Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.
How to Win With Destiny Board
Destiny Board decks win via the resolution of their signature trap, Destiny Board, which gradually places Spirit Message spells from hand/deck at your upkeep; if you get all five (which spell "Final" in English, or "Death" elsewhere), you win.
Problem is, if Destiny Board leaves, it takes the Spirit Messages with it, which for years made it too vulnerable to removal. But with new supports, the theme is getting better and better—here are ten must-have cards for Destiny Board Yu-Gi-Oh decks!
10. Tour Guide From the Underworld
Purpose: Normal summon and dark/fiend synergy
On normal summon, Tour Guide summons another level 3 fiend (even herself) from hand/deck, negating its effects and preventing it from being used as synchro material. But that still leaves you easy xyz or link material. Also, Tour Guide's attribute and type (dark-fiend) work well with many commonly used DB supports, further justifying her usage.
9. Pot of Extravagance
Purpose: Extra draws
Extravagance banishes three or six random cards from extra deck at the start of your first main phase to draw for every 3; in other words, banish 6 for an easy +1 advantage.
Since Destiny Board doesn't much care about the extra deck, you aren't losing much, although Extravagance does restrict you from further card draws (you can still search though) for the rest of the turn.
8. Allure of Darkness
Purpose: Hand maintenance
Allure simply draws twice, then banishes a dark monster from hand (or tosses your whole hand if you don't have one). Keep what you need and toss what you don't, and you can even put the banished cards to use with monsters like Curse Necrofear.
7. One Day of Peace
Since you're trying to win by an effect, not damage, you definitely want this spell. Peace has both players draw, then prevents all damage until your next turn. This makes it much safer for you to leave an empty monster field, and it even protects against effect damage.
Plus, if you're actually wanting to attack, you can always play it in your second main, after a battle phase where you inflicted some pain.
6. Battle Fader
Purpose: Stall and dark-fiend synergy
Battle Fader fits the deck's preferred typing and summons itself when your opponent directly attacks to end the battle phase. Fader's banished when it leaves the field, but it can be used as link material, block another hit, or be tributed for a Virus trap…
5. Crush Card Virus
Purpose: Stall and destruction
Crush Card tributes a dark monster with 1000 or less ATK, then destroys all monsters in your opponent's hand/field with 1500 or more attack! The downsides are your opponent takes no damage until the end of the next turn and can destroy up to three monsters in their deck (prepping graveyard abilities), but this provides a great usage for your weak dark monsters, and your deck hardly cares about damage anyway.
Try tributing Tour Guide, Sangan, or one of the created tokens we'll soon see from the archetype's field spell.
4. Lord of the Heavenly Prison
Purpose: Stall and search
While Heavenly Prison isn't a fiend, he is dark and great for blocking aggro thanks to his 3000 ATK/DEF. You reveal him in hand during your turn, preventing set spells/traps from being destroyed while revealed. Then, on your opponent's turn, you summon him from hand when a set spell/trap is activated.
This not only fields a potent blocker, it sets a spell/trap from your deck. Use it fast, as it's banished during the next turn's end phase, so instead of playing a continuous or field spell, get a one-use card, like a Virus or Allure of Darkness/Pot of Extravagance.
3. Sentence of Doom
Purpose: Fiend recovery/Destiny Board speed
You can only use one of Doom's effects per turn, but as a continous trap, it offers plenty of long-term advantage, recovering fiends in graveyard or banished up to the number of Destiny Board and Spirit Message cards you control! This combos with Allure of Darkness to banish and recover fiends while amassing cards in hand.
Plus, you can also send Sentence to the graveyard to place a Spirit Message from hand, deck, or graveyard, one of precious few effects that hastens your win con.
2. Dark Spirit's Mastery
Purpose: Search and draw
Mastery discards as cost, and on resolution, it searches Destiny Board or a level 8 fiend from deck or graveyard. Then, on a different turn from when it was sent, you can banish it from graveyard to place any number of Destiny Board and Spirit Message cards with different names from your graveyard to the bottom of your deck, then draw that many cards.
Basically, you want to discard any prematurely-drawn Spirit Messages with the first effect to search Destiny Board and make sure it starts triggering as soon as possible, then use the backup effect later if your Board crumbles to get the pieces back in deck while replenishing your hand.
1. Dark Sanctuary
Purpose: Stall and speed of Destiny Board win
Sanctuary lets you play your Spirit Messages as dark-fiend monster tokens, which can't be attacked and are unaffected by effects, but won't stop opponents from attacking directly. What's the point? Well, this not only spares your spell/trap zones (letting you have multiple Destiny Boards active), it provides monster tokens you can tribute for Virus activations or as link material.
Plus, this field spell makes opponents think twice before attacking, tossing a coin every time they do so, and if it comes up heads, you negate the attack while inflicting half that monster's ATK as damage to your opponent.
Theme Ideas for Destiny Board
Today we explored cards that can fit in any Destiny Board deck, but don't stop there; try mixing with whatever other defensive archetype catches your eye. Unchained, Burning Abyss, and Labrynth offer useful fiend supports, Lair of Darkness can tribute enemy monsters, and generic removals like Raigeki are always nice.
But for now, vote for your preferred instant-win and I'll see you at our next YGO countdown!
© 2022 Jeremy Gill