Destiny End Dragoon
A Fusion Summon of this card can only be done with the above Fusion Materials. Once per turn: You can target 1 monster your opponent controls; destroy that target, and if it was face-up, inflict damage to your opponent equal to the ATK it had on the field. You cannot conduct your Battle Phase the turn you activate this effect. Once per turn, during your Standby Phase, if this card is in your GY: You can banish 1 “Destiny HERO” card from your GY; Special Summon this card.
August 8, 2019
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Destiny End Dragoon is our Throwback choice for this week, and a card that has become much better since its release.
Plasma is a monster you’d play in the HERO deck, but not Dogma as much because there wasn’t a constructive way of getting it out. Both are Trade-In bait, but with Fusion Destiny now you can bring out Dragoon using these two while they’re in the deck. Strong stats and a burn ability that can take a huge chunk out of your opponent’s LP. On top of the LP burn, you destroy that monster, a one-sided Ring of Destruction. Battle Phase locked out when you do, but that’s fine. Once you get Dragoon out correctly, as long as you have a Destiny HERO in the grave you can banish to spring this guy out of the grave, giving you a 3000ATK/DEF wall and the same destruction/burn effect each turn. Use Dragoon as Fusion or Link material and activate the Special Summon effect next turn, using it over and over again.
MUCH better and playable now with the new support.
Until Next Time
An old Fusion is this week’s Throwback Thursday. Destiny End Dragoon is a Level 10 Dark Warrior-type Fusion Monster with 3000 Atk and 3000 Def. Worthwhile stats on a great monster for the theme. However, the requirements are specifically and only Destiny Hero – Plasma and Destiny Hero – Dogma. No Fusion substitutes are allowed, but this can be Special Summoned by other ways, including its own effect. The first effect kicks your Battle Phase to the curb in favor of destroying one of your opponent’s targeted monsters. If it was face-up you get to do direct damage equal to that monster’s attack on the field. In theory, you could increase their monster to create an OTK situation. Or Summon multiple Destiny End Dragoon and clear their board since there is no hard once per turn clause. The second effect allows you to Special Summon D.E.D. from the grave during the Standby Phase if you banish a Destiny Hero monster first. Considering the somewhat bricky nature of the required materials investment, it’s nice to have the option to bring this back potentially every turn. If you feel like running 1 of both and hoping you don’t draw them, then this card could fit in your Extra Deck. The effect is worth it and the stats are great. This also looks truly menacing.
Score: 3.75/5 Art: 5/5
Back in the GX era, I was thinking at one point that Destiny HEROs would never get a Fusion, but Season 4 of the show finally gave us Destiny End Dragoon.
Dragoon is a Level 10 DARK Warrior Fusion with 3000 ATK and DEF. Stats are great, always appreciate anything 3000 and beyond, DARK and Warrior are also great even though this could pass off as a Dragon, but that would make for some bad synergy. The Fusion Materials are specifically Destiny HERO – Plasma and Destiny HERO – Dogma because this is a Fusion from the GX era. Plasma is still pretty good to this day, even when you draw it because it’s a good monster to have on board since it absorbs a monster to gain better ATK and negates your opponent’s monster effects. Dogma on the other hand would be much harder to summon than Plasma since it needs specifically Destiny HEROs to be tributed while Plasma only needed one, and all Dogma does is half your opponent’s LP after a turn and be a big inherent body. Either way, both are worth running if you want to run this. A Fusion Summon can only be done with the above materials, meaning no King of the Swamp, you must run Dogma. Once per turn, you can target a monster your opponent controls and destroy it, then inflict damage to your opponent equal to the monster’s ATK if said monster was face-up, but you can’t attack for the rest of the turn. For the time, this wasn’t half bad and it doesn’t age too badly. It gets rid of a monster that might otherwise be a pain for you to get rid of and it deals burn damage if said monster was face-up, which is likely is because setting is less common in the modern format. The Battle Phase loss is the worst part about that, but it isn’t the end of the world as long as you are keeping yourself in a winning situation. Once per turn, during your Standby Phase, if this card is in the graveyard, you can banish a Destiny HERO to revive this from the graveyard. Fusion Destiny or Polymerization will put Plasma and Dogma into the grave for you already, so that’s two times this can be revived, which is nice especially when Fusion Destiny destroys this guy. A big body that keeps coming back is great to have, and nothing is a hard once per turn here because this came out in 2008 when that restriction was seldom. Destiny End Dragoon isn’t bad at all still, and if you want to play it, then throwing in a Plasma and Dogma won’t hurt, especially Plasma and especially if you’re already going above 40 cards.
Advanced Rating: 3.75/5
Art: 5/5 A Fusion of Plasma and Dogma better look terrifying.
I was hoping this would be Plasma or Dogma, but we get the Fusion of the two for Throwback Thursday, Destiny End Dragoon. One prior review, a lifetime ago, back in 2008 (link here) https://www.pojo.com/yu-gi-oh/COTD/2008/May/7.shtml is all this card has seen. So, Level 10, Dark, Warrior, and I already gave you the Fusion Material, as well as 3000 attack (and defense).
Fusion Summon of Dragoon has to be done with the required Material, which is never a good thing to see. Once a turn, D.E.D. (ded…dead…get it, Alex made a pun!) lets you destroy an opponent’s Monster and inflict Damage to them equal to that Monster’s attack. That’s such a delicious effect. Any Monster, any position, no questions asked, and likely lots of Damage attached to it (while hiding behind his 3000 attack).
This negates your ability to conduct your Battle Phase, but if you’re burning your opponent that turn for say 2000-3000 Damage, I’d say that’s worthwhile. Your opponent also could have cards or effects to negate/destroy during the Battle Phase, but not this destruction effect, so it can be safer, as well. Oh, and finally, despite the restrictions in Fusion Summoning, a revival is insanely easy.
Removing one Destiny Hero from play can revive D.E.D. from the Graveyard. This guy needs protection, and you’re kinda (in my Bender voice) boned if it gets removed from play, given that revival effect. Still a great and very powerful boss Monster to bring out though for a Destiny Hero player, even after all these years. Dogma and Plasma can be tricky to play and get out, but this guy IS worth it.
Art: This is fantastic. The Fusion of Dogma and Plasma here is just horrifying. That guy means business, and in the words of Joey Wheeler ‘I’d hate to run into that thing in a dark alley’ 5/5
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