Creating the new age Destiny Board Deck
I don’t know about you, but I was a big fan of the first Yu-Gi-Oh! series. My favorite character was always Bakura; he was a good guy who fought with his inner demons.
Ryo Bakura and Yami Bakura had two things in common; they used Fiend monsters, and they used cards that had great potential to control the opponent’s field.
Change of Heart, which was Bakura’s favorite card, and is banned in the Advanced Format, explained who Bakura was and none of the characters really understood. Bakura was a good guy put into a bad guy’s world. In other words his deck was evil, whereas the deck he would go up against represented good. When he played Change of Heart, he took the good guy away and controlled it for that turn. Bakura’s big bad boy (or girl I dunno), Dark Necrofear was the incarnation of Change of Heart. For when it was destroyed as a monster it took over the body of an opponent’s monster and turned them into an evil slave, which is nearly what Bakura was.
In my opinion the neatest thing about Bakura’s deck was the Destiny Board concept. In the game of Yu Gi Oh there are a multitude of ways to win now; deck your opponent out so that he cannot draw during their Draw Phase, hold all 5 pieces of Exodia in your hand and declare victory, beat past all your opposing obstacles or inflict direct damage until their Life Points reach 0 by the effect of Vennominaga the Deity of Poisonous Snakes or the least favored of all methods: By playing the Trap Card Destiny Board and waiting until 4 of your opponent’s end phases have passed without loosing any of the Spirit Messages or Destiny Board.
Recently I took on this Destiny Board concept as a challenge. I decided that the most fun way of going about doing this would be to keep with the basic design of Bakura’s deck, but by changing it to add what we have in today’s time period. That means keeping to Fiends. This deck has been designed to use Destiny Board when it gets it, but to also cause pressure on the opponent with brute force and controlling tactics. Since the deck itself is going to have 3 copies of Destiny Board (trap) and 2 copies of each Spirit Message (8 spells) this can give us 2 or 3 tries to get FINAL to work. We also need to upgrade the deck from 40 cards to roughly 50 cards. This isn’t a big deal since Destiny Board removes the spells from the deck, and it actually helps to keep you from drawing all the spirit messages. To top it off, it holds off Destiny Board for a little while so your opponent can waste spell and trap removal on bluff cards.
Let’s talk about the cards I’m including in the deck’s build.
Dark Necrofear; This wouldn’t be a Bakura Deck if we didn’t include at least 1 copy of this monstrous creature. By removing from play 3 Fiends from the Graveyard you can bring out this 2200 ATK beatstick. However, the big thing about this monster is that it’s 2800 DEF will allow you to block pretty much anything, and that’s what we want. Then, when the opponent finally does deal with it, it will come back and steal an opposing monster. Neat concept if you want to attack, but the problem with this (and the reason why this card is at 1) is that you will be taking up a Spell and Trap Zone for your FINAL cards. If you have Destiny Board on the field it would be a good idea to tribute the monster right away to get rid of Necrofear. Afterwards you can use cards like Monster Reborn on Necrofear, as long as you removed the three Fiends from play the first time, and you will not be required to removed any more Fiends (unless it is put back in your hand)
Goblin Elite Attack Force; He’s a beatstick, and he’s a Fiend. You can summon him, attack a monster, and then when he’s switched into defense position, play Messenger of Peace and wait until you can attack with him again.
Messenger of Peace; I chose MoP over other cards because unlike most other cards you can actually control when you want to get rid of MoP. So if you have D.Board on the field you can choose not to pay the cost on your turn and have room for Spirit Messages.
Invader of Darkness; A Bakura original, Invader of Darkness prevents pesky cards like Mystical Space Typhoon and Twister from killing your Destiny Board, as well as Enemy Controller from harming your monsters in any way. This is the age of Quick-Plays, and this guy would throw a wrench in your opponent’s plans.
Desert Twister; He’s a Fiend, and he has the ability to destroy a Spell and Trap Card. When I tested this deck it was always hindered by opposing Spells and Trap Cards. Rather than add more spells and traps to this deck I wanted to go with the monster route. However this card needs 2 Wind Monsters and an Earth Monster to be in the Graveyard so that he can remove them to be Special Summoned. We have our Earth Monsters covered with Goblin Elite Attack Force, but what about Wind Monsters?
We’ll be using Slate Warriors to fill that void. Also, Desert Twister itself is a Wind Monster, so I’ll include an extra copy of it, and Diskblade Rider in the side deck, as well as the usual spell and trap removal. Remember, Macro Cosmos Decks and Necrovalley Decks can put a stop to our deck pretty easily. To help get Wind Monsters in the Graveyard, as well as give us the ability to destroy Macro Cosmos, OR Banisher of the Radiance if we need to, I’ll include some Raigeki Breaks in the side deck.
Swarm of Locusts; Bakura used this card and I think it’s safe to use in this deck as well.
Des Feral Imp; Combined with Transmigration Prophecy. If we loose a Spirit Message that we need we can use these guys to reload them back into the deck.
Good Goblin Housekeeping; Don’t forget, Destiny Board can use Spirit Messages from your hand as well… but what good are they in your hand?
Doom Shaman; This guy can bring back the big and bad Invader of Darkness and others. The only downside is that he’s a Gemini Monster, so you don’t usually get the effect right away.
Grave Squirmer; Fiend, and can destroy any 1 card when he’s destroyed in battle and sent to the Graveyard. Less effective Newdoria in the side deck to replace this guy if the opponent uses tramplers.
The rest of the cards are self explanatory. Monster/Spell negation to keep the opponent from destroying your Spirit Messages. Cards like Divine Wrath in the side deck for those decks with monsters who have field devastating effects like Demise.
Final touch: 1 copy of Double Coston for that off chance that we might get it on the field with Invader in hand.
Here’s what I’m toying with right now:
46 Cards in Deck
17 Monsters
Desert Twister
Dark Necrofear
Invader of Darkness
Doom Shaman
Goblin Elite Attack Force
Goblin Elite Attack Force
Goblin Elite Attack Force
Slate Warrior
Slate Warrior
Slate Warrior
Double Coston
Grave Squirmer
Grave Squirmer
Grave Squirmer
Swarm of Locusts
Des Feral Imp
Des Feral Imp
13 Spell cards
Monster Reborn
Premature Burial
Messenger of Peace
Messenger of Peace
Messenger of Peace
Spirit Message "I"
Spirit Message "I"
Spirit Message "N"
Spirit Message -"N"
Spirit Message "A"
Spirit Message -"A"
Spirit Message "L"
Spirit Message "L"
16 Traps
Destiny Board
Destiny Board
Destiny Board
Solemn Judgement
Solemn Judgement
Solemn Judgement
Spell Shield Type-8
Spell Shield Type-8
Spell Shield Type-8
Good Goblin Housekeeping
Good Goblin Housekeeping
Good Goblin Housekeeping
Dark Bribe
Dark Bribe
Dark Bribe
Transmigration Prophecy
As for the side deck:
Side:
Phantom Skyblaster
Desert Twister
Diskblade Rider
Raigeki Break
Raigeki Break
Raigeki Break
Devine Wrath
Devine Wrath
Mystical Space Typhoon
Offerings to the Doomed
Anything else that comes up in your metagame can fit in the rest of the side. I put Offerings to the Doomed in there, it should only be used in extreme cases where the opponent has Jinzo on the field, and you have Destiny Board on the field.
This deck is still a work in progress but this is the rough draft so far. Hope you enjoyed this article.











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