Destiny End Dragoon (2008)
When Light of Destruction was released Destiny Heroes finally got their first fusion monster that isn't even technically a Destiny Hero, Destiny End Dragoon. Before then, most fusion monsters couldn't really protect themselves much so Destiny End Dragoon stood out as a 3000 beater than can keep reviving from the grave as long as you have a Destiny Hero to remove from play. It isn't fully invincible, but it is still an excellent card and a worthy boss monster to build a deck around. Paired up with some great cards from Phantom Darkness and the D Hero engine of course, you can build a turbo fusion deck that can prove effective against some of the best decks of 2008.






















































































Notes and strategy: A lot of the cards in this deck including Destiny End Dragoon will tamper with the dark monsters in your graveyard so including Dark Armed Dragon here is almost a no brainer. You will find plenty of opportunities to summon it and alongside Destiny End Dragoon will greatly aid you in pushing for an OTK. Removing it with Allure of Darkness is also there if you open with it and have no other plays. Plasma and Dogma are the needed materials to fusion summon Dragoon but it is possible to summon them with the right cards so keep that in mind. If you are to go to that length Plasma is the more worthwhile one of the two as negating all of your opponent's monster effects can be game winning, especially if you have Royal Decree shutting down traps too. Just make sure you can steal a monster when you summon him as well.
If you don't know, you cannot actually use the King of Swamp as a material substitude here but we still need this card to grab Polymerization as quickly as possible. As a monster it's usually a better choice than Fusion Sage; you can set it for defence or just normal summon it as the last tribute needed to special summon Dogma or Plasma.
Armageddon Knight can do the standard job of helping you summon DAD or sending Disc Commander to the grave to revive but he actually functions as an important searcher believe it or not. You can send the missing fusion material you need and grab it from the grave using The Warrior Returning Alive. This type of play is also nice when you have a Destiny Draw in hand and no D Hero to discard. The best use of it however is to recycle our one and important Elemental Hero Stratos. You don't normal summon a lot in this deck, partly because you don't really have many monsters to normal summon. This makes recycling Stratos even sweeter and why it also doesn't hurt us to spend a normal summon on Armageddon Knight too.
May 2008 Format
As a turbo fusion deck you can run into the issue of running out cards quickly and while Fusion Recovery helps it may not be enough to save you in some cases. Destiny End Dragoon's biggest fear would most definitely have to be Bottomless Trap Hole or even a Caius summon. If you spend all the cards needed to fusion summon him and then he gets removed so easily then it's likely a game over already. Our spell and trap removal cards and Royal Decree can help deal with Bottomless but if you're opponent can summon Caius you will more than likely have no way to defend Dragoon. Another big issue with the way I have this deck build is that you can open the cards and go turbo right away or you can open with a lot of spells you can't use and just keep passing turns. Ultimately, no matter what type of direction you go with this deck you'll run into some kind of consistency issues as it's a fusion deck from 2008 after all and not Shaddolls from 2015.
Well, that's it for this sweet deck from a peak yugioh era. Hopefully you find it as cool as I do. Try it out for yourself and enjoy!