"sucking skills will always prosper"
Instructions for Playing Destiny Heroes
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)
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.
CORE
important cards of the deck
Destiny HERO - Celestial (x3)
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.
Destiny HERO - Drilldark (x3)
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
Destiny HERO - Decider (x3)
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
Destiny HERO - Plasma (x1)
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)
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 :)
Destiny Draw (x3 if possible)
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)
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)
Destiny HERO - Dangerous (x1)
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)
Destiny HERO - Dangerous (x1)
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)
Staple
There are cards you can add to make the deck work more smoothly
Reinforcement of the Army (x1)
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)
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)
opp: I'll normalize 1 monster
Cosmic Cyclone (x0-3)
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
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)
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.
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.
Miracle Fusion: can only fuse Elemental HERO monsters from the extra deck by using materials on the FIELD or GRAVE (no hands)
Evilswarm Exciton Knight and Evilswarm Nightmare (Xyz)
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.
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
Link
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.
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.
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.
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 :)