Destiny HERO - Drawhand
Destiny HERO – Drawhand

Destiny HERO – Drawhand
– #DANE-EN009

If this card is Special Summoned by the effect of a “HERO” monster: You can make each player draw 1 card. During the next Standby Phase after this card was sent to the GY: You can Special Summon this card from your GY, but banish it when it leaves the field. You can only use each effect of “Destiny HERO – Drawhand” once per turn.


Date Reviewed: August 5, 2019

Rating: 3.58

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

WarlockBlitz's Avatar

This makes me miss Rhongomyniad. Destiny Hero – Drawhand is a Level 4 Dark Warrior-type monster with 1600 Atk and 800 Def. The reason I miss Rhongo is because Level 4 Dark Warriors really fit into decks that could have summoned him. Anyway, 1600 Atk is just good enough for Level 4. Stats are overall highly searchable and have a lot of utility with other cards. A Hero Lives should not be used on this because Drawhand only gets his draw effect from being summoned by a Hero monster. That first effect lets each player draw a card if he is Special Summoned by the effect of a Hero monster. The second effect lets Drawhand revive himself during the next standby phase after being sent to the grave (from anywhere.) He does have to banish himself upon leaving the field after that. I do like that the second effect will trigger the first since Destiny Hero – Drawhand is himself a Hero monster using an effect to Summon himself. I don’t like the effects being hard once per turns and giving your opponent a draw seems unnecessary. Drawing is good, but with Allure and Destiny Draw, Drawhand might not be all that necessary. Run 1 or 2 because he looks cool. Happy Monday!

Score: 3.5/5     Art: 4.5/5

Crunch$G Avatar

When in doubt, expect new HERO support, with this wave adding on to the large list of Destiny HERO support cards, so this week we’ll discuss the new Destiny HERO cards starting with Destiny HERO – Drawhand.

Drawhand is a Level 4 DARK Warrior with 1600 ATK and 800 DEF. Stats are ok, but I do give DARK Warrior an approval for support like Isolde, RotA, and Allure and this being a Destiny HERO adds Destiny Draw as well. If this card is Special Summoned by the effect of a HERO monster, you can let both player’s draw a card. I mean, you got several options with HEROs to trigger this effect, that isn’t the problem, and you drawing cards is always good, just it stings you have to let your opponent draw as well, but I guess they really feared another Disk Commander situation here for some reason. I mean, giving your opponent one draw isn’t the worst thing in the world, besides you’re gaining advantage at that moment as well, just hope they don’t draw a hand trap. During the next Standby Phase after this card was sent to the graveyard, you can revive it from the graveyard, but banish it when it leaves the field. Sure, it’s another free body on board for you to make plays with Mask Change, Links, Fusions, or whatnot and it’ll trigger his own draw effect, which is a plus when a monster has two effects that synergize very well with each other, so maybe that’s why the opponent draws as well. Each effect of Drawhand is a hard once per turn to the shock of absolutely nobody, and that’s fine. Drawhand is a decent Destiny HERO, I’d say one or two is fine if your deck isn’t getting too clogged up with other cards already.

Advanced Rating: 3.75/5

Art: 3.5/5 Love a good ol finger gun.

Dark Paladin's Avatar

Hereos eh?  I can get down with some Destiny Heroes.  Destiny HERO-Drawhand kicks things off this week.  Dark, Level 4, Warrior, a rather bland 1600 attack and 800 defense. A Special Summon of this card via a Hero Monster lets you have each player Draw a card.  Extra cards = good, and while we aren’t generally fond of giving the opponent cards, it’s only ONE card, and there’s countless ways for Heroes to bring other Heroes to the Field.  

He can return to the Field, the following Standby Phase after having left the Field, so long as Drawhand was sent to your Graveyard.  He is removed from play if he leaves the Field after this, regardless as to how that happened.  The revival is good and simple enough, and having him removed after the fact (assuming it does leave the Field) isn’t an issue to me either.  

Each effect here is, naturally, once per turn.  There’s definitely lots of balance in this card.  Nothing here is broken, nor will it generate you any insane advantage.  The removal aspect attached is equally balanced, keeping this card fair.  It’s a good card, one worth playing if you have the space, but I don’t see you losing anything if you’re not using it.

Rating:  3.5/5

Art:  The blast here is cool, with the D, but this guy looks strikingly similar to Destiny Hero-Double Dude.  4/5

KoL's Avatar
King of

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