Deck Profile – Destiny End Dragoon Turbo

I recently built a Destiny End Dragoon Turbo deck for our Destiny Hero podcast, check out the deck-list and explanation below!

Destiny End Dragoon Turbo Image

Monsters (19)

3 DH Dogma
3 DH Plasma
3 EH Prisma
1 EH Blazeman
3 EH Shadow Mist
3 DH Defender
3 King of the Swamp

Spells (18)

2 E – Emergency Call
2 A Hero Lives
1 Fusion Recovery
2 Polymerization
3 Fusion Sage
2 Reinforcement of the Army
2 Destiny Draw
2 Soul Charge
1 Dark World Dealings
1 Foolish Burial

Traps (19)

1 Torrential Tribute
1 Dimensional Prison
1 Call of the Haunted

Extra (15)

2 Destiny End Dragoon
1 EH Nova Master
1 EH Absolute Zero
2 SDRC Gustav Max
1 Master Key Beetle
1 Blackship of Corn
1 SH Ark
1 Castel the Avian Skyblaster
1 E Exciton Knight
1 Lavalval Chain
1 Gagaga Cowboy

Destiny End Dragoon
[Dark/Level 10/Warrior-Fusion/3000/3000] A Fusion Summon of this card can only be done with the above Fusion Material Monsters. Once per turn: You can target 1 monster your opponent controls; destroy that target and inflict damage to your opponent equal to its ATK on the field. You cannot conduct your Battle Phase the turn you activate this effect. During your Standby Phase, if this card is in your Graveyard: You can banish 1 “Destiny HERO” card from your Graveyard; Special Summon this card.

In order to summon DE Dragoon (D Dragoon) as fast as possible, I’ve stocked the deck with a ton of monsters, monster substitutes, and searching power (the most powerful being Prisma with it’s Name Change ability). D Dragoon is tricky because it cannot be fusion summoned by using cards like King of the Swamp and Versago the Destroyer, and must use cards named Destiny Hero – Plasma and Destiny Hero – Dogma as its material. So, while one card can be Prisma.InsertName, the other must be a “Material”.

C1: Prisma + Poly + Material
This obviously nets you a D Dragoon. Prisma would become the Material missing from your hand, then you fuse – simple. With 3 Prisma, 4 direct searchs (Rota, E-Call), and 2 A Hero Lives, the chances are fairly high this combo will be in your opening hand.

C2: Material + Material + Poly
Having both material in hand can happen, though quite less frequently than C1. It requires luck and/or patience. While C1 can be opened, C2 may sometimes be achieved by waiting a turn, especially if you go first (and opened with 5 cards instead of six).

The new EHero – Blazeman helps with this by adding a Poly to your hand when he’s summoned (in any way). The deck runs 3 King of the Swamp and 2 Fusion Sage, so the difficulty won’t be in getting a Poly, it’ll be getting a Material.

That’s where Elemental Hero – Shadow Mist comes in.

Elemental Hero – Shadow Mist
Dark/Warrior/Level 4/1000/1500
If this card is Special Summoned: You can add 1 “Change” Quick-Play Spell Card from your Deck to your hand. If this card is sent to the Graveyard: You can add 1 “HERO” monster from your Deck to your hand, except “Elemental HERO Shadow Mist”. You can only use 1 “Elemental HERO Shadow Mist” effect per turn, and only once that turn.

Cx: Shadow Mist + Shenanigans
I feel this deck is only possible with Shadow Mist’s ability to, if sent to the graveyard, add any Hero monster from your deck to your hand – meaning the Material is fair game.

Foolish Burial is there to dump Shadow Mist, and Dark World Dealings is there to discard him. The extra Hero fusions, Nova Master, Absolute Zero and Escuridao are there for early game fusion/material searches. I call defense position D Dragoon and AbZero the wall of pain, and both are easy to make due to the abundance of Heros and King of the Swamp extras.

Shadow Mist and Exciton Knight (X Knight) are best of friends, along with Lavalval Chain (Lol Chain). Since Shadow Mist can be detached and then get its effect, you can pull off advantage gaining plays with X Knight and searches with Lol Chain by detaching your other LV4 material > dumping a Shadow Mist > and then letting the Shadow Mist be detached during your or your opponent’s next turn.

Superdreadnought Rail Cannon Gustav Max
Dark/Rank 10/Machine/3000/3000
2 Level 10 monsters
Once per turn: You can detach 1 Xyz Material from this card; inflict 2000 damage to your opponent.

This Deck Is Dirty – Gustav Max Style
When firing on all cylinders, this deck looks unfair. Summoning two D Dragoons, blowing up monsters to do LP damage, then XYZ summoning SDRC Gustav Max to do an additional 2000 points of damage could, potentially, drain upwards of 4000LP from your opponent in one turn.

The worst part is that if they get rid of Gustav Max with a monster, they still have to deal with the two returning D Dragoons that are going to kill that monster and then probably go into a second Gustav Max. These turkeys love to gobble things up.


My D Dragoon Turbo turns the duel into a game of chess because you have a really defense oriented set of options, despite having an aggressive boss monster. The investment required for D Dragoon should give anyone pause who would consider advancing on their opponent unprepared. In the current meta, a 3000 Def, defense position monster is almost as hard to get rid of as Beelze, but short of 3 annoying cards, D Dragoon lives to create fear.

The Invalidators
There are 3 cards that invalidate D Dragoon’s existence. It’s incredibly frustrating, given the amount of work required to summon him, and without the support of his archetype (which does nothing to support him anyway). Castel, the Sky Blaster Musketeer > Constellar Pleiades > Michael, Lightsworn Arch all just ruin D Dragoon. Castel, because any deck running LV4s can do it flippantly and gain the upper hand simply because so much is dedicated to D Dragoon’s summon. Pleiades is being seen in more decks, so it’s somewhat common, but instantly deadly once it hits the field because it can do it during either turn. There’s essentially no summoning D Dragoon while he’s around, or you have to play the baiting game, or have the wall of pain set-up.

Lightsworns would have nothing on this deck if not for Micheal. You might consider BLS and Chaos Sorcerer just as detrimental, but they’re not. Michael gets to attack after he uses his effect and he’s really just a means to an end as a Lightsworn name for JD. Chaos monsters can be dealt with because they play at D Dragoons pace/speed, Michael’s acceleration of the game state is the problem.

Everything Not Mentioned
…is there for XYZ summoning options/defense.

Do you have a Destiny Hero, or End Dragoon deck or are you working on one?

What have you come to find is worth/not worth using?

Anything from this deck you want to try out or would recommend changing?

I would like to hear your thoughts!


Until Next Time!
– Matt


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