Instructions for Playing Destiny Heroes

Instructions for Playing Destiny Heroes

"sucking skills will always prosper"


Destiny Effect is a very strong skill for Destiny HEROs in Duel Links at the present time, with a usage rate of up to 100% and greatly contributes to bringing this deck to tier 1.

Destiny HEROs at the present time, search well, draw well, recover goods well, have a good boss and can mix many staples so going first can last a bit and going later has good OTK ability.

There are too many skills for this deck, increasing ATK to OTK or trigger Dystopia, restocking and searching for "skill drain", allowing possession of 3 Malicious and 1 free poly, although in return it only allows summoning Destiny HEROs monsters but it still doesn't work. enough for this skill to be limited by Plasma, Denier and Pot Of - I mean Celestial are necessary cards and enough for this deck to play well (well, Drill and Dream too)

Sections covered in this guide:




Skill

This deck emerged thanks to its faulty skills, Destiny Effect's usage rate of up to 100% speaks for itself.

Destiny Effect (Skill Card) (100% usage rate)

UR Rarity
Destiny Effect (Skill Card)
UR Rarity
Destiny Effect (Skill Card)
Destiny Effect (Skill Card)
Destiny Effect (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


You can use the following effects once each during a Duel in which you have Normal Summoned a "Destiny HERO" monster. After using this Skill, you cannot Normal Summon/Set or Special Summon monsters during the Main Phase, except "Destiny HERO" monsters and monsters from the Extra Deck. ・Set 1 "Polymerization" from outside of your Deck to your field and send 1 "Destiny HERO - Malicious" from outside of your Deck to your Graveyard. ・All monsters on your field with Level 8 or higher gain 200 ATK. ・From the 3rd turn and onward, you can return 1 banished "Destiny HERO" monster to your Deck, then add 1 "Destiny HERO - Plasma" from your Deck or Graveyard to your hand, and then return 1 card from your hand to your Deck.


You can only use one of the following effects once per Duel, in that Duel you summoned the normal monster "Destiny HERO". After using the skill, you can only summon Destiny HERO monsters in the main phase, and other monsters in the Extra Deck.


First effect: place 1 "Polymerization" from outside the deck on the field and send 1 Malicious from outside the deck to the grave
=> not only helps you have poly to fuse, but also helps you have Malicious in the grave to jump 1 more free body from the deck

Second Effect: All monsters on the field that are Level 8 or higher gain 200 ATK
=> Help OTK or punch through opp monsters, increase Dystopia's ATK trigger effect

Third effect and can only be used from the 3rd turn onwards: pick up 1 banned Destiny HERO to the Deck and search 1 Destiny HERO - Plasma from the deck to the hand, or pick it up again from the grave to the hand, then send 1 card from the hand about the deck of cards

yeh, 1 skill has up to 3 effects and its condition is quite easy because you can insert staple spell/trap which is also ok, the current destiny hero has the skill to drain, draw 2, protect, restore, just jumped more monsters,... So this skill is too powerful



CORE

important cards of the deck

Destiny HERO - Celestial (x3)

R Rarity
Destiny HERO - Celestial
R Rarity
Destiny HERO - Celestial
Destiny HERO - Celestial
DARK 4
Destiny HERO - Celestial
  • ATK:

  • 1600

  • DEF:

  • 1400


When this card declares an attack: You can target 1 face-up Spell your opponent controls; destroy it, and if you do, inflict 500 damage to your opponent. While you have no cards in your hand, except the turn this card was sent to the GY: You can banish this card and 1 "Destiny HERO" monster from your GY; draw 2 cards. You can only use this effect of "Destiny HERO - Celestial" once per turn.


Level 4 is the king of professions, can be used in Xyz very widely, has DARK that can be used on cards like Evilswarm Nightmare, has spell shooting (something you sometimes need), most importantly the ability to banish itself and 1 Destiny HERO from the grave to draw 2 cards, this is the possibility of it being banned, banishing these 2 is almost costless because there will be 2 cases.


1. You don't have a card back in stock or the banished card is still copied or it doesn't matter, you can banish to draw 2 new cards plus combo resources

2. you have a card returned from the Banish zone (or a skill activator card)

Destiny HERO - Drilldark (x3)

R Rarity
Destiny HERO - Drilldark
R Rarity
Destiny HERO - Drilldark
Destiny HERO - Drilldark
DARK 4
Destiny HERO - Drilldark
  • ATK:

  • 1600

  • DEF:

  • 1200


If this card is Normal or Special Summoned: You can Special Summon 1 "Destiny HERO" monster from your hand with ATK less than or equal to this card's ATK on the field. You can only use this effect of "Destiny HERO - Drilldark" once per turn. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.


is a Level 4 DARK monster


Allows you to jump 1 Destiny HERO ATK equal to or lower than the attack power of this card currently on the field (except Plasma, any card can jump) and has the ability to penetrate armor, this card also helps you jump 1 more body to Xyz or Link but also helps you OTK easier (because 2 bodies without doing anything are about 3200 ATK)

Destiny HERO - Decider (x3)

SR Rarity
Destiny HERO - Decider
SR Rarity
Destiny HERO - Decider
Destiny HERO - Decider
DARK 4
Destiny 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.


Easy to level up, level 4, has protection, restock


protection: opp's Level 6 or higher monsters cannot choose this card to attack, the purpose of this is that you have just normal summoned this card to recover and then go to the boss, opp can only attack your boss so you This will help you not get OTK when punched by opp (if opp buffs ATK)

- once per duel: if there is a card or effect that causes damage to you while this card is in the Graveyard, you can return this card to the hand, and if this card returns to the hand, the damage returns to 0

Restock: once per Duel, when summoned, you can pick up 1 HERO from your grave to your hand at the end of the turn. Even though you only play destiny heroes, you can pick up ones like Liquid Soldier after using them as ingredients to further fuse :)

Destiny HERO - Plasma (x1)

UR Rarity
Destiny HERO - Plasma
UR Rarity
Destiny HERO - Plasma
Destiny HERO - Plasma
DARK 8
Destiny 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.


Skill Drain is searchable, can be special summoned by sacrificing 3 monsters, this is quite easy thanks to Drilldark pulling 1 more body and Malicious from the grave, the ability to prevent all face-up monster effects of the controlling opp is quite powerful. , especially currently, few decks depend on spells/traps, so if you want to get past this monster, you just have to punch it, until it uses its second effect, steals 1 monster from opp and equips it to increase ATK with half of that monster's original attack power :) Because it's so powerful, you can only equip 1 card

Destiny HERO - Dark Angel (x0-1)

R Rarity
Destiny HERO - Dark Angel
R Rarity
Destiny HERO - Dark Angel
Destiny HERO - Dark Angel
DARK 1
Destiny HERO - Dark Angel
  • ATK:

  • 0

  • DEF:

  • 0


If you have 3 or more "Destiny HERO" monsters in your GY: You can discard this card, then target 1 "Destiny HERO" monster in your GY; Special Summon it to your opponent's field in Defense Position. When a Spell Card or effect you activate resolves, negate that effect, and if you do, or if it did not have an effect, destroy that card. During your Standby Phase: You can banish this card and 1 "Destiny HERO" monster from your GY; each player chooses 1 Normal Spell from their Deck, and places it on top of their Deck.


If you have 3 destiny heroes in the grave, you can throw this card from your hand to the grave and choose 1 destiny hero in the grave to jump to the opp field. The good thing here is that he can choose it himself and then jump to the opp field :)


Whoever controls this monster: if magic activates or effects, you stop the activated effect and destroy it, meaning you throw this monster to opp and opp can't use spells, and plasma bans monsters.

The final effect is ok, but to put it bluntly: if you haven't used it yet, it's already surr

Destiny Draw (x3 if possible)

SR Rarity
Destiny Draw
SR Rarity
Destiny Draw
Destiny Draw
Spell Normal
Destiny Draw

    Discard 1 "Destiny HERO" card; draw 2 cards.


    yes (Discard 1 "Destiny HERO" card; draw 2 cards.) not once per turn, this allows you to continuously thin your deck if you have many copies (luckily duel links only give you 1 card) and The destiny HERO card you throw into the grave is sometimes not lost but used for something else, like Celestial, Malicious or picked up,...

    Destiny HERO - Dystopia (x1)

    UR Rarity
    Destiny HERO - Dystopia
    UR Rarity
    Destiny HERO - Dystopia
    Destiny HERO - Dystopia
    DARK 8
    Destiny HERO - Dystopia
    • ATK:

    • 2800

    • DEF:

    • 2400


    2 "Destiny HERO" monsters If this card is Special Summoned: You can target 1 Level 4 or lower "Destiny HERO" monster in your GY; inflict damage to your opponent equal to that target's ATK. If this card's current ATK is different from its original ATK (except during the Damage Step) (Quick Effect): You can target 1 card on the field; destroy it, and if you do, this card's ATK becomes equal to this card's original ATK. You can only use each effect of "Destiny HERO - Dystopia" once per turn.


    easy to get, with only 2 Destiny HERO, when this one is special summoned (for example from the grave, not necessarily fusion), you can deal damage to opp equal to half the ATK of the monster you choose ( The game only has 4000 LP, burn 800 LP to get 2 1600 ATK and the opp field is empty, it will be OTK immediately), and its quick effect is also strong, on the turn this child's ATK is different from the original ATK (it can increase or decrease). , you choose 1 monster/spell/trap card on the field and shoot, then this monster's ATK returns to the same (original ATK)


    With skills, this one is easy to level (has poly), and shoots easily (increases ATK).

    Destiny HERO - Dangerous (x1)

    R Rarity
    Destiny HERO - Dangerous
    R Rarity
    Destiny HERO - Dangerous
    Destiny HERO - Dangerous
    DARK 6
    Destiny HERO - Dangerous
    • ATK:

    • 2000

    • DEF:

    • 2600


    1 "Destiny HERO" monster + 1 DARK Effect Monster (Quick Effect): You can discard 1 card; send 1 "Destiny HERO" monster from your hand or Deck to the GY, and if you do, "Destiny HERO" monsters you control gain 200 ATK for each "Destiny HERO" monster in your GY until the end of this turn. You can only use this effect of "Destiny HERO - Dangerous" once per turn.


    Easy to level, just need 1 Destiny HERO card and the remaining card will be a DARK monster with the effect (or destiny hero is fine because it is also a DARK Effect)


    Quick effect should be used on both players' turns: discard 1 card from hand to grave, send 1 Destiny HERO from hand or Deck to grave (usually Deck), and if sent successfully, your Destiny HERO monster increases by 200 ATK for each Destiny HERO in the grave until the end of the turn

    => easy to get, just ATK to OTK or punch through boss opp, and search (throw card from deck to grave to pick it up or activate effect from grave)

    Destiny HERO - Dangerous (x1)

    R Rarity
    Destiny HERO - Dangerous
    R Rarity
    Destiny HERO - Dangerous
    Destiny HERO - Dangerous
    DARK 6
    Destiny HERO - Dangerous
    • ATK:

    • 2000

    • DEF:

    • 2600


    1 "Destiny HERO" monster + 1 DARK Effect Monster (Quick Effect): You can discard 1 card; send 1 "Destiny HERO" monster from your hand or Deck to the GY, and if you do, "Destiny HERO" monsters you control gain 200 ATK for each "Destiny HERO" monster in your GY until the end of this turn. You can only use this effect of "Destiny HERO - Dangerous" once per turn.


    Easy to level, just need 1 Destiny HERO card and the remaining card will be a DARK monster with the effect (or destiny hero is fine because it is also a DARK Effect)


    Quick effect should be used on both players' turns: discard 1 card from hand to grave, send 1 Destiny HERO from hand or Deck to grave (usually Deck), and if sent successfully, your Destiny HERO monster increases by 200 ATK for each Destiny HERO in the grave until the end of the turn

    => easy to get, just ATK to OTK or punch through boss opp, and search (throw card from deck to grave to pick it up or activate effect from grave)



    Staple

    There are cards you can add to make the deck work more smoothly

    Reinforcement of the Army (x1)

    UR Rarity
    Reinforcement of the Army
    UR Rarity
    Reinforcement of the Army
    Reinforcement of the Army
    Spell Normal
    Reinforcement of the Army

      Add 1 Level 4 or lower Warrior monster from your Deck to your hand.


      ROTA is a very strong card, not only does it not search once per turn, but any Level 4 Warrior monster can search, it can hire any deck, that's why almost all formats limit this card to 1, just deck it. Anyone who has a Level 4 Warrior that is a bit important like a Starter etc. will see this card

      Expendable Dai (x3)

      SR Rarity
      Expendable Dai
      SR Rarity
      Expendable Dai
      Expendable Dai
      Trap Normal
      Expendable Dai

        Tribute 1 Warrior monster, then target 1 card on the field; destroy it, and if you do, draw 1 card.


        is a card that I always want to put in my hand, this card is so strong that it only sacrifices 1 Warrior monster and shoots 1 monster/spell/trap card on the field, and even draws 1 more card, if you know Ballista Squad when playing With old control decks like Shiranui or Gouki, you know how dirty this card is, and still draw 1 :/

        Book of Moon (x0-3)

        UR Rarity
        Book of Moon
        UR Rarity
        Book of Moon
        Book of Moon
        Spell Quick
        Book of Moon

          Target 1 face-up monster on the field; change that target to face-down Defense Position.


          opp: I'll normalize 1 monster

          you: click BoM

          BoM is a very strong card, especially in decks that focus on normal summons, decks like Salamangreat normal that are preparing to go to Balelynx will eat BoM, if they have no goods in their hands they will cook. Or simply a new effect monster that can be used without having to attack when a normal or special summon gets hit, this card is almost the same. Although it's a bit expensive, anyone who has played for a long time will get x3, my account is very poorly built but still x3 BoM.

          Select 1 face-up monster on the field, place it face down in defense position. Yep, not once per turn

          Cosmic Cyclone (x0-3)

          UR Rarity
          Cosmic Cyclone
          UR Rarity
          Cosmic Cyclone
          Cosmic Cyclone
          Spell Quick
          Cosmic Cyclone

            Pay 1000 LP, then target 1 Spell/Trap on the field; banish it.


            Not once per turn, banish spells/traps, depending on what deck you often encounter, bring it or not, for example, if you encounter Orcust or Odd-Eyes or other decks related to spells/traps, you can use it to banish that card. Banishing is very scary because few cards have the ability to restore the banished card

            a few other leaves

            UR Rarity
            Bottomless Trap Hole
            UR Rarity
            Bottomless Trap Hole
            Bottomless Trap Hole
            Trap Normal
            Bottomless Trap Hole

              When your opponent Summons a monster(s) with 1500 or more ATK: Destroy that monster(s) with 1500 or more ATK, and if you do, banish it.


              UR Rarity
              Crackdown
              UR Rarity
              Crackdown
              Crackdown
              Trap Continuous
              Crackdown

                Activate by targeting 1 face-up monster your opponent controls; take control of that monster. While you control that monster, it cannot attack or activate effects. When that monster leaves the field, destroy this card.




                Tag(s):

                UR Rarity
                Warning Point
                UR Rarity
                Warning Point
                Warning Point
                Trap Normal
                Warning Point

                  When a monster(s) is Summoned: This turn, that face-up monster(s) cannot attack, its effects are negated, also it cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon.


                  UR Rarity
                  Paleozoic Canadia
                  UR Rarity
                  Paleozoic Canadia
                  Paleozoic Canadia
                  Trap Normal
                  Paleozoic Canadia

                    Target 1 face-up monster your opponent controls; change it to face-down Defense Position. Once per Chain, when a Trap Card is activated while this card is in your GY: You can Special Summon this card as a Normal Monster (Aqua/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.


                    What do you use, mainly used when taking turn 1 to make things difficult for opp or going on the next turn if opp puts a staple in your face :)

                    Elemental HERO Sunrise, Elemental HERO Liquid Soldier and Miracle Fusion (It's a virtual fusion)

                    UR Rarity
                    Elemental HERO Sunrise
                    UR Rarity
                    Elemental HERO Sunrise
                    Elemental HERO Sunrise
                    LIGHT 7
                    Elemental HERO Sunrise
                    • ATK:

                    • 2500

                    • DEF:

                    • 1200


                    2 "HERO" monsters with different Attributes Must be Fusion Summoned. Monsters you control gain 200 ATK for each different Attribute you control. You can only use each of the following effects of "Elemental HERO Sunrise" once per turn. ● If this card is Special Summoned: You can add 1 "Miracle Fusion" from your Deck to your hand. ● When an attack is declared involving another "HERO" monster you control: You can target 1 card on the field; destroy it.


                    SR Rarity
                    Elemental HERO Liquid Soldier
                    SR Rarity
                    Elemental HERO Liquid Soldier
                    Elemental HERO Liquid Soldier
                    WATER 4
                    Elemental 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.


                    UR Rarity
                    Miracle Fusion
                    UR Rarity
                    Miracle Fusion
                    Miracle Fusion
                    Spell Normal
                    Miracle Fusion

                      Fusion Summon 1 "Elemental HERO" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or your GY.


                      Miracle Fusion: can only fuse Elemental HERO monsters from the extra deck by using materials on the FIELD or GRAVE (no hands)


                      Sunrise: search for Miracle Fusion, increase ATK for all monsters, shoot cards when HERO monsters attack, it's a bit stressful in this deck because it's all DARK

                      Liquid Soldier: is a WATER monster. When fused, it allows you to draw 2 cards and discard 1 card, increasing the rate of peeling the card you need and thinning the deck.

                      Evilswarm Exciton Knight and Evilswarm Nightmare (Xyz)

                      SR Rarity
                      Evilswarm Exciton Knight
                      SR Rarity
                      Evilswarm Exciton Knight
                      Evilswarm Exciton Knight
                      LIGHT
                      Evilswarm Exciton Knight
                      • ATK:

                      • 1900

                      • DEF:

                      • 0


                      2 Level 4 monsters Once per chain, during your Main Phase or your opponent's Battle Phase, if your opponent has more total cards in their hand and field than you do (Quick Effect): You can detach 1 material from this card; destroy all other cards on the field, also your opponent takes no further damage this turn.


                      SR Rarity
                      Evilswarm Nightmare
                      SR Rarity
                      Evilswarm Nightmare
                      Evilswarm Nightmare
                      DARK
                      Evilswarm Nightmare
                      • ATK:

                      • 950

                      • DEF:

                      • 1950


                      2 Level 4 DARK monsters When your opponent Special Summons a monster(s) (except during the Damage Step): You can detach 1 material from this card; change that Special Summoned monster(s) to face-down Defense Position.


                      Exciton Knight: destroy all other cards on the field of 2 players, except this card, is a pretty strong card but can only be used if opp has more cards from hand or field than you and it is your turn to use this effect, opp does not receive receiving damage, in exchange for 1 monster that is easy to pick up but also clears the whole field is a very strong effect


                      Evilswarm Nightmare : book of moon no target go brrrrr

                      Link

                      SR Rarity
                      Knightmare Cerberus
                      SR Rarity
                      Knightmare Cerberus
                      Knightmare Cerberus
                      EARTH
                      Knightmare Cerberus
                      • ATK:

                      • 1600

                      • LINK-2

                      Link Arrow:

                      Left

                      Top


                      2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Special Summoned monster in your opponent's Main Monster Zone; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Cerberus" once per turn. Co-linked monsters you control cannot be destroyed by card effects.


                      SR Rarity
                      Knightmare Phoenix
                      SR Rarity
                      Knightmare Phoenix
                      Knightmare Phoenix
                      FIRE
                      Knightmare Phoenix
                      • ATK:

                      • 1900

                      • LINK-2

                      Link Arrow:

                      Top

                      Right


                      2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.


                      UR Rarity
                      Knightmare Unicorn
                      UR Rarity
                      Knightmare Unicorn
                      Knightmare Unicorn
                      DARK
                      Knightmare Unicorn
                      • ATK:

                      • 2200

                      • LINK-3

                      Link Arrow:

                      Left

                      Bottom

                      Right


                      2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.


                      SR Rarity
                      Ferocious Flame Swordsman
                      SR Rarity
                      Ferocious Flame Swordsman
                      Ferocious Flame Swordsman
                      FIRE
                      Ferocious 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.


                      Knightmares: shoot opp cards, depending on the situation, although discarding 1 card will sometimes have enough cards in your hand to shoot, but if you can co-link, you will draw 1 more card, these guys in some decks also help discard cards from hand, whether to shoot or not doesn't matter :)


                      Fire Dancer: buffs ATK to OTK or punch through opp monsters more easily, easy to get up, has the effect of jumping back to monsters from the grave, or simply if you want any monster to go to the grave for the next combo, then link to this card to bring those 2 cards down. grave or for empty yard




                      Companion unit:

                      - Yu-Gi-Oh! Guidance Vietnam





                      https://metaduelist.com/
                      Top