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 Destiny Zero

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PostSubject: Destiny Zero   Destiny Zero EmptyTue 22 Nov 2011 - 18:19

Sup, I want to show you a deck I used to paly until a week ago. I ran it on 3 tournaments, making top4 in all of them with an endstat of 12/3/0. The deck runs a Destiny HERO Engine with a Diva Synchro Engine and focuses on early game agression through Thunder King and Stratos and mid/late game control after you build up your graveyard cards so you can drop Envoy, Zero and a Synchro in the same turn.

Here is the decklist:



Monsters: 19
x1 Black Luster Soldier - Envoy of the Beginning
x1 Gorz the Emissary of Darkness
x1 Sangan
x1 Summoner Monk
x3 Effect Veiler
x2 Thunder King Rai-oh
x1 Elemental HERO Stratos
x1 Destiny HERO Diamond Dude
x1 Destiny HERO Fear Monger
x2 Destiny HERO Malicious
x3 Deep Sea Diva
x1 Lost Blue Breaker
x1 Snowman Eater


Spells:17
x3 Pot of Duality
x3 Miracle Fusion
x2 Destiny Draw
x2 Mystical Space Typhoon
x1 Reinforcement of the Army
x1 Mind Control
x1 Allure of Darkness
x1 Dark Hole
x1 Heavy Storm
x1 Monster Reborn


Traps:4
x2 Solemn Warning
x1 Solemn Judgment
x1 Torrential Tribute


Side Deck:15
x2 D.D. Crow
x1 Psi-Blocker
x1 Mystical Space Typhoon
x2 Leeching the Light
x2 Debunk
x2 Chain Disappearance
x2 Bottomless Trap Hole
x3 Shadow-Imprisoning Mirror


Extra Deck:15
x1 Trishula, Dragon of the Ice Barrier
x1 Scrap Dragon
x1 Stardust Dragon
x1 Black Rose Dragon
x1 Ancient Fairy Dragon
x1 Gaia Knight, the Force of Earth
x1 Brionac, Dragon of the Ice Barrier
x1 Magical Android
x1 Ally of Justice Catastor
x1 No39 Utopia
x1 Gachi Gachi Gantetsu
x1 Elemental HERO Great Tornado
x3 Elemental HERO Absolute Zero


Analysis:

The monsterline of the deck can be split in to four general parts: Support, Destiny HERO Engine and Diva Synchro Engine. The way you want to start your game off is with a big beater on the board in front of you. Plan B is always a set Sangan or a brave Diamind Dude. You should really get to a Thunder King or Stratos almost every game with RotA and PoD, not to mention all of the D-Draws and the Allure. This deck has a good hand maybe 80-85% of the games. I like it's first turn drop consistancy. When you pass the first turn early game stage you can safely enter your midgame by starting to develop your water monsters and attempt huge turns. The best drop for your second turn is a Deep Sea Diva that will special summon a Lost Blue Breaker. Breaker is actually a free +1 and if your opponent did not set a s/t and you still have a 4* beater on the field you can go for a quick Trish, removing any set monsters + a free card from the hand. Though you might win a game after a good opening this is not what you are aiming for. If you manage to pull ahead in your first couple of turns you will want to pull even further, securing you lead with Stardust Dragon and/or Solemn X and/or Effect Veiler. It's easy peasy after that Smile

If the game isn't going the way you want it (you get your Stratos solemned, you draw 2 malicious, you recieve a nasty Trish and so on) you can quickly pull back into the game with the Diva Engine and/or Gorz + Veiler and so on. It's crutial to keep your cards for the last timing - when your opponent becomes overeager to kill you - and try to take on a normal game after. If you can't do that you will die Smile Every deck loses.

Special tactics: Destiny HERO Fear Monger is the card you want to be the most careful with. It is the hardest card to play from the whole monsterline. Your main goal is to play him as a third Malicious so that you can pump Stardust + Scrap in a single turn with Diva + Malicious (x2 cuz you get the first malicious from your graveyard). Snowman Eater is the card you almost never want to pick from PoD. You play him to drop him with Future Fusion! Summoner Monk is the card you want to search No1: Stratosl No2: Psi-Blocker with, because you side him almost every game.

The spellline is standart as shit, I dont think I need to say anything about it. You have a lot of draw, a lot of staples and 3x Miracle Fusion + Future Fusion to spam Zero. BTW it is a total of 14 normal spells, if you wander about Diamind Dude.

You want to play Torrential instead of Mirror Force because you want to trigger it yourself sometimes. In this deck you shouldn't really feat Starlight Road, because you have such an easy acess to Zero.

The cards that didn't pass the playtesting are: Dark Armed Dragon, Chaos Sorcerer + Arcanite, Parallel World Fusion, Super Polymerisation and Trap Dustshoot. DAD is too unconsistant, I surely thought that with Malicious + Future Fusion + Envoy + Miracle it will be a piece of cake, not the story. You can run him, but most of the times you won't be able to do as much damage as you want with him. Chaos Sorcerer can't substitute a second BLS, not to mention you only play a few Light monsters. Fact, 3 of them are Veilers, but you want to hold to them as much as possible. Holding a Veiler and a Sorcerer in hand together can often time provoke the play of a Veiler in a bad moment. + you dont run any other lvl1 tuner Sad Parallel World is slow and unconsistant. I thought it would be the shit! Not the case, card isn't broken, just plain stupid. Super Poly is awesome. Maybe if i had playtested a bit more I would include it in the main deck. Your choice and dont forget Equeste with super poly! Trap dustshoot is a waste of space in this deck. You have enough defensive cards you can pop at any time, you shouldn't cut combos or play 41 cards for a dustshoot (it is my fav trap btw, play it in every deck but this one)

Side deck is simple enough. Crows for meta (loads of T.G. here), Psi-Blocker is a 4* wind (Great Tornado easy play with monk) and blocks solemns, Leeching against Fabled / Agent, Debunk and Shadow-Imp for dark worlds, Disappearance and BTH for fairy (chain dis for plants too and debunk for plants too).

Extra deck is standart. I don't have a Hyper Librarian ATM.

Comment, critic, troll and like Smile
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyTue 22 Nov 2011 - 18:41

The deck looks relatively consistent.Nice analysis btw
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyTue 22 Nov 2011 - 19:20

I'm not familliar with Bulgarian metagame at all (here we don't run 2nd veiler most of the time, no rabbits or tour guides around), but I'd try to find room for at least one CotH, you can chain it to MST/Hyperion/BRD/Whatever targeting AZ, Sangan or Stratos for teh +s and it can bring back BLS and be food for scrap. Other then that, nice deck, seems truly consistent.
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyTue 22 Nov 2011 - 19:34

Nice description and nice deck
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyTue 22 Nov 2011 - 19:50

With call i can also bring back Stratos for +. It is a perfect fit for the deck - fact. I'll make sure to playtest it when i build the deck again. I mainly run veilers for the tengu synchros and fairies. Remember also that I ofter time use veilers for tuners when I have 2 in hand.
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyTue 22 Nov 2011 - 20:56

Run 1 more diamond dude , drop fear monger , drop 1 veiler , run 1 dustshoot
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyTue 22 Nov 2011 - 20:57

No way fear monger is the best card in the deck!
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyTue 22 Nov 2011 - 21:05

I dueled agains your deck on DN nice list.
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyTue 22 Nov 2011 - 21:54

i run 3 veiler in each main fuck you all xD
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyTue 22 Nov 2011 - 22:15

admin is right veiler is broken card it can kill your deck and stop combos very nice and almost every one play 2 veilers we have tour guides actually not much of them and we have rabbits 3 of them btw u i woud like to know about situation in bulgaria what are u playing there do u have stores and your prices etc and we coud maybe organise some events pls pm me
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyTue 22 Nov 2011 - 22:49

Then just add 1 diamond dude
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyTue 22 Nov 2011 - 23:31

I never play 41 cards. Screws my %-s and my power shuffle.
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyTue 22 Nov 2011 - 23:32

it actually doesn't screw power shuffle if you're not a stacker
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyWed 23 Nov 2011 - 14:48

By "screw" i mean that you can't pile the cards in equal piles Very Happy

Which reminds me... Do you have cheaters in Serbia?
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyWed 23 Nov 2011 - 15:31

how u mean cheaters???
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyWed 23 Nov 2011 - 15:35

That's the point. Unequal piles = better shuffle.

If you have 40 cards you can stack your own deck


Cheaters? One.
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyWed 23 Nov 2011 - 15:39

one??XD
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyWed 23 Nov 2011 - 16:04

Yes, one that is known and verified, you got any more...

Basically there are methods people have no idea of. I am not going to say any of them, because it will raise cheater number... I've shown them to one of our best players and he was like "what the fuck, i wouldn't notice this shit... EVER."

being a judge and OP chief i must be aware of the methods.

The guy i was talking about stacked me the worst flamvellsworn hand ever. Wulfs,rekindlings and avarice. I saw him during the action... Very Happy
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyWed 23 Nov 2011 - 16:06

oo i think i know the guy XDD
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyWed 23 Nov 2011 - 16:55

why 3 miracle fusions ?

-1 miracle

+1 diamond dude
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PostSubject: Re: Destiny Zero   Destiny Zero EmptyWed 23 Nov 2011 - 17:04

Brka wrote:
why 3 miracle fusions ?

-1 miracle

+1 diamond dude
Because miracle is like.....the most broken card ever?
diamond dude sucks tho
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