Monsters=18
*6+
1 D-Hero Dogmaguy
1 D-Hero Dashguy
1 D-Hero Double Guy
1 Swift Gaia The Fierce Knight
*4-
3 D-Hero Devil Guy
2 D-Hero Diehard Guy
3 D-Hero Daimond Dude
2 D-Hero Doomguy
3 Mystic Tomato
1 Sangan
Spells=15
1 Lightning Vortex
2 Reinforcements of The Army
2 The Warrior Returning Alive
1 Pot of Avarice
1 Mystical Space Typhoon
1 Dark City
3 Brain Control
1 Fissure
1 Soul Exchange
1 Last Will
1 Graceful Charity
Traps=9
2 Kickback
2 D-Shield
2 Destiny Signal
1 Call of The Haunted
1 Bottomless Trap Hole
1 Torrential Tribute
Side-Board=15 (obviously)
1 Premature Burial
1 Ring of Defense
1 D-Hero Dreadguy
1 Diehard Guy
1 Ojama delta Hurricane
1 Mega Ton Magical Cannon
2 Clocltower of Seclusion
1 Nobleman of Crossout
1 Cyclone Blade
1 Heavy Storm
1 Magician of Faith
1 Chaos Greed
2 Majestic Mech-Ouka
Total deck:42
Hey, Serebii homies! Mind helping a nucka out? Well, here's my competitive D-Hero deck. As you can see from my side-board, I've made it very versitile, able to aid Daimond Dude and add some general power or anti-burn when I need to. And just because some of you don't know some of the card effects (and I don't know of the engrish names), I'll post realiable trans at the very bottom.
So basically, the deck uses the versitile powers of the Gloomiest Vigilanties to control the field. I tend to use up a lot of my resources quickly, so I rather switch to a more conservative play style, or side into something that can net me more field-dominance in the upcoming round. In other words, I should see it forthcoming that I'll lose a duel. Also, if I see an opening soem where near, I bust out my biggest monsters in my deck to deal major damage to my opponent. Swift Gaia and Dogmaguy help like madness in here.
I do R/F's for R/F's so help/bump me up, and leave a link before you go. I'll surely respond.
D-Hero Devilguy
Dark/Warrior/3/600/800
When this card is in face-up attack mode, once per turn you can remove an opponent's monster from
the game. The player that use this effect cannot battle during that turn. The monster removed
by this effect, at your second Standby Phase, would return onto opponent's field in the
same mode.
D-Hero Diehardguy
Dark/Warrior/3/800/800
When this card is face-up on the field, if a monster with [D-Hero] in its name other than this card
would be destroy as result of battle and sent to Graveyard, special summon that monster onto your
field during your next Standby Phase. This effect can only be used once per turn.
D-Hero Diamond Dude
Dark/Warrior/4/1400/1600
When this card is face-up on the field, you can look at the top card on your deck. If that
card is a Normal Magic sends it to Graveyard, and you can activate the effect of that Normal
Magic at the Main Phase of your next turn. When it's not Normal Magic card put it into bottom
of the deck. This effect can only be activate once per turn.
D-Hero Dreadguy
Dark/Warrior/8/?/?
When special summon by effect of [Clocktower of Seclusion], destroy all monsters on your field
except cards with [D-Hero] in its name. Afterward, you can special summon up to 2 monsters with
[D-Hero] in its name from your Graveyard. During the turn this card is special summon, monsters
with [D-Hero] in its name on your field cannot be destroy, and the battle damages done
to controller is 0. This card's attack and defense strength is equal to the total
original attack strength of all monsters with [D-Hero] in its name except this card.
Majestic Mech - Ouka
Light/Angel/6/2400/1400
This card can be Summoned without sacrifice. If summon by this way, send this card to Graveyard at
End Phase.
Clocktower of Seclusion
Magic - Field
During each Standby Phase of opponent's turn, put a Time Counter onto this card. When this card
has four or more Time Counters on it, battle damages would not be done to this card's controller.
When this card is destroy and send to Graveyard while it have 4 or more Time Counters, special
summon a [D-Hero Dreadguy] from your hand or deck.
Destiny Signal
Trap - Normal
This card can only be activates when one of your monster on the field is destroyed as a result of
battle. Special summon a monster with [D-Hero] in its name that is Level 4 or lower from your hand
or deck.
D-Shield
Trap - Normal
This card can only be activates when a monster in attack mode with [D-Hero] in its name on your
field would be target of attack. This card would become an equipment card, and equipped on the
attacked monster and strength it to defense mode. The equipped monster cannot be destroys as result
of battle.
D-Hero Doubleguy
Dark/Warrior/6/1000/1000
This card cannot be special summon. This card can attack twice in a battle phase. When this card
is destroy, at your next Standby Phase, you may special summon 2 "Doubleguy Token"
(Dark/Warrior/4/1000/1000) onto your field.
D-Hero Dogmaguy
Dark/Warrior/8/3400/2400
This card cannot be Normal Summon. This card cannot be special summon other than by sacrificing
3 monsters on your field including one with [D-Hero] in its name. When this card successfully
special summon, during the standby phase of opponent's next turn, half opponent's lifepoints.
D-Hero Daggarguy
Dark/Warrior/3/300/600
Discard this card from your hand. Until the end phase of this turn, increase the attack strength
of a monster on your field with [D-Hero] in its name by 800. This effect can also be use during
opponent's Battle Phase.
D-Hero Doomguy
Dark/Warrior/4/1000/1000
When this card is destroy as result of battle and sent to Graveyard, at your next Standby Phase,
special summon a monster with [D-Hero] in its name from your Graveyard other than [D-Hero Doomguy].
D-Hero Dashguy
Dark/Warrior/6/2100/1000
Sacrifice a monster from your field, increase this card's attack strength by 1000 until end phase
of the turn. This effect can only be used once per turn. When this card attack, switch it to
defense mode at the end of battle phase. When this card is in Graveyard, during draw phase
only once you can reveal a monster card you draw and special summon it.
Cyclone Blade
Magic - Equipment
This card can only be equipped on a monster with [D-Hero] in its name. When the equipped monster
attack, at the end of Damage Step destroy a Magic/Trap card on the field.
Dark City
Magic - Field
When monsters with [D-Hero] in its name attack and the attack strength of the attacking monster
is less than the attack strength of the attacking target monster, the attack strength of the
attacking monster is increase by 1000 during Damage Calculation.
Thanks, dawgs!
~Keiron Husbands, of the Akatsuki Clan~
*6+
1 D-Hero Dogmaguy
1 D-Hero Dashguy
1 D-Hero Double Guy
1 Swift Gaia The Fierce Knight
*4-
3 D-Hero Devil Guy
2 D-Hero Diehard Guy
3 D-Hero Daimond Dude
2 D-Hero Doomguy
3 Mystic Tomato
1 Sangan
Spells=15
1 Lightning Vortex
2 Reinforcements of The Army
2 The Warrior Returning Alive
1 Pot of Avarice
1 Mystical Space Typhoon
1 Dark City
3 Brain Control
1 Fissure
1 Soul Exchange
1 Last Will
1 Graceful Charity
Traps=9
2 Kickback
2 D-Shield
2 Destiny Signal
1 Call of The Haunted
1 Bottomless Trap Hole
1 Torrential Tribute
Side-Board=15 (obviously)
1 Premature Burial
1 Ring of Defense
1 D-Hero Dreadguy
1 Diehard Guy
1 Ojama delta Hurricane
1 Mega Ton Magical Cannon
2 Clocltower of Seclusion
1 Nobleman of Crossout
1 Cyclone Blade
1 Heavy Storm
1 Magician of Faith
1 Chaos Greed
2 Majestic Mech-Ouka
Total deck:42
Hey, Serebii homies! Mind helping a nucka out? Well, here's my competitive D-Hero deck. As you can see from my side-board, I've made it very versitile, able to aid Daimond Dude and add some general power or anti-burn when I need to. And just because some of you don't know some of the card effects (and I don't know of the engrish names), I'll post realiable trans at the very bottom.
So basically, the deck uses the versitile powers of the Gloomiest Vigilanties to control the field. I tend to use up a lot of my resources quickly, so I rather switch to a more conservative play style, or side into something that can net me more field-dominance in the upcoming round. In other words, I should see it forthcoming that I'll lose a duel. Also, if I see an opening soem where near, I bust out my biggest monsters in my deck to deal major damage to my opponent. Swift Gaia and Dogmaguy help like madness in here.
I do R/F's for R/F's so help/bump me up, and leave a link before you go. I'll surely respond.
D-Hero Devilguy
Dark/Warrior/3/600/800
When this card is in face-up attack mode, once per turn you can remove an opponent's monster from
the game. The player that use this effect cannot battle during that turn. The monster removed
by this effect, at your second Standby Phase, would return onto opponent's field in the
same mode.
D-Hero Diehardguy
Dark/Warrior/3/800/800
When this card is face-up on the field, if a monster with [D-Hero] in its name other than this card
would be destroy as result of battle and sent to Graveyard, special summon that monster onto your
field during your next Standby Phase. This effect can only be used once per turn.
D-Hero Diamond Dude
Dark/Warrior/4/1400/1600
When this card is face-up on the field, you can look at the top card on your deck. If that
card is a Normal Magic sends it to Graveyard, and you can activate the effect of that Normal
Magic at the Main Phase of your next turn. When it's not Normal Magic card put it into bottom
of the deck. This effect can only be activate once per turn.
D-Hero Dreadguy
Dark/Warrior/8/?/?
When special summon by effect of [Clocktower of Seclusion], destroy all monsters on your field
except cards with [D-Hero] in its name. Afterward, you can special summon up to 2 monsters with
[D-Hero] in its name from your Graveyard. During the turn this card is special summon, monsters
with [D-Hero] in its name on your field cannot be destroy, and the battle damages done
to controller is 0. This card's attack and defense strength is equal to the total
original attack strength of all monsters with [D-Hero] in its name except this card.
Majestic Mech - Ouka
Light/Angel/6/2400/1400
This card can be Summoned without sacrifice. If summon by this way, send this card to Graveyard at
End Phase.
Clocktower of Seclusion
Magic - Field
During each Standby Phase of opponent's turn, put a Time Counter onto this card. When this card
has four or more Time Counters on it, battle damages would not be done to this card's controller.
When this card is destroy and send to Graveyard while it have 4 or more Time Counters, special
summon a [D-Hero Dreadguy] from your hand or deck.
Destiny Signal
Trap - Normal
This card can only be activates when one of your monster on the field is destroyed as a result of
battle. Special summon a monster with [D-Hero] in its name that is Level 4 or lower from your hand
or deck.
D-Shield
Trap - Normal
This card can only be activates when a monster in attack mode with [D-Hero] in its name on your
field would be target of attack. This card would become an equipment card, and equipped on the
attacked monster and strength it to defense mode. The equipped monster cannot be destroys as result
of battle.
D-Hero Doubleguy
Dark/Warrior/6/1000/1000
This card cannot be special summon. This card can attack twice in a battle phase. When this card
is destroy, at your next Standby Phase, you may special summon 2 "Doubleguy Token"
(Dark/Warrior/4/1000/1000) onto your field.
D-Hero Dogmaguy
Dark/Warrior/8/3400/2400
This card cannot be Normal Summon. This card cannot be special summon other than by sacrificing
3 monsters on your field including one with [D-Hero] in its name. When this card successfully
special summon, during the standby phase of opponent's next turn, half opponent's lifepoints.
D-Hero Daggarguy
Dark/Warrior/3/300/600
Discard this card from your hand. Until the end phase of this turn, increase the attack strength
of a monster on your field with [D-Hero] in its name by 800. This effect can also be use during
opponent's Battle Phase.
D-Hero Doomguy
Dark/Warrior/4/1000/1000
When this card is destroy as result of battle and sent to Graveyard, at your next Standby Phase,
special summon a monster with [D-Hero] in its name from your Graveyard other than [D-Hero Doomguy].
D-Hero Dashguy
Dark/Warrior/6/2100/1000
Sacrifice a monster from your field, increase this card's attack strength by 1000 until end phase
of the turn. This effect can only be used once per turn. When this card attack, switch it to
defense mode at the end of battle phase. When this card is in Graveyard, during draw phase
only once you can reveal a monster card you draw and special summon it.
Cyclone Blade
Magic - Equipment
This card can only be equipped on a monster with [D-Hero] in its name. When the equipped monster
attack, at the end of Damage Step destroy a Magic/Trap card on the field.
Dark City
Magic - Field
When monsters with [D-Hero] in its name attack and the attack strength of the attacking monster
is less than the attack strength of the attacking target monster, the attack strength of the
attacking monster is increase by 1000 during Damage Calculation.
Thanks, dawgs!
~Keiron Husbands, of the Akatsuki Clan~
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