at all, because your goal is simply to summon President Plasma. Once Plasma is seated, your opponent won't be able to retaliate in the next turn.
One particularly interesting point mentioned by the author is that this card isn't limited to hard once per turn. If your opponent uses a counter to Centurion to neutralize the first Dark Ruler No More , you can calmly play the second card to extinguish all hope for your opponent.
Tech/Staple




DIVINE
10The Winged Dragon of Ra - Sphere Mode
ATK:
-1
DEF:
-1
Cannot be Special Summoned. Requires 3 Tributes from either side of the field to Normal Summon to that side of the field (cannot be Normal Set), then shift control to this card's owner during the End Phase of the next turn. Cannot attack. Your opponent cannot target this card for attacks or by card effects. You can Tribute this card; Special Summon 1 "The Winged Dragon of Ra" from your hand or Deck, ignoring its Summoning conditions, and if you do, its ATK/DEF become 4000.




EARTH
3Ghost Belle & Haunted Mansion
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that activation. ● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck. ● Special Summon a Monster Card(s) from the GY. ● Banish a card(s) from the GY. You can only use this effect of "Ghost Belle & Haunted Mansion" once per turn.
Extra Deck
Xtra HERO Cross Crusader (x2)




DARKXtra HERO Cross Crusader
ATK:
1600
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 Warrior monsters If this card is Link Summoned: You can target 1 "Destiny HERO" monster in your GY; Special Summon it. You can Tribute 1 "Destiny HERO" monster; add 1 "HERO" monster with a different name from your Deck to your hand. You can only use each effect of "Xtra HERO Cross Crusader" once per turn, also you cannot Special Summon monsters the turn you activate either of this card's effects, except "HERO" monsters.
This is the Link monster, which serves as a crucial resource hub in the early stages of the combo. When Summoned (usually by Vision Hero Vyon and Destiny Hero Malicious ), it instantly revives a Malicious from the Graveyard onto the field.
Immediately afterward, Cross Crusader will sacrifice the newly revived monster to activate its search effect. This allows you to draw any HERO monster from your deck into your hand, with the optimal target usually being Elemental HERO Stratos or Liquid Soldier to prepare for the next draw.
Xtra HERO Wonder Driver (x1)




LIGHTXtra HERO Wonder Driver
ATK:
1900
LINK-2
Link Arrow:
Top
Bottom
2 "HERO" monsters If a "HERO" monster is Normal or Special Summoned to your zone this card points to: Target 1 "Polymerization" Spell Card, 1 "Fusion" Spell Card, or 1 "Change" Quick-Play Spell Card in your GY; Set that target. You can only activate 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: Special Summon 1 "HERO" monster from your hand.
Wonder Driver is the second Link card that optimizes the value of Fusion cards. Its placement is crucial: you must ensure you summon Fusion monsters to the exact slot that Wonder Driver's arrow is pointing to.
When this condition is met, Wonder Driver will activate the automatic effect of flipping the Fusion Substitute card back from the Graveyard onto the field so you can perform another Fusion. After exhausting this recycling value, Wonder Driver itself will usually become one of three sacrifices to clear the way for the Destiny Hero President - Plasma to enter the field.
Destiny HERO - Dominance (x1)




DARK
10Destiny HERO - Dominance
ATK:
2900
DEF:
2600
3 "Destiny HERO" monsters During your Main Phase: You can look at the top 5 cards of your Deck or your opponent's Deck, then place them on the top of the Deck in any order. When this card destroys an opponent's monster by battle: You can draw 1 card. If this Fusion Summoned card is destroyed by battle or card effect: You can target 3 Level 9 or lower "Destiny HERO" monsters with different names in your GY; Special Summon them. You can only use each effect of "Destiny HERO - Dominance" once per turn.
Summoned early via the Fusion Destiny card, Dominance is a true Graveyard setup and fate manipulation machine. Its primary purpose is to send cards like Destiny Hero - Dreadmaster or Destiny Hero - Dreamer directly from the deck to the Graveyard. Additionally, Dominance's effect allows you to view and arrange the top 5 cards of your deck, ensuring you draw essential hand-traps ( like Droplet or DD Crow ) when combined with Liquid Soldier 's draw effect.
Dominance's ultimate mission is... to be destroyed by you. When destroyed (usually by a DPE explosion), Dominance activates its burst effect: simultaneously reviving 3 Destiny Heroes from the Graveyard onto the field, providing a large resource pool to summon Plasma . If you go first and get Droll & Lock Bird , you can cleverly use Dominance's manipulation effect to see the first 5 cards in your opponent's deck, then discreetly hide their board-clearing cards at the bottom of their deck.
Vision HERO Adoration (x1)
In the combo chain, Adoration acts more as a smooth "stepping stone" than a battle monster. It is often Fusion Summoned using Liquid Soldier and Malicious .
The appearance of Adoration in Wonder Driver 's slot activates the Fusion Recycling ability, and using Liquid Soldier as material activates its Graveyard effect, allowing you to draw 2 cards and discard 1. Immediately upon landing and successfully fulfilling its role as a resource bridge, Adoration will be used as material to fuse into DPE .
Destiny HERO - Destroyer Phoenix Enforcer (x1)




DARK
8Destiny HERO - Destroyer Phoenix Enforcer
ATK:
2500
DEF:
2100
1 Level 6 or higher "HERO" monster + 1 "Destiny HERO" monster Monsters your opponent controls lose 200 ATK for each "HERO" card in your GY. You can only use each of the following effects of "Destiny HERO - Destroyer Phoenix Enforcer" once per turn. (Quick Effect): You can destroy both 1 card you control and 1 card on the field. If this card is destroyed by battle or card effect: You can activate this effect; Special Summon 1 "Destiny HERO" monster from your GY during the Standby Phase of the next turn.
DPE is one of the most dangerous boss monsters in the Extra Deck, with incredibly tenacious board clearing and resurrection abilities. When deployed on Turn 1, DPE's first task is to detonate itself and trigger Dominance . This action both activates Dominance's mass resurrection and prepares the effect to resurrect Dreadmaster during the opponent's Standby Phase.
When it's your turn, DPE becomes a powerful interruption. It can activate the Quick Effect to destroy one of your opponent's cards. What's terrifying is that, thanks to Dreadmaster 's protection (preventing Destiny HERO from being destroyed that turn), DPE can obliterate your opponent's cards without self-destructing due to the effect, allowing you to maintain constant pressure and preserve your forces on the board.
Xtra HERO Dread Decimator (x0-1)




DARKXtra HERO Dread Decimator
ATK:
2500
LINK-3
Link Arrow:
Bottom-Left
Bottom
Bottom-Right
2+ "HERO" monsters This card, also any "HERO" monsters it points to, gains 100 ATK for each "HERO" monster with different names in your GY. If this card attacks a Defense Position monster, inflict piercing battle damage.
This is a Link-3 monster with a focus on finishing the game (OTK). When deployed, it stacks Attack Power for itself and any HERO monsters its arrow points to, based on the number of HERO monsters in the Graveyard. Furthermore, it grants those monsters the ability to attack through defenses.
Despite its immense damage potential, Dread Decimator's biggest drawback is its extremely high summoning cost. In a system built for tight defense, drawing cards to find hand-traps, and disabling enemy effects with Plasma, wasting so many resources on the board just to summon a pure "big punching machine" often doesn't offer much practical value and can easily disrupt core combo chains.
Extra Deck Filler Cards




DARK
Super Starslayer TY-PHON - Sky Crisis
ATK:
2900
DEF:
2900
2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.




LIGHT
6Golden Cloud Beast - Malong
ATK:
2200
DEF:
1000
1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can increase or decrease its Level by 1. If this card is sent to the GY: You can target 1 face-up card your opponent controls; return it to the hand. You can only use this effect of "Golden Cloud Beast - Malong" once per turn.




FIREFerocious Flame Swordsman
ATK:
1300
LINK-2
Link Arrow:
Left
Bottom-Left
2 monsters with different names All Warrior monsters on the field gain 500 ATK. If this Link Summoned card is destroyed by battle, or by an opponent's card effect while in its owner's Monster Zone: You can target 1 non-Link Warrior monster in your GY; Special Summon it, but banish it when it leaves the field. You can only use this effect of "Ferocious Flame Swordsman" once per turn.




LIGHTUnderworld Goddess of the Closed World
ATK:
3000
LINK-5
Link Arrow:
Top
Top-Right
Right
Bottom
Bottom-Right
4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.























































