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Found 4 results

  1. Destiny Dark World Creator Turbo

      Monsters - 20   3x Broww 3x Snoww 3x Grapha 3x Kuribandit 3x Destiny HERO - Dreadmaster 2x Elemental HERO - Shadow Mist 3x Dark Creator   Spells - 18   1x Allure of Darkness 3x Dark World Dealings 3x The Gates of Dark World 2x Destiny Draw 1x Mask Change Second 3x Trade-In 3x Upstart Goblin 2x Soul Charge   Traps - 2 2x Phoenix Wing Wind Blast   Extra - 15 1x  Masked HERO - Dark Law 2x Divine Dragon Knight Felgrand 3x Hieratic Sun Dragon Overlord of Heliopolis (3 are necessary for clearing your own field to summon another creator or pop itself; I've had duels where I have had to use all 3) 1x Alsei, the Sylvan High Protector 1x Evilswarm Exciton Knight 1x Diamond Dire Wolf (can pop itself when alone to make way for a creator) 1x Number 15: Gimmick Puppet Giant Grinder 1x Number 22: Zombiestein 1x Lavalval Chain (may swap out for leviair) 1x Number 62: Galaxy-Eyes Prime Photon Dragon 1x Number 107: Galaxy-Eyes Tachyon Dragon 1x Galaxy-Eyes Full Armor Photon Dragon   Please disregard the current side deck, but I would greatly appreciate input as to what I can use to compose the side deck.   Card choices: 0 Beiige: simply unneeded due to massive draw power in conjunction with Soul Charge and Dark Creator spam    Shadow Mist: Shadow Mist can be triggered by Kuribandit, Dealings, Heliopolis, and PWWB; it is fairly easy to resolve. Additionally searches Mask Change Second if Soul Charge'd or Creator'd, which can be a useful utility card. Helps build toward summoning Dark Creator.   Dreadmaster: Multi-target for Destiny Draw and Trade-In and can be Soul Charge'd or Creator'd, unlike Plasma. Helps build toward summoning Dark Creator. Is level 8 and loves xyz-ing with Grapha   2 Soul Charge: deck is consistent enough to dig through the deck by sheer draw power or kurbibandit to add this to the hand. Is extremely cancerous when reviving a fallen dark creator. This card is the back-up Dark Creator if the player does not have any.   3 Dark Creator: Is a trade-in target and can be summoned fairly easily. Standard Dark Creator play: SS creator in DEF, use creator to SS Snoww, bounce to hand for Grapha, normal summon Snoww, bounce to hand for Grapha, attack with both Graphas, overlay for Felgrand. Spam Felgrand protection on Dark Creator's 3000 DEF wall and keep pumping out more rank 8s. Alternatively, if the opponent has a clear field and you control gates, you can summon creator in ATK position and swing in with 2 Graphas for 8300 damage.   2 Destiny Draw: I tried 3, was not as consistent as I would like; it was dead fairly often.   Mask Change Second + Dark Law: searchable Macro Cosmos from Shadow Mist; can wreck Shaddolls and Lightsworns heavily when backed by Creator/Felgrand/other Rank 8 threats. Dark Law can combo nicely with Dark World Dealings.   3 Kuribandit: digs through the deck for Soul Charge and helps clear dead hands by digging for draw/search cards while filling the grave for Dark Creator and Soul Charge plays; if it mills Shadow Mist, you've net a +1 by adding Dreadmaster to hand. Is a FIEND for Gates to banish!   2 PWWB: 3 was a little cloggy; it slowed the deck slightly. At 2, it was definitely accessible due to the draw power of this deck, but did not clog the hand.    Galaxy-Eyes Xyzs - can get out of some tough situations (Beelze) or get over large monsters. Full Armor after resolving Tachyon or reviving Prime can make for some cool plays, but I would not consider them to be integral to the extra deck.   3 Heliopolis: Sometimes, 2 isn't enough, since you'll be using it to clear the field using itself in order to summon more creators or soul charge a creator that was used as a material back. Is extremely deadly after returning monsters to hand for Grapha after Creator/Soul Charge; can trigger Shadow Mist and fill the grave with DARKs   2 Felgrand: I used to run 3, but the situations where the 3rd would be needed were somewhat rare, though sometimes they were necessary (walling with Creator against JD or other threats below 3000 ATK   Alsei: kicks Beelze and other destruction-immune monsters out of the field and can stack your opponent with dead draws in the case of closing for game.     The deck is highly capable of drawing 10+ cards in 1 turn and OTKing; it is very consistent, especially for a Dark World deck.   Cancerous Screenshots (feel free to contribute): [spoiler] Older version that ran DaD:   [/spoiler]   Any advice, especially that of composing a side deck, would be greatly appreciated as I am not as experienced in this game as most of this forum's regulars. Thank you!   P.S.: Please note, that this deck is, not by any means, a fully competitive deck. It is just a very fun, consistent, and sacky deck that I would like to improve.
  2. Plasma Plants

      After reading the CoreTCG article about the Destiny HERO Plasma deck that did pretty well in an OCG tournament, I couldn't help but try and adjust it to my own liking. My main problem with the OCG built is that it was specifically designed to counter the meta there (AKA Dragon Ruler, or what we used to call Elemental Dragons). Thus, some card choices didn't really make any sense unless you considered the reasoning behind it. The aim of my built is to try and expand on this deck, making it more versatile, explosive, and generally able to handle a wider variety of decks. Despite what the metagame dictates, there will still probably be a good number of rogues running around for some reason.   If you haven't read it, the article can be found here: http://blog.coretcg.com/finding-a-counter-the-new-perfect-circle/   Monsters: 20   2x Debris Dragon 1x Spore 1x Dandylion 1x Lonefire Blossom 2x Card Trooper 1x Elemental HERO Neos Alius 1x Elemental HERO Stratos 2x Destiny HERO Plasma 2x Summoner Monk 2x Photon Thrasher 2x Thunder King Rai-Oh 2x Maxx "C" 1x Black Luster Soldier - Envoy of the Beginning   Spells: 14   2x E - Emergency Call 1x The Warrior Returning Alive 1x Reinforcement of the Army 1x Dark Hole 1x Monster Reborn 1x Heavy Storm 2x Mystical Space Typhoon 1x Pot of Avarice 1x Scapegoat 1x Enemy Controller 1x One for One 1x Foolish Burial   Traps: 6   2x Call of the Haunted 3x Compulsory Evacuation Device 1x Solemn Warning   Extra: 15   1x Formula Synchron 1x Hyper Librarian 1x Catastor 1x Black Rose Dragon 1x Ancient Fairy Dragon 1x Stardust Dragon 1x Scrap Dragon 1x Gem-Knight Pearl 1x Number 39: Utopia 1x Maestroke the Symphony Djinn 1x Gagaga Cowboy 1x Gem-Knight Emeral 1x Lavalval Chain 1x Number 51: Blackship of Corn 1x Leviair the Sea Dragon   Side: 15   1x Maxx "C" 2x Effect Veiler 2x Kycoo the Ghost Destroyer 1x Mystical Space Typhoon 2x Mind Crush 2x Imperial Iron Wall 3x Soul Drain 2x Dimensional Prison   Plasma can be easily summoned due to the sheer power behind the effects of Dandylion and Lavalval Chain. Three monsters hit the board just from Chain dumping Dandylion from the deck. Should Dandylion already be in the graveyard, Chain can stack Debris on top of the deck, making Plasma viable next turn through Debris -> Dandy -> Ancient Fairy Dragon. Stratos is another lynchpin, being able to search Plasma when you need it via simply getting it to your hand using the spell support, CoTH, or Summoner Monk. In fact, Monk + a Spell, should it be successful and not be negated by Veiler (huge problem), makes a Plasma play viable. 14 spells should be enough to fuel Monk when you need to. Triple Compuls is decent as most decks have power plays coming from the extra deck and Compuls conveniently dodges destruction immunity. I couldn't help but put in BLS because this deck seems to be perfectly capable of bringing out a LIGHT and a DARK into the grave.   One major concern is that effect negation makes Monk very sad. Cards like Veiler, Fiendish Chain, and Breakthrough Skill will prey on Monk's rather hefty cost. Another problem I had specifically was just fitting in cards. The side deck also probably looks rather atrocious, most likely due to my ignorance into the finer intricacies of the metagame. However, in my opinion, the biggest problem is that I haven't tested this at all. With that said, I probably won't be able to test this thing until school is over, so I would greatly appreciate if anyone who tries this deck comes back with some report on how it went. Even a "This was great," or "It sucked" would do.   I'll like to give due credit to the authors of the comments below the CoreTCG article, which saved me from some amount of time having to think, as well as that person, whoever it is, who came up with this deck in the OCG in the first place.   Please leave your comments below, I will try to address them to the best of my ability, and thank you for your time.
  3. Win-D

    Had this idea for awhile, built it on a few dueling programs like Duel Monsters Genesis, DuelingNetwork, etc, and basically been changing it whenever I'm bored. Reason behind the deck is it can toolbox from the extra pretty neatly. It also has an interesting interaction with Dark Simorgh and Anti-Spell (all the draw power allows you to draw into Anti-Spell pretty reliably, and the dark + wind synergy allows you to drop Simorgh very easily).  Those are 2 cards I constantly flip in and out. Also interesting to note that Raizbellt also acts as a defensive card when need be, fucking up the levels of your opponents monsters if they were to go for Ophion, or whatever xyz/synchro they are trying to make. Also considering Summoner Monk heavily. Thoughts and fixes appreciated. It can probably been improved upon vastly, but you guys get the jist;   3 Destiny Hero - Diamond Dude 2 Destiny Hero - Malicious 3 Dragunity Dux 3 Dragunity Phalanx 1 Elemental Hero Stratos 3 Raizbellt the Regulator   3 Cards of Consonance 1 Dark Hole 3 Destiny Draw 3 Emergency Teleport 1 Heavy Storm 1 Monster Reborn 3 Mystical Space Typhoon 1 Reinforcement of the Army   2 Breakthrough Skill 3 Fiendish Chain 1 Solemn Judgment 1 Solemn Warning 2 Torrential Tribute   1 Ally of Justice Catastor 1 Black Rose Dragon 1 Crimson Blader 3 Dragunity Knight - Vajrayana 1 Scrap Dragon 1 Stardust Dragon 1 Stardust Radiance Dragon 1 Trident Dragon 1 Abyss Dweller 1 Lightning Chidori 1 Maestroke the Symphony Djinn 1 Photon Strike Bounzer 1 Wind-Up Zenmaines    
  4. <iframe width="560" height="315" src="http://www.youtube.com/embed/kynUSL8fr_4" frameborder="0" allowfullscreen></iframe> [size=3]15.21.4[/size] [size=3]1 Black Luster Soldier - Envoy of the Beginning[/size] [size=3]3 Destiny HERO Diamond Dude[/size] [size=3]2 Elemental HERO Voltic[/size] [size=3]2 Elemental HERO Ocean[/size] [size=3]1 Elemental HERO Heat[/size] [size=3]1 Elemental HERO Stratos[/size] [size=3]2 Summoner Monk[/size] [size=3]2 Thunder King Rai - Oh[/size] [size=3]1 Effect Veiler[/size] [size=3]3 Pot of Duality[/size] [size=3]2 Destiny Draw[/size] [size=3]2 E - Emergency Call[/size] [size=3]1 Reinforcement of the Army[/size] [size=3]2 Terraforming[/size] [size=3]3 Fusion Gate[/size] [size=3]3 Miracle Fusion[/size] [size=3]1 Super Polymerization[/size] [size=3]1 Mystical Space Typhoon[/size] 1 [size=3]Nobleman of Extermination [/size] [size=3]1 Dark Hole[/size] [size=3]1 Monster Reborn[/size] [size=3]3 Safe Zone[/size] [size=3]1 Solemn Judgment[/size] [size=3]6-2 on DN Rated.[/size] [size=3]Darkworld; 1 Win(s) [/size][size=3]| 0 Loss(es)[/size] [size=3]Agents; 2 Win(s) | 0 Loss(es)[/size] [size=3]Steelsworn; 1 Win(s) [/size][size=3]| 0 Loss(es)[/size] [size=3]Rouge.dek; 2 Win(s) [/size][size=3]| 1 Loss(es)[/size] [size=3]Disaster Dragon 0 Win(s) | 1 Loss(es)[/size]