Yu-Gi-Oh: 10 Most Powerful Destiny Heroes Cards, Ranked
Yu-Gi-Oh! features a wide variety of card types, and the most popular of the Hero monsters are the Destiny Heroes, of which these ten are the best.
The Destiny Hero sub-archetype in Yu-Gi-Oh! is, behind Jaden’s original Elemental HEROes, probably the most famous type of Hero monsters. After all, they were the monsters used by Aster Phoenix to help him heap a whupping onto Jaden that was so bad, he couldn’t see his cards anymore.
A group of Dark Warrior monsters, they’re meant to be the contrast to Jaden’s more classic Elemental Heroes, tending to resemble the edgy heroes of the late 80s and 90s. Though they were originally meant to boost up other decks, lately they’ve gotten enough support to stand on their own. Let’s have a look at the most powerful Destiny Hero cards in the game.
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10.DESTINY HERO - CELESTIAL
One of the newer Destiny Heroes added to the game in the set Destiny Soldiers, Celestial is a must-run in a pure Destiny Hero deck. Once on the field, if it can simply declare an attack it can target a face-up Spell and destroy it, clearing the field of pesky field spells. But also, when it’s in the graveyard the player can banish both it and another Destiny Hero to draw 2 cards if they have no cards in hand. This is like a better version of Bubbleman, as it provides a free +2 for no other reason than having Celestial and another Destiny Hero in grave.
9.DESTINY HERO - DYSTOPIA
Another of the Destiny Heroes that appeared with Aster in ARC-V, Dystopia is made specifically of two Destiny Heroes to lock him out of being used by other decks. When he’s special summoned, the player can target a level 4 or lower Destiny Hero and inflict damage equal to the opponent’s attack. This could easily mean inflicting a fifth of the opponent’s life points in direct damage, and the card can still attack. And if it’s ATK is altered at all, the player can target a monster, destroy it, and make Dystopia’s ATK equal to the destroyed monster. Though that effect isn’t quite as useful, it’s still able to change the shape of some duels.
8.DESTINY HERO - DUSKTOPIA
One of the newer, ARC-V Destiny fusions, this card was released only two years ago in the Battles of Legend: Heroes of Light pack. The card requires the fusion of a Destiny Hero fusion and another fusion monster.
Upon being summoned, it can perform another fusion summon with cards in the hand or field as fusion material. Then once per turn it can pick any monster on the field and make it immune to destruction by card effect or battle. With 3000 ATK, this is excellent protection for a boss monster which can extend to any other card in the deck.
7.DESTINY HERO - DOMINANCE
It requires three Destiny Heroes, and that’s a pretty big request. However, upon summon it can look at the top 5 cards of either the opponent or the player’s deck and re-arrange them in any order. Then, if this card destroys a monster by battle the player can draw a card. Lastly, if this card is destroyed by battle or card effect, it can special summon three level 9 or lower Destiny Heroes with different names from the graveyard. This is especially useful, because if it was summoned using Fusion Destiny, Dominance would wind up destroyed...but you’d get the monsters sent from deck back onto the field. This card is amazing and the only reason it isn’t run more is because it’s so Destiny Hero focused.
6.DESTINY HERO - DANGEROUS
Fuse a Destiny Hero and a Dark effect monster and players wind up with Destiny Hero -Dangerous. Dangerous is a combo enabler for future plays, as it has a quick effect which can send a Destiny Hero from hand or deck to graveyard, then cause every Destiny Hero monster to gain 200 ATK for every Destiny Hero in the graveyard. This could send Dynatag to boost Dangerous itself, or Malicious to to get some field presence, all while thinning the deck out.
5.DESTINY HERO - DYNATAG
A way for players to protect their life points appears. Dynatag can stop a player from taking battle damage during a battle, and then make both players take 1000 damage instead. And on your turn, it can also be banished from the graveyard to make a Destiny Hero gain 1000 ATK until the end of the opponent’s next turn. This card is perfect for allowing players to conserve monsters on the field for a future push, turning the tide in their favor.
4.DESTINY HERO - DOGMA
This card speaks for itself. It requires three tributes so it’s a huge investment, but then at the same time it’s a special summon so the player still has their normal summon. It’s got 3400 ATK, meaning very few monsters in the game stand even half a chance at getting over it without some additional resources.
And the best part? If your opponent can’t get rid of it when you summon it? It immediately halves your opponent’s life points. And it continues to do so every turn the opponent can’t get it off the field, though realistically after the first time presumably this card would be dead, but it’s already more than done it’s job even if it doesn’t even attack.
Fusion Destiny is a pretty solid fusion card. It lets a player Fusion Summon any Fusion that has a “Destiny Hero” monster listed as it’s material, and the player can use anything in the hand or deck to make that monster. There’s one downside to it though, in that it must be destroyed during the End Phase of the following turn, but realistically the opponent would want to get rid of it by then anyway. It also locks the player out of summoning anything that isn’t a Dark Hero monster, but if they’re playing Destiny Heroes that’s not a restriction in the least.
Destiny Draw is one of the best draw cards in the game, which is why for a while it was limited. All it asked was for a player to be willing to discard a Destiny Hero, and they could draw two cards. Once upon a time, this meant discarding Malicious was often the best play, but that’s not quite the case anymore. Players could discard Dynatag as well, helping them to get the additional cards they need, digging into the deck for more resources.
1.DESTINY HERO - MALICIOUS
For a long time, Malicious was at a permanent semi-limit on the banlist, because of what it was capable of. By banishing it from the graveyard, players could special summon another Malicious from the deck. This made synchro plays insane, but also worked with Destiny Draw to provide a free draw while setting up the graveyard. These days it’s rarely used for synchro, but will find it’s way into any Hero deck to help them get monsters on the field to Link or Fusion summon. It has no restrictions so it can work with any Hero deck to give them an additional boost.