Lonk Posted June 21, 2016 Report Share Posted June 21, 2016 Destiny HERO - Shadow FateLevel 8DARKWarrior/EffectATK/2000 DEF/2000 You can Special Summon this card (from your hand) If the only monsters you control are "Destiny HERO" Monsters. Once while this card is in your Graveyard, "Destiny HERO" monster(s) you control cannot be destroyed by battle or by card effects. During your End Phase: You can banish this card from your Graveyard; Special Summon 1 "Destiny HERO" monster from your Graveyard. Destiny HERO - DemiseLevel 12DARKWarrior/EffectATK/1000 DEF/1000 Cannot be Normal Summoned or Set. If a "Destiny HERO" Monster you control is removed from the field: you can Special Summon this card from your hand or Graveyard. This effect of "Destiny HERO - Demise" Can only be used once per turn. Once per turn: you can banish 1 "Destiny HERO" monster in your Graveyard; add 1 Spell or Trap Card that lists "Destiny HERO" or a "Destiny HERO" monster in its card text from your Deck to your hand. Then, this card's Level becomes the level of the monster banished for this effect. Destiny HERO - DarkguyLevel 8DARKWarrior/Fusion/EffectATK/3000 DEF/3000 2 Level 5 or higher "Destiny HERO" MonstersOnce per turn uring your Main Phase, if a "Destiny HERO" was sent to your Graveyard this turn: you can draw 1 card. Then, if the drawn card is a "Destiny HERO" Monster, you can Special Summon it. If this card is removed from the field: Special Summon 2 "Destiny HERO" monsters with different names from your Graveyard. Monsters Special Summoned by this effect have their effects negated and cannot be used for a Summon of a non-"Destiny HERO" Monster. Destiny HERO - RagnarokLevel 12DARKWarrior/Fusion/EffectATK/4000 DEF/4000 3 Level 5 or higher "Destiny HERO" Monsters on the fieldCannot be targeted by card effects. When this card attacks, your opponent cannot activate card effects until the end of the damage step. When this card leaves the field: Special Summon 1 "Destiny HERO" Monster from your Graveyard, except for "Destiny HERO - Ragnarok". That monster gains 2000 ATK and is unaffected your opponent's card effects. Destiny CombinationNormal Spell Card All monsters on the field are treated as "Destiny HERO" monsters. Fusion Summon 1 "Destiny HERO" Monster from your Extra Deck using monsters on both players' sides of the field. D - AttritionContinuous Spell Card "Destiny HERO" Monsters you control lose 500 ATK but cannot be destroyed by battle. You can banish this card from your Graveyard; until your opponent's next End Phase, "Destiny HERO" Monsters you control are unaffected by card effects. Destiny SalvationNormal Trap Card Special Summon 1 of your banished "Destiny HERO" monsters. It cannot be destroyed or targeted by battle or card effects until the end of your opponent's turn. You can banish this card and 1 "Destiny HERO" monster from your Graveyard and target 1 "Destiny HERO" monster you control; shuffle the targeted monster into your Deck and draw 2 cards. This effect of "Destiny Salvation" can only be used once per turn. D - ThwartCounter Trap Card While you control a "Destiny HERO" monster and your opponent would Summon a monster or activate a card effect that would Summon a monster, negate the summon or activation of that card and banish it face-down. During your opponent's 5th Standby Phase after this card's activation, return that card into your opponent's Deck. Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted June 22, 2016 Report Share Posted June 22, 2016 And you said they would be getting significant support and thought they might get an Xyz. Anywho: On to the cards! This actually looks like solid support. Shadow Fate can be Summoned with easy (thankfully), has a subtle protection effect from beyond the grave, and a slow but maybe effective Special Summon effect. Demise seems a bit tricky to Summon (well, unless you want to Summon it with indirect support), but what's nice is how it adds the archetype's cards. Darkguy does a lot (drawing, Summoning, 3000 ATK and DEF), but due to how undersupported (significantly) the archetype is, I'd say it balances out. Ragnarok's an excellent beastick with non-targeting effect, and an effect that not only Summons, but protects. Though, maybe it should say "If this card is removed from the field" so it doesn't miss timing. Is Destiny Combination a Fusion Spell Card? D - Attrition has a mediocre first effect, but a potent second effect, emphasizing more protection. Destiny Salvation; I didn't think anyone else other than me would take into consideration how they can get banished. Props to you! And with protection no less. Plus, a nice little option for Deck thinning. D - Thwart AMAZING! An in-archetype Solemn Warning. Something that would solidify their presence on the field, as you negate any Summon. This is one of the best sets of support I've seen by far. Link to comment Share on other sites More sharing options...
Lonk Posted June 22, 2016 Author Report Share Posted June 22, 2016 And you said they would be getting significant support and thought they might get an Xyz. Anywho: On to the cards! This actually looks like solid support. Shadow Fate can be Summoned with easy (thankfully), has a subtle protection effect from beyond the grave, and a slow but maybe effective Special Summon effect. Demise seems a bit tricky to Summon (well, unless you want to Summon it with indirect support), but what's nice is how it adds the archetype's cards. Darkguy does a lot (drawing, Summoning, 3000 ATK and DEF), but due to how undersupported (significantly) the archetype is, I'd say it balances out. Ragnarok's an excellent beastick with non-targeting effect, and an effect that not only Summons, but protects. Though, maybe it should say "If this card is removed from the field" so it doesn't miss timing. Is Destiny Combination a Fusion Spell Card? D - Attrition has a mediocre first effect, but a potent second effect, emphasizing more protection. Destiny Salvation; I didn't think anyone else other than me would take into consideration how they can get banished. Props to you! And with protection no less. Plus, a nice little option for Deck thinning. D - Thwart AMAZING! An in-archetype Solemn Warning. Something that would solidify their presence on the field, as you negate any Summon. This is one of the best sets of support I've seen by far. I did... but yeah. This is my interpretation of how Destiny HERO support in Arc-V should have been like. And yes, Combination is a Fusion Spell. Darkguy is supposed to be OPT with the draw eff though (soft OPT mind you). Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted June 22, 2016 Report Share Posted June 22, 2016 I did... but yeah. This is my interpretation of how Destiny HERO support in Arc-V should have been like. And yes, Combination is a Fusion Spell. Darkguy is supposed to be OPT with the draw eff though (soft OPT mind you).Didn't buy it for a second. Regardless, your interpretation is pretty spot-on. Even more than my own support. And I think you steered away from the direction Destiny Soldiers went? Link to comment Share on other sites More sharing options...
Lonk Posted June 22, 2016 Author Report Share Posted June 22, 2016 Didn't buy it for a second. Regardless, your interpretation is pretty spot-on. Even more than my own support. And I think you steered away from the direction Destiny Soldiers went? Well... Attrition does work well with Dystopiaguy and Drillguy can summon Demise from the hand. I'd say it can work with the Destiny Soldiers support (except for those that are obviously bad). Destiny HEROs have always been a bit around stalling and bringing forth potent effects that involved using time within a duel. I just wanted to capture that aspect. Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted June 22, 2016 Report Share Posted June 22, 2016 Well... Attrition does work well with Dystopiaguy and Drillguy can summon Demise from the hand. I'd say it can work with the Destiny Soldiers support (except for those that are obviously bad). Alright; so intentional or not, it is possible. Destiny HEROs have always been a bit around stalling and bringing forth potent effects that involved using time within a duel. I just wanted to capture that aspect.Yes! This. This comes closer to that theme (and the ones in Destiny Soldiers should've been like this instead), while at the same time advancing the archetype. Link to comment Share on other sites More sharing options...
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