Difference between revisions of "Destiny Board Deck"

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(Traps)
(Monsters: Not really needed, doesn't suit this knid of deck)
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===Monsters===
 
===Monsters===
 
* [[A Cat of Ill Omen]]
 
* [[A Cat of Ill Omen]]
* [[Battle Fader]]
+
* [[Battle Fader]]  
* [[Cyber Valley]]  
 
 
* [[Dark Resonator]]
 
* [[Dark Resonator]]
 
* [[Destiny Hero - Defender]]
 
* [[Destiny Hero - Defender]]

Revision as of 14:28, 14 July 2011

A "Destiny Board" Deck focuses on activating the card Destiny Board and get the 4 Spirit Messages in order to have an Automatic Win. Stall cards are essential for this deck so that your opponent can't do anything but try to destroy Destiny Board. Final Countdown is also a great addition in this deck: Since this deck is a Stall Deck, you can use it as an alternative Victory Conditions in case Destiny Board fails. The most important card here is Destiny Board, so, cards that can search out Destiny Board are vital. Maharaghi can be useful to increase your chances of drawing Destiny Board, and it can also keep you from drawing your Spirit Messages (which are useless in and of themselves). A Cat of Ill Omen and Mask of Darkness are important in this deck because they retrieve your Destiny Board. The Transmigration Prophecy is also useful for putting Spirit Messages that were sent to the Graveyard back in your Deck. Monsters that cannot be destroyed by battle are key in stalling your opponent, such as Marshmallon, or Spirit Reaper.

Cards that can protect your Spirit Messages, like Prime Material Falcon, are also important since if even one Spirit Message is destroyed, all of them are sent to the Graveyard. Also, using Quick-Play Spell Cards could be a good idea, because even though most of them do not negate, some of them may give you a lot of backup. Also, since you can activate Quick-Play Spell Cards from your hand, you don't have to worry about setting them and taking up field space that could be used for your Spirit Messages.

Swords of Revealing Light and Nightmare's Steelcage fit very well with Destiny Board. With proper timing they are destroyed in the opponent's end phase, only to be immediately replaced by the last spirit message and the victory.

Be careful when using Trap Cards in this deck. While some can be powerful assets in protecting your cards, like Solemn Judgment, if it never is played, it will prevent your Spirit Messages from accumulating on the field. The best Trap Cards to use are cards that are easily playable at any time. Having Jetroid on the field can help out with using trap cards from your hand, rather than setting them on the field.

Recommended cards

Monsters

Spells

Traps