Another list based on one of Metricz's videos, with my own edits to customize the deck to better fit my own playstyle.
It's a mostly-pure Destiny Hero list making use of the new cards from Beyond the Brave, sporting 14 1-card starters (several of which work as extenders), 17 non-engine, and a very complete Super Poly package (including a searcher for it!). Has a small Masked Hero list just to support the board a bit more, since Destiny Hero has only so many good names (I hate running Malicious).
Usual endboard is:
Destro-Dogma, burns for 2k and makes a DPE when the opponent activates something
Dark Law, a Macro Cosmos and handloop on legs
Dusktopia, he's really just there by happenstance but he can actually protect Dark Law or others from many potential outs
Contrast HERO Chaos, negates a face-up card which is necessary to have in a board-breaker meta. Also doesn't have to directly chain to the card he's negating, so sometimes you can flip a Super Poly or TFTV in response to a Droplet or DRNM and then chain Contrast to negate it
Dreadnought Servant, spins a card when a big Destiny Hero gets summoned, like the DPE summoned off of Destro-Dogma
DPE, pops a card on each field every turn (usually including himself) and can revive himself after being destroyed
Dystopia sometimes gets summoned too, usually instead of Dark Law/Contrast if we can't pivot into the Masked HERO engine
Doom Overlord in hand for followup
The two main edits are the inclusion of Denier, as well as the Dystopia in the extra deck. While his list cuts Denier due to it being a brick in the hand, in my testing I've found that it's just a bit too good for the sake of playing through disruption to cut in my opinion.
It guarantees that even if you have just a Doom Overlord and nothing else, you can end on Dark Law on through 1 handtrap. It also allows Dark City to be a 1-card combo (granted, into a slightly worse board than the other main starters, but this makes the deck a lot more consistent).
Generally, having a Denier as a backup makes handtraps sting a lot less, since he basically guarantees that we'll be able to make it to Cross Crusader and get the ball rolling once he's in the graveyard (also helps the deck's grind game by recycling from the banished zone).
As for Dystopia, he's a bit more niche. In this case, he gives a bit more bite to the Dark City 1-card combos. We already have a spare copy of Dark City from the combo itself, and we can't summon Contrast off of Dusktopia's effect since the combo doesn't allow for the Dusk Crow search. However, we can make Dystopia, and the spare Dark City combined with DPE will allow Dystopia to pop a card each turn, further bolstering the endboard.