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[DANE] Destiny HERO supports (15/12/18)


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DANE-JP054 Fusion Destiny

Normal Spell Card

You can only activate 1 card with this card’s name per turn.

(1) Fusion Summon 1 Fusion Monster that lists a “Destiny HERO” monster as Fusion Material from your Extra Deck, using monsters from your hand or Deck as Fusion Materials, but destroy it during next turn’s End Phase. For the rest of the turn after this card resolves, you cannot Special Summon monsters, except DARK “HERO” monsters.

 

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DANE-JP009 Destiny HERO – Drawguy

Level 4 DARK Warrior Effect Monster

ATK 1600

DEF 800

You can only use this card name’s (1) and (2) effects once per turn each.

(1) If this card is Special Summoned by a “HERO” monster’s effect: You can have each player draw 1 card.

(2) During the next Standby Phase after this card was sent to the GY: You can special Summon this card from the GY, but banish it if it leaves the field.

 

Note: It’ll likely end up as like, Drawer or something but we’re deciding to leave that as the TCG’s problem, so to speak.

 

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DANE-JP031 Destiny HERO – Dominateguy

Level 10 DARK Warrior Fusion Effect Monster

ATK 2900

DEF 2600

Materials: 3 “Destiny HERO” monsters

You can only use this card name’s (1), (2), and (3) effects once per turn each.

(1) During your Main Phase: You can look at the top 5 cards of either Deck and return them to the top of the Deck in any order.

(2) When this card destroys a monster by battle: You can draw 1 card.

(3) 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.

 

DANE-JP045 Xtra HERO Crossguy

Link 2 DARK Warrior Link Effect Monster

ATK 1600

Links: Bottom Left, Bottom Right

Materials: 2 Warrior monsters

You can only activate this card name’s (1) and (2) effects once per turn each. You cannot Special Summon monsters during the turn you activate any of this card’s effects, except “HERO” monsters.

(1) If this card is Link Summoned: You can target 1 “Destiny HERO” monster in your GY; Special Summon it.

(2) You can Tribute 1 “Destiny HERO” monster; add 1 “HERO” monster with a different name from the Tributed monster’s from your Deck to your hand.

 

DANE-JP069 D-Tactics

Continuous Trap Card

You can only use this card name’s (1), (2), and (3) effects once per turn each.

(1) During the Standby Phase: All “HERO” monsters you control gain 400 ATK.

(2) If a Level 8 or higher “Destiny HERO” monster or “Destiny End Dragoon” is Special Summoned to your field: banish 1 card from your opponent’s hand, field, or GY.

(3) If this card is destroyed by a card effect in the Spell & Trap Zone: You can add 1 “Destiny HERO” monster from your Deck to your hand.

 

[spoiler=Sources]

https://ygorganization.com/itistimefordestinytoarrive/

 

https://ygorganization.com/artofthedraw/

 

https://ygorganization.com/judgedreadvstommyoliver/

 

 

 

 

All of today's cards are up!

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And suddenly we get a 1-card Destiny End Dragoon.

I like the first card, it can also summon Dystopiaguy using Dynamiteguy to setup the destruction effect and send Malicious, I get the restriction on it and actually like it, I would not want this to be a 1-card Beatrice.

Now if only Destiny Heros get a searcher for this.

Also the destruction on Destiny End Dragon (which means it revives itself right away) frees up an Extra Monster Zone/Linked Zone.

 

I am not too sure about Drawguy though.

 

I actually like this kind of support, a bit more and pure Destiny Heros can be solid.

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Unless you're actually using a full on DARK Hero deck, the Fusion spell has a bit of the same problems as the Red-Eyes one, namely that it is excellent setup for a later turn that you may never have.

 

On the other hand, the Fusion looks like it could form some kind of Plasma control deck single-handedly, which might not be too bad a deck considering.

 

...I'm not sure what I think about it really.

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The Link 2 is really just amazing, Arma/Vion -> Malicious -> Crossguy, tributing Malicious -> any Hero from one's deck sounds like fun.

Dominateguy is nice, milling 3 Destiny Heros with Fusion Destiny and easily floating into them if it gets destroyed is good.

D-Tactics is actually fitting the theme, growing all D-Heros each turn and banishing monsters if using Fusion Destiny / reviving Destiny End Dragoon or summoning Destiny Hero Plasma.

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Fusion Destiny bugs me about it's wording. Dunno if it's my lack of understanding with its PSCT, it sounds like when it says "a D-HERO monster", it feels like it wants an actual name, rather than just "D-HERO monsters". I'm probably wrong on this though.

 

Dominateguy is plenty hilarious though. His (2) basically says "You want Diamondguy to work? Well now you can fix your next 5 cards to ensure he does", which is honest to god hilarious, though he is costly. It is nice he pretty much pays for his cost when destroy. Also the heck is up with his artwork? He looks like a bargain basement boss knockoff like the rest of Eve's boss monsters.

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Fusion Destiny bugs me about it's wording. Dunno if it's my lack of understanding with its PSCT, it sounds like when it says "a D-HERO monster", it feels like it wants an actual name, rather than just "D-HERO monsters". I'm probably wrong on this though.

I feel that you're overthinking this, it simply means any monster with D-HERO in its name.

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God, do I love this support. While sure, you are restricted to HERO for some of these, I am still far more impressed with these Destiny HERO cards than what we got in Arc-V. Not to say we didn't get any good cards in that era, but it still felt underwhelming to me compared to now. Link Monster brings back a Destiny HERO, so you could make a DARK Masked HERO with the revived monster. Fusion Spell Card alone impressed me. And this little detail made me smile: The appearance of some of these cards. Drawguy reminds me of Departed.

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Have never been a fan of D-HEROes in particular, but damn, this support looks good. Even the Cont. Trap seems appealing due to the floating insurance, and you can destroy it yourself! And Crossguy has no Ruler-like hard OPT, right? The first effect can set up the second one right away, good stuff.

 

Would any of you play the Draw guy? I would think twice because of gives the opponent a card draw as well.

 

I too am not sure if the Fusion Spell requires an specific D-HERO to be listed. If it does, they currently it can only be used for End Dragoon.

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Unless you're actually using a full on DARK Hero deck, the Fusion spell has a bit of the same problems as the Red-Eyes one, namely that it is excellent setup for a later turn that you may never have.

 

On the other hand, the Fusion looks like it could form some kind of Plasma control deck single-handedly, which might not be too bad a deck considering.

 

...I'm not sure what I think about it really.

The Red Eyes spell limit normal summons too

 

Also this is a rest of turn card, so you can do other stuff first

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is it, though? That restriction feels like a dealbreaker

 

In the context of the OCG it is, given that Malicious is @3 there, but in the context of TCG it also is, though it doesn't matter as much since Malicious is @2 now, so his power is weakened. But really, Fusion Destiny is on the finicky side, since you'd use it to bring out a big boss like D-END or Dominateguy after you finished your combos. Because as a combo-extender there's better choices since using Fusion Destiny is a future value card, not a same-turn one.

 

Fusion Destiny is basically just there to be a 1-card Dominateguy who will inevitably pop and then summon whatever you dumped for him, mostly Disk Commander. It's also pretty much setting up the grave to use Celestial and sneaking in a Decider to recur later.

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I mean, I don't think you would summon dominateguy.

 

Makes more sense to me to summon dangerguy, sending mali and destrudo so you can win super hard next turn.

 

Still doesn't feel great.

 

Pretty much yeah.... Frankly I'd rather tech and run PP Chlamydosundew over Fusion Destiny to be honest; at least then you get the option of making Dragostapelia if it suits you.

 

Honest to god it would have been more preferable if you had to pay half your LP to use it and the monster blew up during your end phase alongside a hard OPT. That would've made for a better card tbh; but I suppose the restrictions had to exist like that because Malicious exists.

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