So I've decided to cut some cards on this HERO build and add infinite impermanence to adjust in the meta game. The reason for that is because of thunder dragon, just by putting thunder dragon colossus in the field will be a nightmare for HERO users. I removed Destiny HERO - Celestial and Triple Tactics Talent, the reason for that it's because most of the time i can't use their effect. I've also cut Fusion Destiny to 2 since I removed Celestial, I can now only use 1 Fusion Destiny once per game due to the lack of material. With those adjustments, my HERO deck will now be more consistent and will have an additional negation. I've also made some changes in the side deck since some of the previous cards in it are not as effective as I have imagined.
SIDE DECK EXPLANATION
Nibiru, The Primal Being - I only run 1 copy of it since it's just a target for Crossout Designator.
Dinowrestler Pankratops - A handy card to pop one of my opponent's card .
Artifact Lancea - Good against deck that needs to banish cards. Decks like Thunder Dragon, Phantom Knights, etc.
Droll & Lock Bird - If you think ash blossom is not enough to stop your opponent's combo, use this card instead.
Mask Change - The last mask change is in the side deck because this build is for blind going 2nd. I know mask change is a good card but it can be a brick if I run 3 copies of it in the main deck while my goal is to break my opponent's board.
Crossout Designator - I was wrong about this card, this card is my savior against Nibiru, Maxx C, etc.
Vanity's Emptiness - A self explanatory card.
Anti-Spell Fragrance - It's like a nerfed Imperial Order.
Imperial Order - Another self explanatory card.
Red Reboot - Once again a self explanatory card.
REMINDERS
Even if your opponent's end board going 1st will have multiple negates/disruption, don't be afraid to still go 2nd because this deck has more cards of break boarding compared and handtraps compared to it's control cards.
Always use a card effect first before chaining Forbidden Droplet, it will help you save resources since you can send the activated card on the field to the GY and it will still resolve normally.
Always think of the possible situation if your opponent negates a certain card that you'll use, think of a fallback option so that you will still put on a board.
If you think your opponent runs PSY-Framegear Gamma in their main deck, as much as possible don't use a monster handtrap when they don't control a monster since you'll just get baited.
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