Masked Heroes

Deck by aBoxofTim
Deck Overview
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Deck Skill
Character Skill
This turn, the ATK of all face-up monsters on your field increases by the number of monsters of Level 5 or higher on your field times 300. This skill can only be used once per turn.
This turn, the ATK of all face-up monsters on your field increases by the number of monsters of Level 5 or higher on your field times 300. This skill can only be used once per turn.
Can be used each time your Life Points decrease by 1000. Return 1 card in your hand to your Deck and draw another. This skill can only be used once per turn and twice per Duel.
Deck Build
3 14 8 0
Monsters: 15
Spells: 9
Traps: 1
Monster Card
Card Rarity Quantity
Destiny HERO - Decider
ATK: 1600 DEF: 1000

Level 6 or higher monsters your opponent controls cannot target this card for attacks. You can only use each of the following effects of "Destiny HERO - Decider" once per Duel.
● If this card is Normal or Special Summoned: You can add 1 "HERO" monster from your Graveyard to your hand during the End Phase of this turn.
● During either player's turn, when a card or effect is activated that would inflict damage to you, while this card is in your Graveyard: Return this card to your hand, and if you do, make that effect damage to you 0.

SR 2
Destiny HERO - Malicious
ATK: 800 DEF: 800

You can banish this card from your Graveyard; Special Summon 1 "Destiny HERO - Malicious" from your Deck.

SR 2
Vision HERO - Vyon
Vision HERO - Vyon
Vision HERO - Vyon
ATK: 1000 DEF: 1200

If this card is Normal or Special Summoned: You can send 1 "HERO" monster from your Deck to the Graveyard. You can only use this effect of "Vision HERO Vyon" once per turn. Once per turn: You can banish 1 "HERO" monster from your Graveyard; add 1 "Polymerization" from your Deck to your hand.

R 3
Destiny HERO - Celestial
Destiny HERO - Celestial
Destiny HERO - Celestial
ATK: 1600 DEF: 1400

When this card declares an attack: You can target 1 face-up Spell Card your opponent controls; destroy it, and if you do, inflict 500 damage to your opponent. If you have no cards in your hand, except the turn this card was sent to the Graveyard: You can banish this card and 1 "Destiny HERO" monster from your Graveyard; draw 2 cards. You can only use this effect of "Destiny HERO - Celestial" once per turn.

R 2
Destiny HERO - Dreamer
Destiny HERO - Dreamer
Destiny HERO - Dreamer
ATK: 0 DEF: 600

During damage calculation, if your "Destiny HERO" monster battles and this card is in your GY: You can Special Summon this card, make that monster unable to be destroyed by that battle, and if you do, you take no battle damage from that battle. If Summoned this way, banish this card when it leaves the field. You can only use this effect of "Destiny HERO - Dreamer" once per turn.

R 1
Spell Card
Card Rarity Quantity
Mask Change

Target 1 "HERO" monster you control; send it to the Graveyard, also, after that, if it left the field by this effect, Special Summon 1 "Masked HERO" monster from your Extra Deck with the same Attribute that the sent monster had when it was on the field (its original Attribute, if face-down).

SR 3
Hey, Trunade!
Hey, Trunade!
Hey, Trunade!

Return all Set Spells and Traps on the field to the hand.

SR 2
Forbidden Chalice
Forbidden Chalice
Forbidden Chalice

Target 1 face-up monster on the field; until the end of this turn, that target gains 400 ATK, but its effects are negated.

SR 2
Destiny Draw

Discard 1 "Destiny HERO" card; draw 2 cards.

SR 1
Polymerization (alt)
Polymerization (alt)
Polymerization (alt)

Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.

SR 1
Trap Card
Card Rarity Quantity
Treacherous Trap Hole

If you have no Trap Cards in your Graveyard: Target 2 monsters on the field; destroy those targets.

SR 1
Extra Deck
Monster Card
Card Rarity Quantity
Masked HERO Anki
ATK: 2800 DEF: 1200

Must be Special Summoned with "Mask Change" and cannot be Special Summoned by other ways. This card can attack your opponent directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can add 1 "Change" Quick-Play Spell Card from your Deck to your hand. You can only use this effect of "Masked HERO Anki" once per turn.

UR 3
Vision HERO Trinity
Vision HERO Trinity
Vision HERO Trinity
ATK: 2500 DEF: 2000

3 "HERO" monsters
During the turn this card was Fusion Summoned, its ATK is double its original ATK. This Fusion Summoned card can attack 3 times during each Battle Phase. This card cannot attack your opponent directly.

R 1
Destiny HERO - Dangerous
Destiny HERO - Dangerous
Destiny HERO - Dangerous
ATK: 2000 DEF: 2600

1 "Destiny HERO" monster + 1 DARK Effect Monster
During either player's turn: You can discard 1 card; send 1 "Destiny HERO" monster from your hand or Deck to the Graveyard, and if you do, all "Destiny HERO" monsters you currently control gain 200 ATK for each "Destiny HERO" monster currently in your Graveyard, until the end of this turn. You can only use this effect of "Destiny HERO - Dangerous" once per turn.

R 1
Draw Simulator
Packs to pull to build this deck
Deck Strengths
  • Masked Heroes are one of the fastest and most powerful decks on the ladder, pumping out bosses and deck thinning at an incredible rate. 

  • Unparalleled deck thinning and draw power, which allows them to see their tech cards more often. 

  • Often OTKs frail decks such as the mirror match or Fur Hire, letting them play quick games on ladder. 

  • Fuse Trinity when your opponent has a loaded frontline, can OTK through sheer power.

  • Using Chalice during Anki's direct attack will negate his reduced battle damage; a 3200 direct attack will take most players by surprise. 

Mask Change is incredibly flexible, it can: 

  • dodge targeting effects such as Donpa, Treacherous Trap Hole, Offerings to the Doomed, and Paleozoic Canadia/Floodgate Trap Hole. 
  • be used during the battle phase for incredible damage.
  • turn weak monsters such as Malicious or Dreamer into boss Anki. 

Vyon Milling:

  • If you don't have Poly: mill another Vyon to search Poly (Vyon isn't a Destiny Hero monster, so it's ideal to remove extra copies from deck).
  • If you have Poly / Mask Change: mill Malicious to swarm for fodder. Sometimes mill Celestial or Dreamer to set up a draw/protection. 
  • Vyon is a flexible engine starter that can set up important Dangerous or Malicious plays. 

Use Dangerous' quick effect to:

  • mill Dreamer to protect a Destiny Hero + swarm
  • mill Celestial during your opponent's turn so the +2 is active come your turn
Deck Weaknesses
  • Cannot dodge Geargianchor's effect or Spellbook of Fate (nontargeting) with Mask Change.
  • Amazons' banishing make Celestial +2'ing difficult, Onslaught in general makes it very difficult for Masked Heroes to push through their defenses. 
  • Trinity is your only option against full powered Archfiends; Invader of Darkness prevents Mask Change / ECon plays entirely.
  • Backrow such as Canadia or ECon open Anki up for easy counterattacks.
  • Lacks protection, so decks like Fur Hire can counter OTK before Masked Heroes can. 
Deck Summary

Valiant Souls comes with another addition to the OTK meta with Anki taking center stage. Whether its milling, swarming, Double Mask Changing, or Trinity wiping, Masked Heroes slow down for no matchup.

The Quick-Play nature of Mask Change enables greater play flexibility, be it dodging targeted effects or activating from the hand during your Battle Phase. That in tandem with a +2 Celestial engine, Vyon/Dangerous milling, and topped with Bacon Saver-esque Dreamer defense allows Masked Heroes to hit hard and fast for a swift KoG climb.


Beatdown is important to reach crucial damage thresholds this meta. The extra 300 ATK is important for Anki to defeat Wiz and opposing Ankis, and with Trinity gives him enough ATK to OTK Amazoness through Princess. 


Paired up with Cosmic Cyclone to activate Switcheroo consistently and remove backrow, it's a large consistency booster. Switcheroo is particularly useful because Destiny Hero Malicious wants to be in deck and Celestial requires an empty hand to activate. It also helps Heroes dig for key tech cards like Cosmic Cyclone or Forbidden Chalice. 

Matchup Notes:


Very backrow heavy. MHero's brute force and speed is key, Amazons will win the grind game so Heroes need to win through quick battle damage:

  • Blast the frontline with Vision Hero Trinity; 5000 ATK deals 3800 damage through Princess, or 4100 damage with Beatdown. 
  • Anki with Chalice can attack directly for 3200 damage, which will likely win the game since Amazons tend to whittle their own life points down. 
  • Amazons are a difficult matchup, extra copies of Cosmic Cyclone are key to remove the 2 copies of Onslaught allowed. 
    • If considering an OTK play, don't banish Onslaught, hit the other backrow to ensure a smooth power swing. 
  • Canadia will prevent follow-up Mask Change plays since your Hero monster must be face-up. Chaining Mask Change is usually a good option.

Fur Hires:

  • Wiz can stop Mask Change/Poly plays and will wall existing Ankis without Beatdown. 
  • Trinity can OTK if they leave Donpa or Recon in attack position. 
  • With Beatdown, Anki can defeat every Fur Hire monster in battle, search Mask Change, and attack again for massive damage. 
  • Even against double Dyna, Anki can still attack directly. 
  • When using Forbidden Chalice, use it as soon as they summon a monster. This way, they cannot chain Enemy Controller to dodge Chalice. 
  • A favorable matchup for Masked Heroes, whoever goes first is at a disadvantage. The matchup generally comes down to who can OTK first. 

Masked Heroes:

Two important things to track: backrow and dead Destiny Heroes.

  • Trinity is an excellent counterattack provided you clear any backrow threats. 
  • Pay attention to when Dreamer is dumped and/or when they'll have Celestial's +2. 
  • Treacherous Trap Hole usually decides the winner. Wait out the Mask Changes then pop. 


  • Drilldark is important to swarm the field; Fate can only banish one at a time.
  • Silent Magician will stop Mask Change/Poly plays.
  • If you already have Anki out, it may be prudent to leave Silent Magician alive and keep attacking directly. 
    • Needs 4 cards in hand to overpower Anki.
    • Silent Magician Lv 8 is game over unless you have TTH.
    • Chip 1400 damage at a time until you can OTK.
  • Decider can stall Silent Magician LV 8 until another Fate is cycled. 
  • A slightly favorable matchup for Masked Heroes, Silent Magician is annoying, but Masked Heroes often put enough pressure on board to play through Fate. 
Core Cards
Card Explanation

The key card in Masked Heroes, Anki is easy to summon with Mask Change and has two effects, both of which can end the duel quickly. The first allows him to attack directly at the cost of only dealing half battle damage, which at 1400, is nothing to sneeze at. It can finish off wounded opponents, but the part that makes it so good is that Anki can deal 3200 damage when paired with Forbidden Chalice. 

The second effect is equally good for damage, when it destroy a monster and sends it to the GY, it can search a Mask Change from deck, which snowballs damage insanely quickly. Anki attacking into a weak monster, searching Mask Change, and attacking directly is often enough to end the game by itself. 

2 copies are passable, 3 copies bring out Masked Heroes' full potential. 

The card that makes summoning Anki so easy, Mask Change is strong in its own right. Similar to Ninjas, Mask Change being a quick play opens up all kinds of battle phase shenanigans. Attack once with a Hero monster, Mask Change into Anki, attack a monster and Mask Change again, etc. It's ridiculously strong offensively, but can even be used defensively to avoid targeted removal such as Treacherous Trap Hole or Enemy Controller. 

3 copies are essential. 

Swarming for Fusions or Mask Change. A thinner deck is a happier deck. 

Fodder for Destiny Draw, Dangerous, or Celestial's effect. 

Note: On the off chance you have both in your hand, the swarming effect won't work. When in doubt, Switch or dump them out. 

2 copies are required. 

His recovery effect isn't hugely important since it's ideal to have monsters in grave for Celestial's draw effect. The big reason to use Decider is to stall out boss monster reliant decks such Fur Hire or opposing Anki. 

1-2 copies are recommended. 

Destiny HERO - Celestial

Celestial is one of the best cards in the deck, for his draw 2 effect. The requirement to have no cards in hand conflicts with Mask Change and Malicious, but drawing 2 is insanely good and key to the deck's speed. Take any chance you can to throw him into the Graveyard and set up draws, be it Fusion material, Mask Change fodder, or dumped with Dangerous. 

Keep in mind his effect requires a Destiny Hero, so Vyon won't count. 

He also has an on field effect, but it's not relevant, at best it destroys Field spells or Gyokkou. 

Run the 2 copies that are allowed. 

Vision HERO - Vyon

Vyon, while not a Destiny Hero, is one of the best engine starters available. He can either dump another Vyon to search Polymerization and deck thin, or dump Malicious/Dreamer to have another monster on board. When searching Poly, Vyon himself is fusion material, so a hand consisting of just Vyon and a Destiny Hero can be turned into Dangerous. Do not forget that Vyon can send any Hero monster, which can dump Celestial or Dreamer in a pinch. 

Note that Vyon isn't a Destiny Hero himself, so he can't be used with Dreamer, Celestial, or benefit from Dangerous' effect. 

3 copies are required. 

Destiny HERO - Drilldark

Drilldark's swarming and piercing damage can be useful in some scenarios. His special summon effect can get monsters out of hand for Celestial (including Malicious), and the piercing inflicts important battle damage. Recon, Donpa, and Baby Tiger are ideal monsters to attack through for easy damage. 

Note that if Drilldark is removed or flipped face down, he cannot special summon anything from hand. 

Run 0-2, depending on meta.

Destiny HERO - Dreamer

Destiny Hero equivalent of Bacon Saver, but with swarming capabilities. Extra fodder for Fusions / Mask Change is always welcome.

Run 1 since his effect can only be used once. 

Destiny HERO - Dangerous

Easy to get out and adds to the Hero dumping engine. The attack boost is somewhat relevant to reach ATK thresholds against Dyna and Anki. 

His biggest asset is his ability to dump any desired Hero during your opponent's End Phase. Set up Celestial for the draw, set up Dreamer to protect your field, or set up Malicious to swarm. 

Run 1. 

Vision HERO Trinity

Trinity is very important to score key OTKs. His ATK is 5000 the turn he is summoned, which OTKs through Princess, Recon, Donpa, or any two monsters that have less than 3000 combined attack. Techs such as Hey Trunade! and Cosmic Cyclone clear the way for Trinity to sweep up. 

Run 1. 

Forbidden Chalice

Chalice combos well with Anki, and negates key threats such as Fur Hire monsters or Princess. The random extra damage is fantastic to finish out games out of the blue. 

Run 1-3, depending on what decks you're facing. 

Replacement/Tech Cards
Card Explanation
Hey, Trunade!

Trunade is the better backrow removal option against any deck not named Amazoness. Trunade secures OTKs against most backrow reliant decks, but Onslaught will remain on the field. 

Run 1-2 Trunade OR Cyclone

Cosmic Cyclone

Cyclone only removes one card and has a life point cost, but is crucially better in that it can remove Amazoness Onslaught and trigger Switcheroo. 

Run 1-2 Trunade OR Cyclone

If you really want to defeat Fur Hire, Paleozoic Canadia/Floodgate can be teched against them. Either card strongly shuts them down when you go first, and if you go second, you're already favored in the matchup. 

Run if you're already running 3 Chalice and still want to tech against Fur Hire. 

Steals games singlehandedly, clearing two monsters sets you up for an easy OTK. It's free removal, which is insane to blow out slower decks such as Amazoness or Geargia. 

Run 1, 2 if you want to see it early. 

Decks that Counter this Deck