Charlelot Posted November 8, 2017 Report Share Posted November 8, 2017 Hey everyone, During my competitive days, my go to deck was Elemental Heroes. At the start of the GX era, this archetype was pretty difficult to play. With time, Konami introduced a few new cards that corrected the inherent weakness of the old Elemental Heroes until the deck became not only fun, but also competitive. I was always bummed out that the Destiny Heroes never quite got that kind of power boost. Sure, new cards were released pretty recently but their usefulness ranges from pretty good to mediocre. This is my attempt at fixing this. As always, let me know what you guys think and have a good day. [spoiler=Monster Cards:]Destiny HERO Mirror LadyLevel 3 DARK Warrior/EffectATK 1200 DEF 1200When this card is Normal or Special Summoned: you can send 1 ‘’Destiny HERO’’ from your Deck to the GY. During your Main Phase: you can send Fusion Materials monsters you control, including this face-up card, to the GY; Special Summon 1 corresponding ‘’Destiny HERO’’ Fusion monster from your Extra Deck (this Special Summon is treated as a Fusion Summon). When this card is sent from your hand or Deck to the GY: you can destroy 1 card on the field. You can only use each effects of ‘’Destiny HERO Mirror Lady’’ once per turn. Destiny HERO Mad DoctorLevel 4 DARK Warrior/EffectATK 1500 DEF 1500When this card is Normal Summoned: you can Special Summon 1 level 4 or lower ‘’Destiny HERO’’ from your hand. When this card is destroyed by a card effect and sent to the GY: you can Special Summon 1 ‘’Destiny HERO Dreadmaster’’ from your hand, Deck or GY (this Special Summon is treated as a Special Summon with ‘’Clock Tower Prison’’). If you activate this effect, until the end of the turn, the Special Summoned monster cannot attack and you cannot Summon any other monsters except ‘’Destiny HERO’’ monsters. You can only use each effects of ‘’Destiny HERO Mad Doctor’’ once per turn. Destiny HERO Night ProwlerLevel 5 DARK Warrior/EffectATK 1800 DEF 1800If this card is in the GY while you only control 2 or more face-up ‘’Destiny HERO’’ monsters: you can send the top card from your Deck to the GY, and if you do, Special Summon this card, but banish it when it leaves the field. When this card destroys a monster by battle: you can add 1 card with ‘’Clock Tower’’ in its card name from Deck or your GY to your hand. You can only use each effects of ‘’Destiny HERO Night Prowler’’ once per turn. [spoiler=Spell Cards:]Clock Tower Prison RuinsField Spell CardAny Battle Damage you take from a battle involving a ‘’Destiny HERO’’ is halved. When you Normal Summon a ‘’Destiny HERO’’: you can send 1 ‘’Destiny HERO’’ from your hand or Deck to the GY. During either player’s turn, when you Fusion Summon a ‘’Destiny HERO’’ Fusion Monster: you can add 1 ‘’Destiny HERO’’ from your Deck to your hand. When this card is destroyed by an opponent card effect: you can Special Summon 1 ‘’Destiny HERO Dreadmaster’’ from your hand, Deck or GY (this Special Summon is treated as a Special Summon with ‘’Clock Tower Prison’’). If you activate this effect, until the end of the turn, you cannot Summon any other monsters except ‘’Destiny HERO’’ monsters. You can only use each effects of ‘’Clock Tower Prison Ruins’’ once per turn. Merging DestinyQuick-Play Spell CardFusion Summon 1 ‘’Destiny HERO’’ Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If a ‘’Destiny HERO’’ Fusion Monster you control is destroyed and sent to the GY: you can banish this card from your GY; return the destroyed Fusion Monster to your Extra Deck, and if you do, add up to 2 Level 4 or lower ‘’Destiny HERO’’ from your GY to your hand. On the turn you activate this effect, you cannot summon any other monsters except ‘’Destiny HERO’’ monsters. You can only use each effects of ‘’Merging Destiny’’ once per turn. [spoiler=Trap Cards:]City of DreadContinuous Trap CardDuring either player’s turn: you can increase the ATK and DEF of every face-up ‘’Destiny HERO’’ you control by 100 for each face-up ‘’Destiny HERO’’ on your side of the field until the end of the turn. When your opponent activates a card or effect that would targets a card(s) you control: you can send 1 ‘’Destiny HERO’’ card from your hand or field to the GY and destroy this card; the opponent card effect becomes ‘‘Your opponent selects 1 card he/she controls; destroy it. During the End Phase, if you destroyed a card this turn; your opponent can add 1 card with the same name as the destroyed card, from the Deck to his/her hand’’. You can only use each effects of ''City of Dread'' once per turn. Link to comment Share on other sites More sharing options...
Dova Posted November 10, 2017 Report Share Posted November 10, 2017 I used to love Destiny Heroes, but then they became meta, and I never really got back into them. Hopefully I can still help! Mirror Lady is just a purely good card, easily laddering into the Fusion mid-game or earlier if you managed to get her out from the Deck. Unfortunately, it's going to take more than Mad Doctor to make Dreadmaster playable. Main effect is slightly less useful than Drilldark (that can get out Malicious), so I would suggest reworking it. Even looking ahead at Ruins, in fact, ESPECIALLY considering Ruins, I would suggest building a bit more on the Clock Tower idea, so as to build up support for the Dreadmaster combo, which isn't great as it stands. Prowler could probably change its search effect to "...a "Clock Tower" card..." as it is less wordy, and the restriction on activation/setting is not needed at all. Again, Dreadmaster isn't good. Ruins is a purely better Clock Tower, which nerfs the battle damage effect in exchange for a much needed search and mill. Great card, imo. Merging Destiny is finally an easy means for the archetype to Fusion Summon, which will create a divide for Poly-based and Merging-based variants of the deck. Shame this card isn't a Fusion, but we already have D-Fusion, so that's forgivable. Second effect is fabulous; hand advantage and recycling. Love it. City finally has the archetypal ATK boosting, and has a rather interesting, but potentially very fun effect. Nothing really to say there, as I can't think of whether it's actually good or not, but I like it all the same. Each new card set I review seems to be better than the last. These are original, have few flaws, and really support the intended archetype. Sorry I don't have more to say, but well done! Link to comment Share on other sites More sharing options...
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