[R/F] Destiny Dinosaurs
Kinda a more experimental deck for me, but something i'm interested in rolling with for a while, i've been working on a build for a little while, i've taken a bit of inspiration here and there but mostly it's been trial and error, i'll give a little explanation with the cards but nothing too in-depth. There is one main combo.
I'm looking for some help with card choices and ratios, there is a lot that i want to fit in, but very little space to do so. The deck does best going 2nd because of the damage output, but going 1st is also fine as you can build a decent board whilst setting up for the next turn.
Mr Foreshadowing's Destiny Dinos
Monsters: 19
3x Destiny Hero Malicious
Most important Destiny Hero Monster, best target for Destiny Draw and part of the main combo for the deck, also makes Dark Law or Level 8 Syncros, Potential ability to make Double Omega on the first turn
3x Elemental Hero Shadow Mist
Primary searcher for the deck, 6 ways to send it to the grave for the HERO search, 2 to Special summon from deck for the Mask Search, Poor Draw, but not the end of the world, very important
3x Vision Hero Vyon
1 card Beatrice + UCT, single most important combo piece primary card i want to see in a starting hand
2x Armageddon Knight
Whole deck is Dark, with some good grave effects, uses the normal summon but is a strong starter
2x Plaguespreader Zombie
Makes level 8 syncros, I.E. Omega with Malicious, not sure if 2 is going to cause clogs, but normal summoning it with a Mali in grave is actually pretty good to get multiple syncros out and strip an opponents hand
2x Ultimate Conductor Tyranno
Big Dude, gets over stupid stuff like Chaos MAX and Belzee, a lot of damage output means a potential FTK if going 2nd
1x Dark Armed Dragon
Whole Deck is dark with a LOT of grave control, as a result very useful card, potential win condition (wish it was at more than 1)
1x Overtex Qoatlus
Combo piece and nothing else
1x Dark Grepher
Niche usefulness, sometimes is really good for the special summon with a Mali in Hand, can immediately load the grave for a DaD play, doesn't come up useful a huge amount, but occasionally the 1700 atk puts that little bit more work in than Arma's 1400
1x Destiny Hero Diamond Dude
Another Destiny Hero, and run PSZ with 14 normal spells in the deck, 6 which just draw cards, slow and most likely to be discarded, thinking about putting in a Drilldark instead
Spells: 22
3x Allure of Darkness
All Darks, more draw
3x Destiny Draw
only a few Destiny Heros, but lots of ways to search, so makes the draw consistent
3x Called by the Grave
Don't run hand traps at this time, Ghost Ogre was in and out, but as search and milling and drawing is very important to the deck, this prevents being Ash'd or Ogred and crying
2x Twin Twister
Deck works well going 1st or 2nd, the twisters help with going 2nd and getting the quite vulnerable monsters out on the board
2x Mask Change
Makes Dark Law with Mali or any of the other HEROs, very good for stopping any draw or searching from the opponent, to make an OTK move in the following turn
2x A Hero Lives
Special summons to search a mask change with Shadow Mist, same as above
2x Double Evolution Pill
Combo piece and general card for putting good damage out, helps to summon UCT with only a few Dinosaurs in the deck
1x Mask Change II
Makes Dark Law without needing a HERO monster, and have plenty of Dark monsters to use it with, makes bad hands okay
1x Foolish Burial
Another way to send stuff to the grave in order to get doing things
1x Soul Charge
Stupid card to just push some extra advantage turn 1
1x Reinforcements of the Army
Lots of Warrior monsters which start combos and set up for the deck, so important card
1x Polymerization
Combo Piece
Traps: 0
Extra: 14
2x Masked Hero Dark Law
2x Psy-Framelord Omega
1x Scarlight Red Dragon Archfiend
1x Void Ogre Dragon
1x Beelze of the Diabolic Dragons
1x Stardust Charge Warrior
1x Isolde, Two Tales of the Noble Knights
1x Destiny Hero Dangerous
1x Dante, Pilgrim of the Burning Abyss
1x Beatrice, Lady of the Eternal
1x Number 39: Utopia
1x Number S39: Utopia the Lightning
There is no side deck at the moment, so don't worry about that right now, thats the deck, the main combo for the deck is just to Open Vyon and go from there as follows;
- Normal summon Vyon
- Send Shadow Mist
- Shadow Mist Effect, add Destiny Hero Malicious to Hand
- Vyon Effect, Banish Shadow mist from Grave, Add Poly to Hand
- Activate Poly, sending Vyon and Mali from hand
- Special Summon Destiny Hero Dangerous
- Banish Malicious from Grave, Special Malicious from Deck
- Overlay Mali + Dangerous
- Special Summon Beatrice
- Beatrice Effect (if going 1st detach Dangerous, if 2nd, Mali)
- Send Overtex to the grave
- Overtex, add Double Pill to hand
- Activate Pill, Banish Overtex and Vyon
- Special Summon Ultimate Conductor Tyranno
So from 1 Vyon you get a 2500 Beater that floats into a 2800 beater, and a 3500 attack monster. Thats the combo i built the deck around, everything else is kinda like a dark control type thing going on, the only issue with the is that it uses your normal summon, so you have to rely on other special summons to get more stuff, and also with beatrice in the Extra monster zone you can't make any further extra deck monsters, which has caused problems before.
Generally the deck does best if it can attack, so going 2nd is the best, however going 1st is not horrible, as you stun them for one turn with Omega's and Dark law, and then make your next turn an FTK with the Vyon combo most likely. I've had some decent success, but the deck isn't something i'm gonna take to mega tournaments most likely.
I've looked into a bunch of cards which i have taken in and out, and i've changed ratios all over the place to try and get something i'm really happy with, i'll list a few of the ones that i've tried out, just so that you can see the general feel of the deck that i'm going for, any advice on what else i could do with the deck would be useful, just any general information about what could go into the deck, or more importantly what could come out without making a huge difference, the biggest problem that i'm having is that there are so many crucial cards that there is very little space to actually experiment with tech choices, but that makes the techs more important. A side deck will be crucial to this deck but i haven't even got around to thinking about that yet.
Monster Reborn
Took out because of space reasons, and soul charge is better for this deck, however going 2nd this might be better for a little bit more damage output
Ghost Ogre
Great card for a number of matchups, but likely relegated to side mostly for Twin Twisters, Called by the grave holds up enough to prevent me needing these at this time, however if get more competitive may put these in
Solemn Judgment
Taken out from a time where i was running 3 Hero Lives, and was halving life points all over the place, so making self very vulnerable
Soul Eating Oviraptor
Good for adding a dino to the hand, however found i mostly used this to feed Allure of darkness in a pinch, was running instead of the Grepher, but the genericness of Arma and Geddon is better than the adding to hand of Oviraptor, not enough Dinos for the 2nd effect
Phantom of Chaos
I love this card, but it just is not nearly useful enough and is just generally bad
Other trap cards
Similar situation to the deck wanting to go 2nd, i will likely side a number of traps, because better then, but with lots of quick plays and masked hero dark law i'm looking to prevent rather than cure
Thank you very much, this has turned out longer than i wanted it to be, i'll answer any questions that i can about the deck, and just any information or ideas about it would be helpful.
Thanks. MrF
Posted Mar 28, 2018, 9:05 AM UTC