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Destiny HEROes [Destiny Soldiers]


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Destiny HERO Dystopia(guy)
Level 8 DARK Warrior-Type Fusion Effect Monster
ATK 2800
DEF 2400
Materials: 2 “Destiny HERO” monsters
You can only use each effect of “Destiny HERO Dystopiaguy” once per turn.
(1) If this card is Special Summoned: You can target 1 Level 4 or lower “Destiny HERO” monster in your Graveyard; inflict damage to your opponent equal to that monster’s ATK.
(2) During either player’s turn, if this card’s ATK is different from its original ATK: You can target 1 card on the field; destroy that card, then this card’s ATK becomes equal to its original ATK.
 
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D – Fusion
Normal Trap Card
If you Fusion Summon with this card’s effect, you cannot use monsters as Fusion Material Monsters, except “Destiny HERO” monsters.
(1) Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials. A Monster Special Summoned by this effect cannot be destroyed (by battle or by card effect) this turn.
 
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Destiny HERO – Drillguy
Level 4 DARK Warrior-Type Effect Monster
ATK 1600
DEF 1200
You can only use the (1) effect of “Destiny HERO – Drillguy” once per turn.
(1) If this card is Normal or SPecial Summoned: You can Special Summon from your hand 1 “Destiny HERO” monster whose ATK is equal to or less than this card’s ATK.
(2) This card inflicts piercing battle damage.
 
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Destiny HERO – Decisionguy
Level 4 DARK Warrior-Type Effect Monster
ATK 1600
DEF 1000
You can only use the (1) and (3) effects of this card once per Duel, respectively.
(1) If this card is Normal or Special Summon: You can activate this effect; during your End Phase, add 1 “HERO” monster from your Graveyard to your hand.
(2) This card cannot be targeted for an attack by your opponent’s Level 6 or higher monsters.
(3) If this card is in your Graveyard, when an effect is activated that would inflict damage to you: You can return this card to your hand, and if you do, damage you take becomes 0.
 
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Destiny HERO – Dyanmiteguy
Level 5 DARK Warrior-Type Effect Monster
ATK 1000
DEF 1000
(1) During damage caluclation of a battle involving a monster: You can discard this card; damage you take from that battle becomes 0, then inflict 1000 damage to both players.
(2) You can banish this card from your Graveyard, then target 1 “Destiny HERO” monster you control; until the end of your opponent’s next turn, that card gains 1000 ATK.

 

EDIT: Unconfirmed Dark Angel effect:

 

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Destiny HERO – Dark Angel
Level 1 DARK Warrior-Type Effect Monster
ATK 0
DEF 0
(1) If there are (3?) or more Destiny HERO monsters in your Graveyard: You can discard this card, then target 1 “Destiny HERO” monster in your Graveyard; Special Summon that monster to your opponent’s side of the field.
(2) If you activate a Spell Card, negate its effects and destroy it.
(3) During your Standby Phase: You can banish this card and 1 “Destiny HERO" monster from your Graveyard; Both players choose 1 Spell Card from their Decks and place them on top of their Decks.
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Fusion is meh, considering it is a slow poly and the protection is hardly relevant, except to use the fusion as a wall.

Dystopia is cute, however until they can reliably alter his atk he simply has potential.

Drillguy's only redeming factor is that he can summon decisionguy.

Decisionguy ... amazing, helps gathering resources, while protecting against high level attacks (better than nothing I guess) and can recycle itself by reducing dynamite's burn.

Dynamiteguy ... looks alright, mostly because it triggers dystopia and recycles decisonguy.

Hardly amazing support.

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Destiny HERO Dystopia(guy):

 

Meh.

 

Neither effect will really have a long-lasting impact. And speaking of long-lasting, this card clearly isn't, as your opponent will remove it in a turn.

 

D – Fusion:

 

Still sluggish, but at least I can Summon Destiny End Dragoon.

 

Destiny HERO – Drillguy:

Alright; now that's better. An easy form to bring out Destiny HEROes (even Malicious, if you run dry). The piercing effect is still pointless, though.

 

Destiny HERO – Decisionguy

Effect 1: Slow

 

Effect 2: Pointless.

 

Effect: Almost never used.

 

Destiny HERO – Dyanmiteguy

 

Effect 1: Mediocre; you're just trading off damage.

 

Effect 2: Wow. This looks like an effect I gave my own Destiny HERO card on the card maker. Regardless, I like it; it boosts the ATK so they're not as easy to run over.

 

While thse effects are better than the anime cards, this is FAR from what they need.

 

An utter disappointment.

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(Ah, I assume we're seeing a few guys from next week's episode)

 

Aww... If only Drillguy summoned HEROs generally rather than D-HEROs.

 

Fusion is pretty awful. It's slow and it needs field mats. Its saving grace is probably the fact that there's no restriction using it during the battle phase to push for heavy damage.

 

Decisionguy is nice. Adding during the End Phase may be slow, but it's basically insurance for any plays you make. Its recycle effect isn't even a hard OPT, so if you summon 2 of these, you can get 2 HEROs from the Grave (including themselves if you Xyz with 'em). It's effect damage prevention effect is also really neat. DecisionClown anyone?

 

Heh, Dark Angel can Special itself to the opponent's field. It's third effect is the most intriguing. It's the closest thing to a direct spell searcher we have, right? It also makes Diamondude instantly live.

 

Out of all these, I'm liking Decisionguy the most. It's an instant fit into my Ties of the Brethren dark HERO deck.

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Shame Dystopiaguys effect on summon doesn't allow you to blast an opponents monster for 3400 damage if you use dogma as a Fusion Material but being able to target any Level 4 or lower in grave for burn is a nice trade off from it being just its Fusion Materials.

 

Drillguy being able to set up Rank 4's is hilarious.

 

Decisionguy is interesting since it can recycle HERO's and also return to your hand if your about to be hit by effect damage. Plus not being an attack target for Level 5 or higher monsters is nice.

 

Dyanmiteguy allows you to block battle damage for a 1000 burn on both players and can be banished from grave to give a 1000 ATK boost is nice.

 

Dark Angel is odd as it reviews a D-HERO to your opponents side and allows both players to set up their next draw with a spell card. In addition it can also negate your Spell Cards which isn't helpful.

 

D-Fusion appears to be a slow polymerization with a trade of protection to destruction that turn which seems okay your better playing polymerization over this.

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Very disappointing.

Can't burn for 3400, and the trap Fusion requires monsters you control, which means you're never summoning Dragoon with it.

I guess you can make Starve Venom...

Drill is pretty trash.

Decision is decently good

Dynamite is, I guess supposed to be used with Dystopia, but being Level 5 hurts it a lot.

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Dark angel is interesting, I'm pretty sure its meant to be used as ">Effect 3, both player's top deck a spell > Special summon to opp's field > opp can't use the spell, while you can", or just summon it to hate on Pendulums I guess. I'm just worried that it requires some setup to do (3 D-heroes on grave, and the first play I said would require 1 on hand and another on grave). Just felt the need to point it out because some people may not have get it.

 

Anyway, about the other cards... DystopiaGuy sounds quite decent if you can consistently change its stats (specially because no OTP there). I need to see more of their fusions to be sure how much you will want to summon it (it doesn't seem that good to be the main monster, the burn is ok, maybe good if you can summon it a couple times easily).

I'm not sure if we are expected to rely on the Fusion trap, may be worth running 1-2 (specially because of its SS2 nature), but you are going to use some poly as well because its not very reliable (need to have 2 on field, kinda dead without Drillguy). Good thing you aren't limited to D-Hero fusions, so you can go for some SS2 Starve Venom.

About the monsters, drillguy and decisionguy are kinda decent, but... they feel like they would do better as a R4 engine? That's just how I feel tho. Dinamiteguy sounds hilarious to use to finish a game (opp has 1000 or less LP and attacks you... "laughs and starts speaking on engrish"), it doesn't give any sort of advantage but sounds worth being used as Fusion Material for Dystopiaguy (+1000 ATK, use Dystopiaguy's effect when you want to disrupt a play or if it would die).

 

I wished to say they are good, but not really, we will need to see more to judge properly tho.

Their best combo right now seems to be "NS Decision > Poly with Dinamite > At End Phase, grab Dinamite > In any battle, use Dinamite > Trigger and add Decision from Grave". You can try to recycle Dinamite and keep doing that for a while to not spend as much resources, although its a bit slow.

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Nobody will play Dystopia.

D-Fusion honestly isn't worth it.

Drill guy is "something", but still really noncontributing.

Decision is too slow to really do anything.

Dynamite's 2nd effect is cute, but the rest of it is just awkward.

Dark Angel feels like it's trying too hard. It's 3rd effect could be something.

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EDIT: Unconfirmed Dark Angel effect:

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Destiny HERO – Dark Angel

Level 1 DARK Warrior-Type Effect Monster

ATK 0

DEF 0

(1) If there are (3?) or more Destiny HERO monsters in your Graveyard: You can discard this card, then target 1 “Destiny HERO” monster in your Graveyard; Special Summon that monster to your opponent’s side of the field.

(2) If you activate a Spell Card, negate its effects and destroy it.

(3) During your Standby Phase: You can banish this card and 1 “Destiny HERO" monster from your Graveyard; Both players choose 1 Spell Card from their Decks and place them on top of their Decks.

Jumped the gun again. Anywho:

 

Effect 1: If you're opponent's ATK is too high, you can give them a lower one to attack? That's really the only use, and not really worth the effort.

 

Effect 2: Absolutely NOTHING useful.

 

Effect 3: Too slow to leave any impact.

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Jumped the gun again. Anywho:

 

Effect 1: If you're opponent's ATK is too high, you can give them a lower one to attack? That's really the only use, and not really worth the effort.

 

Effect 2: Absolutely NOTHING useful.

 

Effect 3: Too slow to leave any impact.

Nyx.

Look at the timing for Dark Angel's effect.

You use its first effect to put it on the opponent's field, where it negates their Spells.

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I guess. But can't you just Tribute it or use it as a Synchro Material?

 

But I will admit it's better than Dark Angel's original effect.

Possibly. It also can be set up as a nice, juicy attack target.

It has some potential.

In fact, that's pretty much this entire batch of cards. Individually, they have some potential if more cards come out that can use them.

But the problem is that none of the other cards really help in that regard.

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