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)

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

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

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

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

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

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

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

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

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

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
Limited to 1 copy
Reinforcement of the Army
UR rarity
Limited to 1 copy
Reinforcement of the Army

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

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

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

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
UR rarity
Limited to 3 copies
Crackdown
UR rarity
Limited to 3 copies
Crackdown
UR rarity
Warning Point
UR rarity
Warning Point
UR rarity
Paleozoic Canadia
UR rarity
Paleozoic Canadia

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
SR rarity
Elemental HERO Liquid Soldier
SR rarity
Elemental HERO Liquid Soldier
UR rarity
Miracle Fusion
UR rarity
Miracle Fusion

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
SR rarity
Evilswarm Nightmare
SR rarity
Evilswarm Nightmare

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
SR rarity
Knightmare Phoenix
SR rarity
Knightmare Phoenix
UR rarity
Knightmare Unicorn
UR rarity
Knightmare Unicorn
SR rarity
Ferocious Flame Swordsman
SR rarity
Ferocious Flame Swordsman

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




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