Destiny HERO - Plasma
Destiny HERO – Plasma

Destiny HERO – Plasma – #CT04-EN003

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters. Negate the effects of face-up monsters while your opponent controls them. Once per turn: You can target 1 monster your opponent controls; equip that target to this card (max. 1). Gains ATK equal to half the original ATK of the monster equipped to it by this effect.

Date Reviewed:  January 13th, 2022

Rating: 4.00

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

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

Destiny HERO – Plasma is the Throwback Thursday choice of the week and one many have been using in the degenerate Fusion Destiny/Phoenix Enforcer plays in the OCG and now the TCG…though Fusion Destiny is now banned over there.

Easiest way back in the day to summon Plasma was to Scapegoat at your End Phase and then tribute three tokens for him, and that still can happen today. Him not being able to be Normal Summoned/Set doesn’t hurt him at all. Three monsters is pretty costly, even in a format where you can spam the board with ease in most decks. For three monsters for one monster not from the Extra Deck it better be good, and Plasma is. Full board monster negation for your opponent hurts them considerably, even with Plasma initially having only 1900ATK. The target and equip effect is a great way to remove a monster from the field without triggering anything…not that it could with Plasma on the field. Plasma is going to get his absorption effect off unless he himself is negated/destroyed. Gaining half the absorbed monster’s ATK boosts him up at least 500ATK you’d think so while the ATK is still far less than what you’d like to see a three-cost monster have, it is that negation ability that is king here. Can’t protect himself with the absorbed monster like Relinquished can but if Plasma is destroyed or turned face-down when activating its effect, that effect will still happen and the monster targeted goes to the grave, awesome. Not that anyone is playing Book of Moon or Ring of Destruction anymore, but it is worth noting.

While it has come back to the meta because of Phoenix Enforcer, Plasma has always held a status as a great monster, even outside of the Destiny HERO archetype. It can be Allure or Trade-In fodder and can get onto the field with decent ease. The negation power it brings and then the absorption ability eliminate on-field threats and can spot remove boss monsters. Still a great card even in 2022.

Advanced-4/5     Art-4/5

Until Next Time

Crunch$G Avatar

Throwback Thursday brings us to one of the classic Destiny HERO boss monsters: Destiny HERO – Plasma.

Plasma is a Level 8 DARK Warrior with 1900 ATK and 600 DEF. Not great stats for a Level 8, but DARK Warrior is again a great combo. It cannot be Normal Summoned or Set, and must be Special Summoned by tributing any 3 monsters. It’s a costly summon, but the effects do make it worth it. First effect negates the effects of all face-upu monsters the opponent controls, which is super strong being a one-sided Skill Drain when Skill Drain itself is at 1. Second effect lets you target a monster the opponent controls and equips it to this monster to give this monster half the ATK of the equipped monster, but you can only have 1 monster equipped to this. Nice way to ensure this gets some actual stats on this to boost that paltry 1900 ATK. You of course get around any targeting protection due to the effect negation this offers. Plasma is still a strong card to this day, even with the downsides of the ATK and summoning requirement, just due to the strong negation effect on a monster you could easily get above that 1900 stat. Great card for HEROs to run still.

Advanced Rating: 4/5

Art: 4.5/5 for the original art and 5/5 for the alternate art

Dark Paladin's Avatar

Mmm…despite not being a big Hero fan, I always loved Plasma, so I’m happy to see it here for Throwback Thursday.  Plasma is a beefy, fun card, being Level 8, Dark/Warrior, and initially only having 1900 attack (that 600 defense makes me want to vomit but I digress).  No Normal Summon/Set is a bad thing, and only being able to be Special Summoned by Tributing 3 Monsters is worse (even if Heroes love to and are great at spamming and flooding the board, it still stinks).  But powerful cards (sometimes) need these stipulations.  Note, that your 3 Tributes don’t have to involve Heroes, so this could be used outside of Heroes, though you don’t get any Support or anything with it if you’re generically splashing it somewhere.  Once a Turn, you can Target an opponent’s Monster and Equip it to this, and then Plasma gains attack equal to half that Monster.  At 1900, it needs it, and even just a 2000 attacker is bumping this guy up to 2900.  But the joy is being able to steal those Monsters.  Yes, you can only have 1 Equipped at a time, but absorbing something big you couldn’t get over, or an Extra Deck Monster, that can really disrupt your opponent and turn things in your favor.  It’s still a great choice in varying D-Hero/Hero builds.

Rating:  3.75/5

Art:  5/5 for the art shown, this is actually a bit of an improvement over the original, and that’s awesome too.  He looks more evil here, and the plasma is better displayed in this art as well.

Mighty Vee

Throwback Thursday brings perhaps one of the more well-aged monsters from the GX era, Destiny HERO – Plasma. It’s a level 8 DARK warrior and, like yesterday’s Destiny HERO – Denier, enjoys most of the perks of being a HERO, though it also has the added benefit of being specifically searched by the spell D- Force. It can’t be normal summoned or set, instead you’ll have to special summon it by tributing any three monsters, which isn’t too difficult nowadays but is still quite the drain on resources (though it is trivial in HERO decks). 1900 attack is very low for a level 8, but there’s more to Plasma than its attack stat. 600 defense is also absurdly low but usually won’t be relevant, though at one point people considered searching it with Cupid Pitch.

While on the field, Plasma is a one-sided Skill Drain, negating the effects of all of your opponent’s monsters. Despite being such an old card, this effect is still incredibly powerful today; Skill Drain itself being limited should put that into perspective, and it affects both players! On top of that, once per turn you can target an equip an opponent’s monster to Plasma, gaining half of its original attack to make up for its paltry 1900 attack, though you only have a maximum of 1 equip so you’ll have to destroy said equip yourself if you want to equip a different monster.. Plasma’s main weakness is it’s utterly unprotected, even lacking the classic “you can destroy a card equipped to this card” bit such monsters usually have, being helpless against backrow techs like Lightning Storm and Dark Ruler No More. While relatively rare, any deck that can summon a relatively powerful monster without monster effects can also get rid of Plasma. Still, Plasma is an excellent boss monster for HERO decks and has even seen success being used as the high-level fusion material for Destroyer Phoenix Enforcer in decks that can easily field 3 or more monsters (like Drytron), so evidently it has withstood the test of time better than other old-school boss monsters.

Advanced: 4.25/5

Art: 4/5 (Original Art) Normally not a huge fan of profile poses, but the lack of symmetry on Plasma makes it look really good here.

4.5/5 (Alternate Art) Now this is a nasty pose, and I personally prefer the fleshy red background over the generic electricity in the other art; it’s a neat nod towards the OCG name, Bloo-D.

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