Rerouting Deck Fix: Destiny Heroes
Destiny Heroes are one of those dichotomous themes, filled with a bunch of extremely good cards, mixed with loads of absolute garbage. And there's plenty of chaff along that spectrum if you get super picky about it.
Destiny Hero decks were always powerful, but flimsy too, and anytime you were runnig Destiny Heroes, you were generally using pieces of the theme and not a deck that could truly be called “D-Heroes” all on their own.
Today's contributor from New Zealand writes…
There's lots of nostalgia when you look at the Destiny HERO cards, but outside of a few cards you can splash in other decks, they haven't really been workable in tournaments for a while. Some combs are flexible, but you'll really want to flood the field from your hand and then Fusion Summon from there. It's tricky making that as consistent as possible thanks to the equip spells; I'm curious to see if you would look to expand some of the existing combinations or take the deck in a different route!
Favorite card from the build? Destiny HERO – Plasma is pretty cool when you get an opportunity to use it, and the deck wouldn't be anywhere near as good without Isolde, Two Tales of the Noble Knights. But Destiny HERO - Dystopia is probably my favorite card here since the deck has a number of ways to trigger its effect and allow it to freely pop a card on the field.
Thanks for reading!
-Liam S ~ Wellington, New Zealand
Finally, Isolde, Two Tales of the Noble Knights is on American soil, meaning Hero decks of virtually every kind are getting a boost!
Check out the deck Liam sent us.
@@@@@DECKID=108389@@@@@ As an aside, the Kiwi bird is ridiculously cute, and I recommend doing an online search for what they look like. I forgot they were so darn adorable, and I've added it to the list of animals I want as a pet, hardly any of which I can keep inside my apartment.
So as much as I want to gush about Isolde, Two Tales of the Noble Knights, let's first talk about the phenomenal Destiny Hero lineup. Thanks to Code of the Duelist and Destiny Soldiers, we have enough Destiny Heroes to keep underachievers like Destiny Hero - Dunker and Destiny Hero - Defender off the “Top 10 Best Destiny HEROES” list. Which, when you think about it, is an incredibly sad statement to make about a theme that's seen so much competitive play. But the reality is that for years now, there have only been a handful of actual decent D-Heroes.
If you're unfamiliar with a lot of the Destiny HERO monsters, I suggest reading along by searching “Destiny HERO” on the official TCG database . I often check the names of the Destiny HERO monsters for sake of my own reference, because outside of Destiny HERO - Malicious and Destiny HERO - Plasma, a lot of them are just called “Destiny Hero - Biggybop” and “Destiny Hero - Skoobadoo” in my head.
The Destiny HERO Fusions are, for the most part, really good! Granted, some of them only occupy a niche role in your strategy – many aren't exactly dominating – but I'm pretty happy with their effects, and the only major adaptation we have to make for the new Forbidden & Limited List is the lack of Level Eater, which honestly isn't that big of a blow. On the flip side I'm sad not to see Destiny End Dragoon in Liam's deck! Sure, its restrictions may seem almost a bit too tough to work around, but I think we can make good use of it in this strategy.
While Destiny HERO - Dystopia and Destiny HERO - Dangerous can be Fusion Summoned with any combination of Destiny HERO monsters, Destiny End Dragoon needs two Level 8's; specifically Destiny HERO - Plasma and Destiny HERO – Dogma, which are both really hard to field on their own. So it makes sense that one Destiny HERO - Plasma makes it into the deck, but it's actually incredibly easy to search out both materials.
#####CARDID= 22965 #####
Considering that Isolde, Two Tales of the Noble Knights is your first step towards your destiny, it makes sense that it would be the key to Destiny End Dragoon. With Isolde's second effect, you can Special Summon Vision HERO Vyon from the deck, yard Elemental HERO - Shadow Mist, and immediately have one of the pieces for Dragoon. Isolde's other effect will search your missing Level 8 monster, and just like that you have the materials you need.
You'll probably notice that Vision HERO Vyon's big part of the glue that holds the deck together, both yarding cards and searching Polymerization. But Armageddon Knight almost fills that role in the exact same way. While Armageddon can't search Polymerization, you can use its effect more than once per turn; Plaguespreader Zombie's another option. Both of them can yard Destiny HERO - Malicious or Elemental HERO - Shadow Mist from your deck.
So no matter how you're going to play your turn, both Armageddon Knight and Vision HERO - Vyon get you the same three endpoints: searching Polymerization, yarding Elemental HERO - Shadow Mist, and fielding Isolde, Two Tales of the Noble Knights. You'll have two zones primed and ready for throwing down the biggest Fusion Summoned fields you can.
Ok, Back To The Bee's Knees…
First, Normal Summon Armageddon Knight and yard Destiny HERO – Malicious. Immediately banish Malicious #1 to to Special Summon Malicious #2 from the deck and make Isolde, Two Tales of the Noble Knights; search any Destiny HERO. Yard four Equip Spells from your deck to Special Summon Vision HERO - Vyon and send Elemental HERO Shadow Mist from your deck to your graveyard, searching another Destiny HERO. Vyon banishes Shadow Mist to search Polymerization, and your third Malicious hits the field for free.
If that isn't one of the coolest play sequences ever, then you're officially impossible to impress. One card fields a Link monster pointing in two favorable directions, while you'll have two more monsters on the field to play around with, and you'll search Polymerization and a pair of Destiny HERO monsters. And keep in mind, if you want to do things in a different order or specifically, say, yard extra cards as well, you can leverage the discarding effect of Destiny HERO - Dangerous as a third and fourth way to pitch cards in the graveyard. Remember that Isolde can search any Warrior, and that's immediately fodder for Dangerous.
#####CARDID= 20963 #####
…And thanks to cards like Celestial' rel="/db/WP-CH.asp?CN=Destiny HERO - Celestial">Destiny HERO - Celestial and Destiny HERO - Dreamer, it's not a bad thing if one of your biggest strengths is yarding cards left and right. But I raise concerns about the ratios of the Destiny HERO monsters. With all the searchability of your HERO monsters, redundant cards just don't make a lot of sense. You can at least cut a Dreamer and a Celestial, and surprisingly enough Destiny HERO - Drilldark loses out to Goblindbergh as the best way to field cards from your hand. Playing both of them in tandem is a neat trick, but once you add in Armageddon Knight, Goblindbergh is just leagues ahead.
In terms of adding some crazy – and trust me I spent about an hour raising the bar with weirder and weirder cards – I finally settled on a few things that aren't insane per se, but rather just underused. Pot of Acquisitiveness is one of the “Pot” cards that in theory should be much better than it is, but if you can't consistently find the required means to banish monsters, it's useless. But think back to the previous combo - one Armageddon Knight or Destiny HERO - Vision has the capacity to banish three or more cards, so two Pot of Acquisitiveness can mean that many more times you'll summon Destiny HERO - Malicious.
Finally I'm vouching for Noble Knight Brothers, for two reasons. First, it lets you recycle your spells and draw an extra card, but a surprising Artorigus, King of the Noble Knights can be the fire in your belly that ends the duel. I'm going to be switching around the Equip Spells in the deck, yes, but that's only to serve another option in your Extra Deck that can help you deal lethal damage by destroying pesky spells and traps.
Check out the changes below!
-1 Destiny HERO - Dynatag
I always hate taking out on-theme names of cards in a deck named after the archetype, but you simply don't need that many of each Destiny HERO! I had no idea how tight the deck was going to be, and based off running some numbers, there is validity in raising the deck size a bit, but for the first pass it's better to keep it more slim.
@@@@@DECKID=108390@@@@@ There's a lot more you could do with the deck, and after a while you'll feel like you're playing a new version of the classic Warrior Toolbox. I really had about thirty more ideas with this thing, but in the end I wanted to keep the deck count around 40 cards to maximize your chances of seeing certain combo pieces.
And one tip: I know it may come across as a surprise, but Masked HERO - Dark Law is not the crux of the deck. Make sure you don't play this strategy that way, because it's not going to work out the way you'd hope.
Just remember, beat your opponents before they beat you!
-Your Main and Extra Deck list. (No Side Deck needed, but please send a written deck list, not a screencap; screencapped deck lists will be filed and then burned in the furnace accordingly… and your deck should be TCG legal).
-Your name and city.
-Remember, please use full card names! Abbrevs and mis-sipllngs make Loukas' life sad. Try your darndest to get the TCG name on there.
-A paragraph or two describing your deck: what it does, why you're playing it, and its strengths and weaknesses. “Winning” is not a strategy per se, and neither is “beating your opponents before they beat you.”
-Your favorite card from the build and why – make me fall in love with the deck! The cooler your strategy the more I'll want to fix it, and if you throw in funny jokes, that'll surely get my attention too; be warned, unfunny jokes will push your deck to the back of the stack. Don't be afraid to get creative! New stuff takes priority, because I'm not bored of it yet! –LJP