Forum:Deck Guide/D-Hero/Non-Synchro

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Destiny HERO/Non-Synchro[edit]

by Flushy

Introduction to the Archetype[edit]

This is an old archetype, used by Edo Phoenix. This is a very powerful archetype which generates alot of field/hand advantage, for the player to win the game in just a few turns. No doubt that it is fast, it is also deadly when combined with other Dark counterparts such as Dark Armed Dragon,for its destructive power, or sometimes, The Dark Creator for a swarm.

Many people combined this archetype with Synchro summoning, making them in to very strong synchro decks such as the one which was killed in March 2009, Tele-DAD, when Destiny Hero - Malicious hit 2 for its synchro powers. The infamously powerful perfect circle, was stopped by the September 2008 list, where Destiny Hero - Disk Commander was forbidden.

Suprisingly, for most decks, they are just at strong when they are at their most basic form, whereas Destiny Hero, they are stronger at Hybrids then basic forms.

Hence, I am writing a guide for these Destiny heros. Are you ready to GET HOLD OF THE POWER?

This is only for people who want to build decks with Destiny heros, but without synchro. I will be making a Dark synchro deck, which might revolve around Dark types/Destiny Hero after this guide is completed.

Cost[edit]

This deck varies from a wide range, varying from different variants. From Singapore, in Sing dollars, it might cost at least $200, if you include staples like Destiny Draw, Destiny Hero - Malicious and Allure of Darkness in every D-Hero deck you make.

Building the Deck[edit]

Staples[edit]

These are the cards that most people play in standard D-Hero decks, regardless of variants.

  • Dark Armed Dragon - Firstly, you are using a Dark-type archetype.Secondly, a 2.8k beatstick without stringent summoning conditions and a destructive effect. This card is epic. It can generate alot of OTKs when you have the right cards in your hand and field.
  • Destiny Draw/Allure of Darkness - In Yu-Gi-Oh current meta, Draw means power. Its not exactly a +1 card, but by activatiing 1 of these card and 1 D-Hero that you want to dump in to the graveyard to trade in to draw 2 other cards from your deck. Its good, no doubt. Why do you think Pot of Greed is banned? This card creates alot of Deck thining, just like Allure of Darkness. Remember, its important to have deck thining, it means that you are playing a smaller deck compared to those who don't have deck thining/drawing engines, which means that you'll get your cards faster than other decks that don't run draw engines.
  • Elemental Hero Ocean - With an average stats of 1.5k attack, it has an awesome effect. This card gives you a free graveyard return or another Stratos summon, which can help you with recycling your heroes. Its a good card, but not really to be included in every deck you play in, but its good to run 1/2 of this.
  • Sangan - Needless to say, this cute and friendly critter is here to help you, by pulling out puny heroes like Destiny Hero - Fear Monger, Destiny Hero - Malicious. Its also another form of trading in this card into the graveyard to search for smaller monsters that enable you to win the game.
  • Dark Grepher - Some Destiny Hero decks are graveyard-based, this card is good to be included in some builds, as it helps you to dump cards into the graveyard. Next, add in Necro Gardna to protect your cards. This card can also pump ammo for your Dark Armed Dragon to bomb more monsters.
  • Reinforcement of the Army - Basically pulls out anything for you, just like a toolbox. Like I said again.Everything has its place and reason.
  • Tuner - Having Tuners = Having Synchro, which are better, stronger than your Hero Counter parts with your epic swarming ability. You can do 8s very easily with Malicious and any level 2 tuners. However, at this guide, we'll pull it off first.
  • The Warrior Returning Alive - This is another card that you might play in your deck. It is better then Dark Eruption as it doesn't get has a attack limitation, whereas, you can target the whole load amount of Warrior in your graveyard. You can also get back your fellow hero counterpart after you Destiny Draw-ed
  • Appropriate Dark counterparts - Like I said, APPROPRIATE dark counterparts. Not many fall under this category, but Dark Armed Dragon is one of them, whereas some choices are just plain obvious. Dark Horus is sometimes, sorry, but its actually ALWAYS a bad choice, unless in a Hopeless Dragon deck.

Staple Cards from the Archetype[edit]

Card Choices not to play[edit]

  • Destiny Hero - Captain Tenacious - Hmmm... A good card effect. But, not play-wise to play it in your deck. Your opponent would attack this card first without hesitation. And effect destruction is another thing that most players add into their deck, hence, I don't really see a need for playing this card. Furthermore, Swords of Revealing Light + suiciding your own heroes would be stupid, unless again, for a valid reason.
  • Destiny Hero - Defender - A fair card, but not to be played in an aggro-deck like Destiny hero - hybrids. Its high defence gives your opponent a free draw, which is something that you wouldn't want your opponent to have, to make their combo faster, unless for another valid reason.
  • Destiny Hero - Departed - I was wondering, why was this card made in the first place. Firstly, it has a strange effect. Secondly, not really any Destiny Hero that is released I can think of has synergy with this card, not even ones that are in the anime has real synergy with this card.
  • Destiny Hero - Doom Lord - A fair card too, but not to be played in every single D-Hero Build. Its useful at the right time.
  • Destiny Hero - Double Dude - A fair card too. But has a draw back, cannot be special summoned pulls me off. So, say no to this card.

Card Choices Viable[edit]

  • Destiny Hero - Dasher - Needless to say, its in grave effect gives you a free summon, a card to play in most D-Hero Decks.
  • Destiny Hero - Fear Monger - Special summons your fellow D-Heroes and protecting them by special summoning them the next standby phase.

Other cards like Destiny End Dragoon, Destiny Hero Plasma, Destiny Hero Dogma, Destiny Hero Dreadmaster, falls under the engine selection zone, as they are not really compulsory to be played in every deck, but still compulsory in some though.

SO, seems you are ready for DECK BUILDING! Let's go!

The Decks[edit]

DISCLAIMER

Like most deck guide makers, I say no to Netdecking. Please try not to copy the full build of these deck. Deck making in every different kind of card game is that you gain experience, and base on your OWN experience, you further make more and more variants to these decks. Its very discouraging for me to see players, especially new players, that copies deck builds and NEVER EVER try their own. Works of Teleport Dark Armed Dragon, and Cat Synchro (AKB) are all these geniuses that made these unique, but strong decks. Playing this flexible archetype concentrating of gaining field and hand advantage, its always good to add some creativity and doing some trial and error tests. Its your own deck building journey, and it starts now, at this point of time.

Clock Tower Prison OTK[edit]

Explanation of Usage[edit]

This deck mainly makes use of Clock Tower Prison and Earthbound Immortal Ccarayhua's flushing effect. Send cards into the graveyard until you have 2 Destiny Hero - Dashers in the graveyard.

Special summon Earthbound Immortal Ccarayhua with Destiny Hero - Dasher's effect. Then, Raigeki Break Earthbound Immortal Ccarayhua to clear the field. Clock Tower Prison's effect will trigger and Dreadmaster + 2 Dashers will generate your OTK with a total damage of 8.4k

Alternatively, you can just use Earthbound Immortal Ccarayhua on its own for an alternate win, or Lightning Vortex and Heavy Storm together to win.

Advantages

  • Simple to use deck.
  • OTK easy to set up and perform.
  • Combo does not really rely on the use of trap cards.
  • Easy steps to operate.

Disadvantages

  • Above-average chances of getting a Dead-Draw.
  • Destruction negation monsters/spells/trap kills this decks as its more of a Combo deck than Aggro. But it happens to almost all Combo decks that makes use of Destruction engines like Black Rose Dragon.
  • You can't really win the game without drawing Earthbound Immortal Ccarayhua

Monster set-up:

Otherwise, mentioned above.

Spell set-up

Others are staples.

Trap Set-up

Others are staples.

  • Most other trap cards are staples.

Alternate cards to put in

These are other variables that you can try in this deck, other than the cards in the above-mentioned sections.

1. Black Rose Dragon - This is one of card choices to replace Earthbound Immortal Ccarayhua, throw in a level 3 tuner to enable to do its trick. Its much easier to do this then to get your little reptile out of your deck. So, try it, although we are not going to talk about synchro in this section.

2. Phantom of Chaos + Sky Scourge Norleras - One of the more classic built up. Dark Grepher can dump your Sky Scourge Norleras and Phantom of Chaos can copy Sky Scourge Norleras's effect to *BOOM*, clear the field. It has a greater advantage because you clear your opponent's hand too and you don't have to worry about Gorz the Emissary of Darkness. Summon Priest can summon your POC much easier and pull this thing of very easily.

3.Call of the Haunted - Can be used to reincarnate one of your heroes. Works with your little reptile too. just M.S.T. it.


Ok, we are done with Clock Tower Prison for now. Let's move on to the next deck build.

Dragoon D-End : THE END![edit]

Explanation of Usage[edit]

This deck works around the one and only D-Hero based fusion, Destiny End Dragoon, with loads of fusion support like King of the Swamp, Elemental Hero Prisma due to its strict Fusion summoning condition. Chaos Sorcerer is also added in due to its removal ability. Several huge Viruses are added in for more form of control and PWNAGE. As well as free Mind Haxorz for 3 turns.

Advantages

Disadvantages

  • Destiny End Dragoon has very STRICT fusion summoning condition, where it cannot be replaced by fusion substitutes like King of the Swamp, hence it is very hard to play this deck.
  • This deck also has high chances of getting a dead draw.

Monster set-up:

Spell Set-up:

  • Fusion Recovery - To make up for polymerization and materials used for fusion summoning.
  • Future Fusion - Most fusion decks won't play this card. We abuse the ability of Destiny End Dragoon to make up for this.
  • Otherwise mentioned, the rest are staples.

Trap Set-up:

Alternate Cards to put in

Also, other cards to put into the deck, other then above mentioned cards.

1.Return from the Different Dimension - This would be a good choice, along side with Return from a Dark Dimension/D.D.R. - Different Dimension Reincarnation with Destiny End Dragoon's removal ability.

2.Chain Material - This card constitutes as fusion summoning too. You can get up to 2 Destiny End Dragoon on the field at once. And its quite unstoppable when you get 2 3k beatsticks out of your deck. Try combo-ing this card with Nightmare Archfiends and bomb out their monsters.

3.Burial from a Different Dimension - Only if you feel that your D-Hero power-sources are running low. Otherwise, this card is not really worth mentioning.


Ok, after The End, let's go to a new beginning. A beginning of freezing.

D-Hero + Absolute Zero[edit]

Explanation of Usage[edit]

This deck revolves around Destiny Hero to generate field and hand advantages, then fusions summon Elemental Hero Absolute Zero, a powerful card when removed from field, all your opponent's monster gets destroyed. Elemental Hero Absolute Zero also gains 500 atk for every other water-attributed monster on the field. This card is good as it can clear your opponent's field for an OTK, or make them scared and not attack this almighty card. This deck plays around with Miracle Fusion, building on the advantage that you can use material from your graveyard to conduct a fusion summon.

Advantages

  • Field Clearing ability is very useful. Trust me.
  • Miracle Fusion makes use of hidden advantage in grave, which does not make normal fusions summons normally, -2.
  • A few Elemental Hero Absolute Zeros can come out at once.

Disadvantages

  • Effect can be negated by Stardust Dragon, which this deck is at great disadvantage at. (Happens to all decks)
  • Royal Oppression kills your fusion summoning. (Happens to all decks)
  • You ONLY have 3 Absolute Zeroes.

Monster set-up:

Spell set-up:

Trap Set-up:

  • Staples, nothing special/abnormal.


Alternate Cards to add in

These are variations to this deck:

1.The Transmigration Prophecy - This card can return your Elemental Hero Absolute Zero back into your deck, but does not have a specific condition, unlike Pot of Avarice. Alternatively, Pot of Selflessness, a Spell variation of this card can be played also.

2.Debris Dragon - Although I am not suppose to mention tuners, but this card is just great to be added into this deck. You can call back King of the Swamp and Treeborn Frog for a synchro summon of Stardust Dragon/Red Dragon Archfiend/Gungnir, Dragon of the Ice Barrier , and at the same time, do Elemental Hero Absolute Zero for 2 beatsticks!

3.Deep Sea Diva - Another water tuner card that you can abuse with Destiny Hero - Malicious and do 2 level 8s in a turn! Then, use Miracle Fusion to special summon your Elemental Hero Absolute Zero/ for an OTK. This card should be banned, seriously.

4.Snowman Eater - Its another good card to use. You can break one of your opponent's monster and at the same time, use this card for fusion summon. This card can also be used for synchro summon with Debris Dragon.

5.Elemental Heros of Fire Attribute and Frost and Flame Dragon - Its not recommended that you try this variant of Absolute Zero, although it may seem fun, but highly unstable. Frost and Flame Dragon can do much to remove monsters by discarding one of your hand.


Done with Absolute Zero for now, let's move on to Monarchs, with our Destiny Heroes.

Destiny Emperor[edit]

Explanation of Usage[edit]

This deck mainly revolves around D-Hero, to gain hand advantage, and in the meantime, to generate tribute for the monarchs. Level Stealer and Mystic Tomato are added in to swarm and gather tributes, then, Monarchs can come in and remove obstacles in the game, for a win. Creature Swap is played to get more swarm by trading off your Mystic Tomato and Destiny Hero - Fear Monger and abusing their graveyard trigger abilities to search for more fodder. Raigeki Break, Destiny Draw are used to send your D-Heroes from hand to the graveyard.

This deck is highly un-sharpened for you to make one yourself

Advantages:

  • Great at control.
  • High swarming abillity.

Disadvantages:

  • Crushed by Turbo Warrior (CRAP EXCUSE, like who would really run this card in their deck unless it is planned really carefully)
  • Moderate/Low attack.
  • High Chances of Dead draw with a large amount of monsters that has summoning condition/tribute requirement.


Monster Set-up:

Spell Set-Up:

Trap Set-Up:

  • Raigeki Break - For control and sending cards from hand to graveyard.
  • Rest are staples.

Alternate cards to add in

Again, these are alternate cards to add in.

1. Treeborn Frog - Of course, playing a Monarchs means that you'll badly need this card as your source of tribute. You can also send this card to the graveyard by using Foolish Burial. This card is not limited for no reason.

2.Krebons + Emergency Teleport/Tuners - This is a very classic built-up of Tele-DAD. You can also add Plaguespreader Zombie or other tuners for easy synchro summons with Destiny Hero - Malicious. Krebons is also searchable via Mystic Tomato, furthermore, its a hard card as it can negate any attack just by paying 800 life points.

3.Other Monarch Counterparts - You can also try other monarchs, other than Raiza and Caius, but I chose them both as they have very powerful removal ability that can't be negated by Stardust Dragon. However, for cutting down the budget, you can select other monarch counterparts to be used in this deck instead. Like Zaborg the Thunder Monarch can be used instead to destroy monsters. Kuraz the Light Monarch can be used instead for more draw power and using it as a beatstick. Furthermore, you can throw in a Chaos Sorcerer or 2 to remove other monsters from play if you add these light monsters.

4.Cyber Dragon/Level Warrior + Chaos Sorcerer - These cards are free fodder, both for synchro and monarchs as you can special summon them, and tribute them for your Monarchs. As your deck is a dark based deck, Chaos Sorcerer can still be added in for monster removal again.


We are done with Monarchs, let's move on to Plasma control!

Plasma Control - Purging Power[edit]

Explanation of Usage[edit]

This deck is made revolving the ability of Effect negation of Destiny Hero - Plasma, which serves as a form of control, then wining the game by using sheer beatstick power from Destiny Hero - Plasma's effect. Although it has very strong control ability, Honest, Blackwing - Kalut the Moon Shadow or any other form of attack buffing or destruction effect will kill this control quick. Hence, alot of effort will have to come under protecting your control sources.

Advantages

  • Stops almost everything, from Monarchs, to Gadgets, DAD and GBs.

Disadvantages

Monster Set-Up:

Spell Set-Up:

  • Foolish Burial - To dump any useful targets for tribute into the graveyard.
  • Others are staples.

Trap Set-Up:

  • Raigeki Break - To dump more cards into the grave from hand, just in case you drew them.
  • Others are staples.

Alternate Cards to put in

These are variations that you can make to this deck.

1.Token Makers : Phantom Skyblaster/Grinder Golem/Scapegoat/Fires of Doomsday - These are fine cards to add into the deck. Plasma's tribute is considered effect tribute, not tribute summon, so, it can be used for any of these. In addition, Grinder Golem can feed to equip Destiny Hero - Plasma for more damage.

2.Monarchs - Again, in any tribute fodder-generator deck, Monarchs will be perfect to fill in the empty slots you have. Control is great.

3.My Body as a Shield/Prime Material Dragon/Destruction Negation - Attack points might be literally nothing to you due to Plasma's skill drain ability. The only thing you are afraid off is monster removal/destruction to get rid of your Plasma. Hence, Destruction Negation is important for you to keep your monsters alive.

4.Tuner Monsters + Quillbolt Hedgehog + Lightlord monsters (milling) + Chaos Sorcerer - This is an only for fun combo. Quillbolt Hedgehog can bring back itself, making it tribute fodder for Plasma. In the meantime to do so, you can mill your deck down to cut down time for you to summon your Plasma. Again, with Light monsters, Chaos Sorcerer can be used to remove monsters.

Ending Note[edit]

Alright. The end of this guide. I hope that all of you learnt alot of a little, or a little of alot both about this archetype and deck building. It does not really ends here. Its up for your own creativity to decide your destiny. Its all within your control. If you have any FAQs, you can ask me in my talk page. Thanks for looking at this. --Flushy 11:49, November 26, 2009 (UTC)