So i'm in the mood for Heroes right now. I'm actually a big fan of classical comic book heroes and such so the archetype does appeal to me, although I do hate some of their designs, as they're just roided out and have no effort put into them. But, they still have a fun play style and give me a lot of nostalgia. This is a more "protect the castle" type build centered around Dark Law, where you want to go first, summon out Dark Law, and protect him for as long as possible. Fun fact: Me and Toon are eldritch horrors from beyond the comprehension of time and space.
Update: Added in the Xtra Heroes and replaced Diamond Dude with E-Call.
Deck guide
2x Plasma- Plasma is a fairly strong card to end off with, although it can be a bit situational due to requiring 3 monsters to summon. Though, it is worth it, as he is a Skill Drain on legs and can grow to be a big beater if you're going second, making Plasma a solid card to use for end boards.
2x Malicious- the most we can run as of now, Malicious is a great card for swarming the field. There's a good amount of cards in the deck that dump Heroes to grave, like Faris, so you can easily dump a Malicious and then banish it to get out another Malicious for more fodder. Additionally, Malicious is a D-hero, giving it synergy with Fusion Destiny since that makes it even easier to dump into the grave and plus off of it. It's also a great target for Mask Change.
3x Diamond Dude- One of the older D-heroes, Diamond Dude is a fairly solid (see what I did there?) card. While he is slow, he can still set up your grave and gives you a spell effect to activate at any time on your next turn, which is fantastic. He's a bit slow for the current game though, so depending on your build you might want to cut down on the Diamond Dudes.
3x Honest Neos- Honest Neos helps a lot with the "protect the castle" style of the deck. The main flaw of Dark Law is that he has low attack, which makes it a bit annoying to use him. Honest Neos makes up for that, as whenever your opponent tries to attack him or anything, you can boost Dark Law's attack to avoid him being destroyed.
3x Solid Soldier- Solid Soldier helps a lot with field swarming, as on summon, he specials out another Hero to the field, which can activate their effects (namely Dark Mist) and, when sent to grave when used for a fusion, it specials out another monster from grave, allowing for great resource reccursion.
3x Shadow Mist- Shadow Mist searches out the key cards of the deck, Mask Change, on special summon. That clause makes it a bit annoying to use, but it's still fine because it can be used off of cards like Solid Soldier to search. And when sent to the grave, it adds a Hero to hand. You can only use one of these effects per turn, but it's still solid, as that makes it a great target for either Solid Soldier, Faris, or a fusion spell.
3x Stratos- On summon, Stratos searches out a majority of the deck, which is a fantastic effect, as it fills the gaps in your hand for more plays. It can also remove backrow, but the searching is much better than the backrow removal.
3x Faris- Faris fills up the grave with Heroes that you want in the grave, like Malicious, to easily swarm the field and get more board presence. It also allows you to load up your backrow with more Vision heroes, for more effects.
3x Vyon- Vyon sets up your grave for more plays, likely Malicious for more field presense and fodder for fusions and Dark Law. Vyon has another effect to banish a Hero from grave to search Poly, but this deck doesn't run regular Poly in favor of of archetypal fusion spells.
1x Increase- Increase is a nice card to have in the grave, to discourage the opponent from attacking until they manage to get it away. Increase is better off getting from the deck by the effect of Varis, though, as it allows you to tribute Faris and get itself onto the field. On summon, it specials another Hero from deck, for more field presence and swarming.
3x Ash- Ash is a staple a hand trap in basically any modern deck deck, as it cripples tons of combos and strategies and can entirely end them, as most modern decks rely on searching.
3x Fusion Destiny- One of the deck's main fusion spells, it's used to turbo out the Destiny Heroes since it uses materials from the deck, which is great to get them out as fast as possible. Although it does destroy them, it's slow to destroy them and you can quickly close off the game in that time as long as you get a high attack monster.
3x Mask Change- Mask Change is another one of the deck's key cards, that you want to get as fast as possible, whether it be drawing into it from your starting hand or searching it off of Mist. Mask Change allows you to turbo into Dark Law for the control and "protect the castle" focus, or another one of the Masked Heroes depending on what attribute you have out.
2x Mask Change II- Mask Change II is basically the overcomplicated back up Mask Change, which we use in case we're out of Mask Changes or if we need extra extra copies of it.
3x Desires- Desires is the deck's main draw spell, as it's a more balanced Pot of Greed to draw 2 and banisht he top 10. While banishing the top 10 sucks and you run the risk of banishing some important cards, it's easy to use Desires after your search plays or to simply risk it.
Extra Deck
2x Dystopia- Dystopia is another target for Fusion Destiny, as it gives you some burn damage on the opponent (which can be large depending on your graveyard setup), and when you boost it with Honest Neos, you get a simple but helpful pop, which it becomes a 28k beater afterwards.
2x Dangerous- Dangerous allows you to load up the grave with tons of Destiny Heroes, and boost to a much higher leveled attack for a big beater and get some graveyard setup.
1x Dominance- Dominance is a big 29k beater, who can alter the opponent's deck to top deck something useless at the time and **** with their plays. It also gives you draw power on monster destruction, and on destruction, brings back basically allt he monsters you used for it's fusion, so it can bring more fodder for even more fusions.
1x Dusktopia- Dusktopia is a bit hard to get out normally, but is A) Compeltely worth it, and B) Fusion Destiny makes it so much easier to get out than it would normally be. On summon, it allows you to fusion summon another Fusion, helping to swarm the field with big monsters. Aditionally, it can give protection to your other monsters, although your opponent takes no damage from it, which is a pain. Dusktopia is also a 3k beater.
3x Dark Law- Dark Law is the deck's main boss monster, and the only fusion monster at 3. Dark Law banishes all cards sent to the grave, which can cripple nearly all modern strategies, as nearly all of them rely on the graveyard for plays. Aditionally, when your opponent searches a card, it banishes a card from your opponent's hand at random, also crippling their hand. You mainly want to protect Dark Law due to his low attack, mainly using Honest Neos to avoid him being destroyed if your opponent even gets close to that.
1x Blast- Blast is a good target for Mask Change on Stratos, and can cripple a big beater so you can properly beat over it. Aditionally, you can pay a small amount of life points in order to bounce back backrow, crippling decks like Altergeist.
1x Koga- Koga is a target for cards like Honest Neos,and was originally a target for Adjusted Gold, but I cut Adjusted Gold. Koga, similar to purgatrio, grows to be a big beater against swarm decks and punishes decks like D-link that build huge boards. Aditionally, it can cripple the attack of some monsters by banishing a hero from grave to beat over problem monsters.
1x Dian- Dian is a target for cards like Solid Soldier, and at a nice 28k attack, it can beat over lots of stuff. When it does, it can special a level 4 or lower Hero from deck, allowing you to extend your plays into main phase 2.
1x Anki- Anki is basically a more aggresive alternative for Dark Law, in mid to late game when you need to finish off the game. Anki has a solid attack, meaning it can beat over monsters easily to search out a Mask Change when it destroys them, and can also attack directly with halved attack in case you need a small amount of damage to finish the game. Dark Law is superior to Anki though, and is priority.
1x Divine Wind- Divine Wind is a psuedo attack lock on some swarm decks, and gives you draw power when it destroys monsters by battle. Not much more to say here.
Playing guide
The deck's main goal is to turbo out Fusions, namely Dark Law, but it can also get out some more fusions alongside Dark Law to build up damage and board presence to pressure the opponent, alongside Dark Law's powerful control effects. To achieve this, you want to go through some usual combos; your normal summon will usually be Stratos or Solid, to search or gain field presense. If you do Solid, you want to special out Mist to get out one of the most important cards in the deck, Mask Change. Afterwards, you can use Special Summoning cards like Faris to build up more board presence and fodder for fusions, and load up the grave for Malicious plays. Then once you have all the monsters you can get out onto the field, you want to play Destiny Fusion, Mask Change, etc to go into your large fusions and build the strong board. Note you'll be going first for this. Then you just play the grind game and once your opponent can't do ****, you close them off quickly.