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Here's my top 7 list for destiny heroes (Not including End Dragoon):
[b]1. Dreadmaster[/b]
Pretty self explanatory- He can instantly gain massive ATK in a destiny hero deck and can also give you a nice field advantage. Only drawback is that in order to activate the best parts of his effect you have to wait four turns (At least) and give up Clock Tower Prison.
[b]2. Plasma[/b]
Once again, fairly self explanatory. He can instantly knock off your opponent's best monster, then get a huge ATK boost from it. Plus, he can fuse with Dogma to summon one of my favorite monsters, Destiny End Dragoon.
[b]3. Dogma[/b]
A fairly good card all around. Can drop your opponent's life points by a ton quickly. Only reason he didn't get #1 is the summoning conditions- you're not gonna get three monsters out easily, given the D-hero's rep of dying really fast. Plus, it's easy to see how you might not want to give up three monsters for him; he pretty much just turns into a beatstick between the time his effect activates and the time you fuse him with Plasma.
[b]4. Doom Lord[/b]
One of my favorite effects of all time, despite the low stats, he's great for getting rid of stronger defenses (even though it's temporary, it's enough time to summon a stronger monster like Plasma or Dogma), and also a nice "road clearer" for Double Dude.
[b]5. Defender (Really only when face-down)[/b]
I mainly picked him because once you set him, your opponent may expect something fairly weak from a non-tribute monster, so they're likely to foolishy attack him. Few monsters have ATK to match Defender's DEF, so chances are your opponent is going to take some damage. After that, I generally tribute him before my opponent can get too huge a hand advantage.
[b]6. Fear Monger[/b]
Easily one of my favorite Destiny Heroes, he's great for bringing back the stronger monsters which may have been destroyed earlier. Only takes a bit of strategy- Dreadmaster dies, you bring out Fear Monger in defense, opponent forced to kill Fear Monger eventually, you summon Dreadmaster and get to activate his effect again since it counts as a special summon.
[b]7. Double Dude[/b]
A fairly useful monster, nice backup if you can get a higher ATK monster out to "clear a path" for him to strike twice. And the tokens you get after he's destroyed are great tributes for Plasma/Dogma.

Post your top 7 list (No need for the long explanations) and discuss Destiny Heroes here!

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[quote name='NumberCruncher' timestamp='1324618879' post='5724860']
I'm pretty sure this is supposed to go under polls.
[/quote]
It's more for discussing D-Heroes than making the top 7 lists, I just did that because I felt like sharing it.

[quote name='Rainbow Dash' timestamp='1324618957' post='5724861']
not sure if legal...
[/quote]
DAMMIT. What rule did I accidentally break this time?

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One of my all time favourite archtypes in terms of design, image and backstory. Vigilantes and anti-heros from Victorian Britian, I say, rather and all that old boy, what what.

Just a shame they are a bit weak :(

Malicious is pretty useful in various Chaos decks, and Daimond Dude kicks ass in his own right.

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[quote name='Rainbow Dash' timestamp='1324619312' post='5724867'] I've no idea what either of those mean. [/quote]

Perfect Circle D HEROs is when you use Card of Safe Return, Call of the Haunted, Malicious, and Disc Commander to continually SS from the graeyard and gain crazy hand advatage doing so.

Airblade was a weird format where we had 3 Stratos + 1 Dark Magician of Chaos + 3 Dimension Fusion + Destiny Hero Engine to mantain Dark Magician of Chaos on your side of the field using Dimensional Fusion.

The question essentially boils down to how many Stratos and how many Dark Magician of Chaos can you run?

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[quote name='NumberCruncher' timestamp='1324620616' post='5724885']
Perfect Circle D HEROs is when you use Card of Safe Return, Call of the Haunted, Malicious, and Disc Commander to continually SS from the graeyard and gain crazy hand advatage doing so.

Airblade was a weird format where we had 3 Stratos + 1 Dark Magician of Chaos + 3 Dimension Fusion + Destiny Hero Engine to mantain Dark Magician of Chaos on your side of the field using Dimensional Fusion.

The question essentially boils down to how many Stratos and how many Dark Magician of Chaos can you run?
[/quote]
I've got 1 Stratos and 9 DMoC. I've only got 1 Malicious, too...

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[quote name='Rainbow Dash' timestamp='1324623107' post='5724926'] It was @3 that format along with Solemn Judgment and Trap Dustshoot. And I remembered that I have an Action Replay for a reason. [/quote]

People didn't run traps in Airblade because Diamond Dude made the 3 Monster Gates, 3 Reasonings, 3 Destiny Draws, 2 Reinforcements of the Army, ect. so riduculously fast. Besides, Jinzo is a staple of the deck.

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[quote name='NumberCruncher' timestamp='1324623371' post='5724928']
People didn't run traps in Airblade because Diamond Dude made the 3 Monster Gates, 3 Reasonings, 3 Destiny Draws, 2 Reinforcements of the Army, ect. so riduculously fast. Besides, Jinzo is a staple of the deck.
[/quote]
Coolness. *Runs off to build deck*

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[quote name='rampragej' timestamp='1324618814' post='5724858']
Here's my top 7 list for destiny heroes (Not including End Dragoon):
[b]1. Dreadmaster[/b]

[b]2. Plasma[/b]

[/quote]

Already this isn't right. This is how the list should be:
1. Disk Commander
2. Malicious
3. Diamond Dude
4. Plasma
5. Dasher
6. Fear Monger
7. Doom Lord

Practically everything else is useless unless maybe if you are a beginner starting with a straightforward D-HERO deck. Since E-HERO's focus on fusions, it would be nice if D-HERO's had monsters with better effects, more high ATK beaters, and better ways of special summoning since the best D-HERO's are limited or forbidden, I actually like the idea of the Archtype :/

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