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Article 46: May the Destiny be with you
Surprise? Well, for those who read my thousands of posts (where 90% of them are spams), they get the idea of how much I do NOT like the Heroes.
So the big surprise is that I would actually talk about the Hero without flaming them...shock, eh?
Anyway, in this article, I would try my best to look at the various D-Heroes and their supports. This should save me some 3-4 card reviews anyway. At the end, of course, is some of my usual ranting on how stupid the people are...
The Heroes themselves:
So when talking about the Destiny Hero family, it's best to introduced them one by one.
Devilguy: He's the one that do all the dirty works - he make sure he will trick his enemy to go to far places before they realize they got tricked...badly
Diehardguy: The "Die Hard" one...OK, he works as the medic to make sure his fellows would not sustained unnecessary death
Diamondguy: He keep all the Diamond, or the resources, and make sure the Heroes themselves use them wisely
Dreadguy: After being isolated for a long time and beaten by the E-Heroes all the time when someone needs rescue, the wrath combined and create him.
Doubleguy: One works best when there're two of them. One "dirty person" is not enough? Make them double trouble!
Defendguy: "Offense is best when create by defense"
Dogmaguy: The DC Heroes have Batman, the Destiny Heroes have Dogmaguy. He's the boss, the powerful one to finish whatever is left
Daggarguy:
The one who attack behind the scenes...while other fight with their own hand and sword, he can throw daggars (direct to opponent or give to his teammates)
Doomguy: He's the "invisible support". While Diehardguy used Medic kit, Doomguy would sacrifice his own spirit for other's own good
Dashguy: As in the name, he "dash" to opponent's face. He's the one that most opponent would see and face all the time.
NOTE 1: If the story is different in the anime and things, well, it IS. THE ABOVE ARE WHAT I DEPICTED FROM THEIR EFFECT TEXT, and they're not necessary the "true story".
NOTE 2: Screw Upperdeck for not followed the D_____guy name as format for all the Destiny Heroes. I'm for sure the Destiny Heroes had point their next target at them because they messed up their identity.
So, what does the word "Destiny" means when they called themselves?
This is the main question that people want the answer. Elemental Heroes gets their name because of the different mix and match main-types, Guardians truly guard the weapons. Well, the answer is, they only believed what was destined for them, they would not try to change the path of the past, the present, and the future. They may just be destined to be villians but disguise themselves (as seen in the art), but who knows?
(NOTE: Truly, this question is still unanswered. I'm not the GX anime fan. If you truly knows the definition, let me know and I will be sure to add it into this part)
So, how they win?
When most people first see the Destiny Heroes themselves, it seems that the effect goes just "everywhere". While the Elemental Heroes find a way to win via fusing themselves into a bigger and better form, the Destiny Heroes, however, goes everywhere. One remove opponent's stuff, the other activate the next Magic (Spell) card, and others just purely stops damages.
So how? They actually wins the same way as the Elemental Hero, only "fusing" themselves in a different way.
What I mean? One Destiny Hero cannot control the destiny for the player, but with diverse effects, when they work together, it could be really fun. (Of course, "fun" because one, there's not as much Destiny Hero deck compared to E-Heroes out there a.k.a. less cookie cutters, and two, a game never gets boring because you win out of nowhere)
However, there're actually three way that a player can utilize them.
1. The normal "Destiny combined"
2. Diamondguy-for-the-win
3. Dashguy/Yomi (or Dandyomi, Mausoleum) "High Tribute" Aggro Control
The first one is of course what I had talked about above, and the second is, well, read the many Diamondguy articles out there and/or my card review to see what I mean.
As for the third one. I'm doing some testing on abusing Dashguy's second ability. So far, it works decently but not perfectly. But the main thing is, the Dashguy can "somehow" replace the restrict Dandelion (only a little).
You want decklist? Well, I have my own build (that I'm still changing) that utilize Doomguy and Dashguy (look at Deck Factory). But at the end, with the diversity, as long as one knows what they're doing, it's not hard to realize how to choose the correct cards (I would go over each at the next next section)
The secret weapon:
Of course, a team with pure monsters is not enough to pull off a win. Here're all the supports (Magic/Trap) that reference D-Hero (and my brief review)
From EOJ:
- Clocktower of Seclusion: this is where Dreadguy stays for a LONG time, where he combined his isolations and angers to form who he is today. As the name suggest, the fortress wall protects the player from taking any damages, and the seclusion can train ones to become a big guy. This card is nice if one want to find way to destroy this and free the Dreadguy, or purely as nice serving as a stall card after few turns.
- Destiny Signal: Hero called for help while trademark signal. The only problem with this card is that there's a medic and a spirit in the team already, and they WILL be there when one needs help.
- D-Time: It's "my time"...anyway, this card is REALLY useless, seriously, one that runs the rivals together are stupid.
- D-Shield: It turns a Devilguy into a Marshmellon...anyway, the main problem with this card is there're only few D-Heroes that one do NOT want to be destroy (i.e. Devilguy, Dashguy, Diehardguy), and with many other ways of protection, this card seems a little...lackluster
From POTD:
- D-Spirits: Well, you want to call the Hero faster? Fine...the main problem is that with the low attack and defense of the D-Heroes below level 4, other than pulling off a [Dogmaguy], the monster played would just yelled to be "destroy me NOW!"
- Cyclone Blade: Just one more weapon of the D-Heroes. The problem? Of course, again, the stats are horrifying and in all seriousness, with only few D-Heroes (or the bigger ones) working well with this card, it's not-so-much impressive. However, at the end, an extra [Cyclone] don't hurt either.
- Dark City: You have [Skyscraper], I have [Dark City]. This cards works well if you want to destroy your opponent's threat. The problem? Again, since it don't work when defending, your Heroes are pretty "useless" in those situations. But at the end, this card is a nice "replacement-destroy" to [Clocktower] (that is, if one find a way to incorporate both cards and not create bad draws), and works well with cards that tries to battle opponent (Cyclone Blade).
- Destiny Mirage: Mirror Force me? Vortex/Crush me? It's a good thing you did that...now behold all of my army coming baack!! Well, the main problem is this card may not revive a lot of cards (most likely only 1), but against mass destructions, it's funny. The situational activation requirements, however, kind of kill this card...
- D-Chain: OMG, a chain!! 500 attack can be a lot for the D-Heroes, but just not enough to destroy any "normal range" opponent's monster
You may find me bashing all of the supports...not true. It just all depends on the environment and other than [D-Time], each one can find its use sometime or the other (but the main problem? Not "all the time"...)
What about themselves?
One cannot conclude about the Destiny Hero without reviewing the monsters themselves, right?
Devilguy: The first Destiny Hero shown. Well, in the anime, it annoy the hell out of Judai. But in real world, this card slows down just every bit of progress. Remove an opponent's monsters? So what, opponent can summon one next turn, and the "clear field" that this card create would instantly be gone. With the lack of D-Heroes right now...1 max in deck.
Diehardguy: This card can be said to be "slower than anything". The lack of size itself hurts more.
Diamondguy: Well, he can send the Magics in Graveyard and you can activate them the next turn. The only problem? One really needs to adjust the Magic lineup to include this card.
Dreadguy: Fatties #1. How fat? Depends...but at the end, without Dashguy or Dogmaguy, this thing would lack a lot of size. One nice thing, however, is Dashguy's effect can easily special summon this card from hand...now who cares about [Clocktower] and have to wait for it to be destroy (after 4 turns)?
Doubleguy: Weak. Cannot be special summon by Tomato/Dashguy already hurt, and 1000 double attack? Even Mataza can deal more damages (not to mention this card is a ONE TRIBUTE). One word can describe this card: mediocre.
Defendguy: The drawback is little bit high (especially in this environment), but you need a wall just a turn, this card does the job. However...there's [Reaper]...
Dogmaguy: The summoning requirement is little bit high (even if Tokens can be sacrifice), and the effect is a little mediocre since it only happens one time. The only positive thing? 3400 attack...
Daggarguy:
800 attack boost for a turn is nice for the weak Heroes. But sometimes, even 800 is not enough...
Doomguy: Number two Destiny Hero right now. His ability to revive things at your next turn (which is better than triggered instantly) helps the D-Hero to continue what they're doing.
Dashguy: The drawback of switching to defense makes this card a little bit bad, but the second effect (special summoning a monster) makes this card splashable...and it activate as long as it's in Graveyard!!
LAST COMMENT: Destiny Heroes, no matter for the haters or lovers, are actually fun to play with. The reason? Well, for one, they do not waste so much pack spaces (10 slots is not a lot in POTD as E-Hero had more in previous sets). For second, they're splashable even in other decks that don't specifically runs D-Heroes. Third, their way of winning never ceased to surprise people (although most likely it's "beat opponent down"). The problem with it? Well, one thing is at the design, the card stats are very weak and there's not much other cards that can fix that. Second thing is some of their supports are "repetitive version" of what's already there. Third thing is...well, there's just not enough Heroes themselves yet to build a good deck. Destiny Hero, at the end, is NO WAY A TOURNAMENT DECK. So don't overrate it...
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Other businesses...
First, I would like to thank everyone that even take their time and read my articles. I would even thank those who take their time and comments on them. The site would not be as "big" as now without the viewers.
But is being big such a good thing? Well, I would answer that later. But first, I would put down my general responses to flow of comments on my last last article: Go down in hell, randomness...
WHY? Well, it's one of the most debated article I had written...EVER...and for those who don't get my point
- This article does NOT tell people to use a E-Hero/D-Hero deck (or other original ideas).
- This article does NOT tell people to use "original idea" in their cookie cutters
- The article just say one thing: please use common sense when building decks...
By the way, just here, congrats to Austin Kulman for winning the US National.
In addition, I would write here something that had bother me for a long time...and I want to CLEAR ONE THING:
This site does not "spoil" sets or put on "spoiler", but translate what was released already in Asia.
And STOP associate my site with the following things:
- "Official": well, I don't work for Upperdeck or Konami. I only gets my infos via the official corridors (i.e. V-Jump) and translate them so people could understand what's coming in the OCG
- "Spoiler": Again, I only translate what WAS released. I do NOT know anything so don't EVER ask for "do we have a cardlist yet".
- "Unrealiable": Yeah, and this comes from the same person that said "there would not be a Machine Structure deck...". Oh yeah, I had make mistakes before (just for your notice, I had NEVER put Alexis/Asuka's duelist pack on the main site. It may be on the forum, but forum is forum, the main site is main site...they're different), but so what? Does mistakes like not using the word "Icarus Attack" for "God Bird Attack" or use the words "Jelly" instead of "Jerry"?? They're just CHANGES from Upperdeck...
- "English TCG": Seriously, this site is design for ENGLISH SPEAKING OCG PLAYER (i.e. those in Southeast Asia, South America, etc.), I do not cater for the people who play the one that is release by Upperdeck. BUT this does not mean you cannot read what I wrote, it's just that be prepared that the names and card effects will be different
- Baron, 6/14/2006
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