Marvelous 🦇 retweeted
If what the streets are saying is true. That will be the FUNNIEST thing ever because I'm genuinely convinced Vinsmoke Judge HAS to be up in that animation studio for this level of Seething to exist.
Marvelous 🦇 retweeted
Congrats to The Pokémon Company for having the biggest Pokémon anniversary ever in terms of Pokémon titles being shut down!
- Pokémon Bank shutting down
- Pokémon UNITE shutting down
Marvelous 🦇 retweeted
Extraterrestrial Satellite Communication | Ellen
"Thanks for requesting me. Ellen Joe, subpar employee of Victoria Housekeeping, at your service. You need me to make omurice, cast a deliciousness spell on your coffee, or... clean out some pests? ...You aren't actually gonna order the first two, are you?"
Diligently slacking off, punctually late... Today is just another day of this working gal getting defeated by her alarm clock!
Despite having to do holiday homework even in another world, and frequently falling asleep standing up despite being the tour group's bodyguard...
But please, whatever you do, don't mess with her. Aside from that languid tail, she's also got razor-sharp shark teeth.
The #SaveMassEffect petition has reached over 200,000 signatures, gaining even more traction after Commander Shepard actors Jennifer Hale and Mark Meer, along with the Destiny community, showed their support. bit.ly/3VUZnO5
Marvelous 🦇 retweeted
HE TERMINADO FINAL FANTASY RESONANCE....
52 horas después, con toda la historia principal completada, voy a decirlo sin rodeos:
No es solo EL MEJOR FINAL FANTASY de la historia. También es el mejor JRPG que he jugado.
Le duela a quien le duela.
Supera con creces a Final Fantasy VI, VII, VIII, IX e incluso al X, que hasta ahora era mi favorito.
✅ LO MEJOR
1️⃣ Un sistema de combate por turnos brillante y superexigente en máxima dificultad.
2️⃣ Un sistema de builds complejo, con una profundidad propia de un CRPG. Las Visiones ofrecen una cantidad absurda de combinaciones.
3️⃣ Un worldbuilding espectacular, con un mundo que apetece explorar y conocer.
4️⃣ Personajes carismáticos del primero al último, tanto compañeros como villanos.
5️⃣ Contenido secundario a la altura del principal: buenas misiones, secretos y jefes adicionales que realmente merecen la pena.
6️⃣ Los jefes son, prácticamente todos, una auténtica LOCURA.
7️⃣ Y nada de niñas en lencería. Gracias.
⚠️ LO MEJORABLE
La historia tiene demasiados clichés propios del JRPG, pero cumple y consigue mantener el interés de principio a fin.
También hay demasiado farmeo. El juego te empuja a subir las Visiones, personajes de otros Final Fantasy, con cada integrante del grupo, y eso acaba devorando una cantidad de horas que no tienen valor real.
La banda sonora es muy buena, aunque termina resultando algo repetitiva.
❌ LO MALO
El final se queda algo corto en comparación con el resto de la historia. No es desastroso, pero esperaba un cierre mucho más contundente.
🏆 NOTA FINAL: 9/10
Mi GOTY de 2026, incluso por encima de Onimusha: Way of the Sword.
Final Fantasy Resonance no vive únicamente de la nostalgia: comprende todo lo que hizo grande a la saga y lo lleva todavía más lejos.
Ojalá este sea el camino que siga de ahora en adelante @SquareEnix
Marvelous 🦇 retweeted
🎇 : if i could give this to ☔, i'll give this to ☔
🎇 : *read the details abt primarina* aww that's pretty much her
🎇 : my lil sister, my lil adorable bratty sister
🎇 : i'll save this one for her
#regitales #altogether #KobAlt 🥺💙
Marvelous 🦇 retweeted
🚨 WE'RE IN TIMES SQUARE!
Together with @kalaelizabeth, we've managed to get a #SaveMassEffect billboard up in Times Square, NYC, all day today!
📍 1560 Broadway, above the Pelé store (Duffy Square)
⏰ 15 seconds every hour at :35
HOLD THE LINE! ❤️
Marvelous 🦇 retweeted
Mass Effect fans are not fucking around holy shit
🚨 WE'RE IN TIMES SQUARE!
Together with @kalaelizabeth, we've managed to get a #SaveMassEffect billboard up in Times Square, NYC, all day today!
📍 1560 Broadway, above the Pelé store (Duffy Square)
⏰ 15 seconds every hour at :35
HOLD THE LINE! ❤️
Marvelous 🦇 retweeted
For a game that's now 25 years old, I can't believe how good the 3D models were in Duelists of the Roses.
Konami really peaked when it came to effort back then.
Marvelous 🦇 retweeted
Hey guys! These past two weeks, I've been testing Destiny HERO intensively, and I managed to go 22-0 across 7 locals, both pre-banlist and post-banlist. The deck is in an amazing spot, and I urge you all to give it a shot!
Since I've been getting a few questions regarding the matchups, cards I'm running or not running, and side deck patterns, I wanted to make a detailed breakdown of all the information I've gathered while playing the deck.
To start off, this is the full matchup lineup:
Round 1: 🎲❌ 2-0 vs Dark Magician ROLAD Mitsu Pile
Round 2: 🎲✅ 2-0 vs Angelechy
Round 3: 🎲❌ 2-0 vs Elfnote Power Patron
Round 4: 🎲❌ 2-0 vs Dark Magician ROLAD Yummy Pile
Round 5: 🎲✅ 2-0 vs Pend Slop
Round 6: 🎲❌ 2-0 vs Yummy Kash
Round 7: 🎲❌ 2-0 vs VSK9
Round 8: 🎲✅ 2-1 vs ROLAD RDA
Round 9: 🎲✅ 2-0 vs Azamina Pile
Round 10: 🎲❌ 2-0 vs Onomat Ryzeal
Round 11: 🎲❌ 2-0 vs ROLAD K9 Fiendsmith Pile
Round 12: 🎲❌ 2-1 vs Angelechy Pile
Round 13: 🎲✅ 2-0 vs ROLAD Branded
Round 14: 🎲❌ 2-1 vs Blue-Eyes Primite
Round 15: 🎲✅ 2-1 vs D-HERO
Round 16: 🎲❌ 2-0 vs D-HERO
Round 17: 🎲✅ 2-1 vs DM ROLAD
Round 18: 🎲❌ 2-0 vs K9 Mikanko
Round 19: 🎲✅ 2-0 vs HERO Pile
Round 20: 🎲❌ 2-1 vs Branded ROLAD
Round 21: 🎲❌ 2-0 vs Angelechy
Round 22: 🎲❌ 2-0 vs Mitsu ROLAD
How consistent is the deck?
- The deck is very consistent, sitting at around 93% consistency. It has been streamlined to max out on starters and minimize bricks as much as possible, while still leaving ample room for non-engine.
Why that specific non-engine lineup in the Main Deck?
- The non-engine in the Main Deck is tailored to the top decks of the current format. We also have the luxury of running cards like Impulse since this version of the deck doesn't mind the lock.
Why those specific side deck cards?
- Same reasoning as above. The Side Deck is tailored to the current format, prioritizing decks like Angelechy and Ars Magna Elfnote.
Why don't you play the FTK version?
- The FTK version requires you to run 2 additional bricks (OG Dogma and Drawhand/Celestial) to perform the FTK, and it is also more fragile into hand traps.
Which version is better: Omni HERO or Destiny HERO?
- I've talked about this in previous posts, but the main idea is that D-HERO is more favored in the current format since it can run a higher non-engine count and more impactful cards at that. They both have their respective pros and cons, but for the moment, I believe D-HERO is the best way to play the deck.
How are the matchups against the top decks (Angelechy, Ars Magna Elfnote, etc.)?
- The deck is well-positioned for most matchups in the current format. It has a strong engine that can push through boards and solid non-engine to back it up. That said, the deck still has the same problems it did before, such as having to run more bricks than we would like, and it can still be stopped if the opponent has multiple disruptions.
Why 2 Poly instead of 1 Poly?
- The second Poly comes up in a lot of situations. There are also moments where the first one can get negated or dealt with and you have no way to recur it. It's also good to have another one in the deck to make sure Dreadnought Servant's effect is live.
Why do you run X card?
- Dusktopia - You can easily get to Dusk in your standard lines with Destro before fusing into disruption, and it provides additional protection for Dark Law.
- Chaos - A great disruption. You don't necessarily get to Chaos with every hand, as you want to prioritize Dark Law, but it can be great to have as an additional endboard piece. Do note that if you use Impulse from the hand, you can't use Chaos' effect for the rest of the duel.
- Wonder Driver - It's great for recycling Poly or Fusion Destiny, and you have the flexibility in the Extra Deck to run it. Most turns, you are locked out of non-DARK HEROes, but some lines allow you to summon Wonder Driver before getting locked. It's also good in the grind game.
- Dominance - It's a great Fusion Destiny target. Being able to send 3 bodies generates a lot of value. It also gives you knowledge of the opponent's Deck and allows you to manipulate their top deck.
- 2 Malicious - This deck doesn't need the extra extension from the third Mali, as most of your lines work easily with 2 Mali and Denier. You're not overextending in this build, and you want to minimize the number of bricks in the deck.
- 2 Dreadnought Master - Great to have for the grind game. You burn through the first one on your first turn, and there are many situations where the second one comes up on Turn 3 and beyond.
- 2 DPE - Same reasoning as above. If the opponent deals with your first DPE, it's great to have the second one as a backup option, and we have the flexibility in the Extra Deck to run both.
- Dread Decimator - It's a good option for OTK plays, helps you Link climb to access additional bodies for Destro, and gives you a big body to go into when playing under Droll.
Why don't you run X card?
- Plasma / D - Force - For the current format, I don't think expending that many resources to get to Plasma is a good option since it can be easily dealt with by cards like Space Trunade, Gallant, etc. Dark Angel is a much safer option that plays around many of the board breakers in the current format.
- Fountain - Although it's a good option for further extension, it's a card that doesn't do anything on its own, and we're trying to minimize bricks.
- Super Poly / Favorite HEROs - Not bad cards by any means. I just don't think they're great into the current format, and I would rather see more hand traps post-side.
- F&V - A 1-for-1 that doesn't stop your opponent from setting up their board Turn 1. It has some synergy with the deck since it can pop the Field Spell, but it's just not great into the top decks of the format. It also got weaker with the Albion ban.
- Destiny Draw - A card that doesn't really do anything on its own. Yes, it's a Destiny HERO deck, and you will often see D-HERO cards in your hand, but not all of those are bodies you necessarily want to send to the GY. It also plays harder into Droll.
How do you play around X card?
- Nibiru - This deck is weaker to Nibiru because of Dreadmaster's effect, but there are many ways to play around it. If you can, you want to prioritize popping the Field Spell with DPE to make sure DPE's effect will resolve on the following turn if you lose your board. If you have Impulse in your starting hand, you can quickly set up Dark Angel to check for Nib. This has come up for me many times.
- Droll - There's no real way to completely play around this. The deck still searches a lot, and Droll can greatly hurt it. You want to make sure your first search is impactful (FD off Sabatiel, 2 D-HEROs off Dreadnought Master, etc.). Doom also helps set up the endboard since it can send cards like Destro before you add the Field Spell, allowing you to establish some disruption.
- Charmies - This will, of course, depend on your starting hand, but there are many lines that allow you to play around the Charmies. For this, I'll refer you to the guide I uploaded on the channel.
Siding patterns?
- This is very matchup-dependent, but as a general overview, my current approach is to side out pieces of engine that are not crucial when going second (like Sabatiel, Dusk Crow, Mask Change, etc.) to bring in a decent amount of non-engine. You can find the general siding patterns below.
What's the least impactful card in the Side Deck?
- Gallant is probably the card that has come up the least often for me post-side, as I'm prioritizing hand traps post-side.
What do you banish off Pot of Prosperity?
- Refer to the image below.
Other alternatives for engine and non-engine?
- Refer to the image below. The deck is very flexible with the non-engine it can run, and these are good options to consider. Cards like Bifrost can increase the consistency of the deck, but it is a redundant starter that I don't think is necessary.
Budget options?
- If you don't have access to cards like Impulse or Gallant, you can easily swap those out for cards like Imperm, Evenly post-side, or some of the cards shown in the alternatives image.
Will you make a Genny list?
- I'm waiting for one of the locals in my area to host a Genny tournament so I can test out the build. Once I get a chance to test it, I'll report back.
I hope this information helps you all and gives you a solid foundation for playing the deck to its fullest potential. Let me know if I missed anything, and I'll try to address it.
As always, HERO BEST DECK!
#yugioh #yugiohtcg #yugiohocg
22-0 in 7 local win streak is insane haha, You can tell that the Destiny HERO support cards are GOOD when you see results like this; as much as I love Omni HERO, but you need a lot of luck to achieve an outcome like this, the Destiny HERO support is genuinely GOOD!
It's D-TIME!
Hey guys! These past two weeks, I've been testing Destiny HERO intensively, and I managed to go 22-0 across 7 locals, both pre-banlist and post-banlist. The deck is in an amazing spot, and I urge you all to give it a shot!
Since I've been getting a few questions regarding the matchups, cards I'm running or not running, and side deck patterns, I wanted to make a detailed breakdown of all the information I've gathered while playing the deck.
To start off, this is the full matchup lineup:
Round 1: 🎲❌ 2-0 vs Dark Magician ROLAD Mitsu Pile
Round 2: 🎲✅ 2-0 vs Angelechy
Round 3: 🎲❌ 2-0 vs Elfnote Power Patron
Round 4: 🎲❌ 2-0 vs Dark Magician ROLAD Yummy Pile
Round 5: 🎲✅ 2-0 vs Pend Slop
Round 6: 🎲❌ 2-0 vs Yummy Kash
Round 7: 🎲❌ 2-0 vs VSK9
Round 8: 🎲✅ 2-1 vs ROLAD RDA
Round 9: 🎲✅ 2-0 vs Azamina Pile
Round 10: 🎲❌ 2-0 vs Onomat Ryzeal
Round 11: 🎲❌ 2-0 vs ROLAD K9 Fiendsmith Pile
Round 12: 🎲❌ 2-1 vs Angelechy Pile
Round 13: 🎲✅ 2-0 vs ROLAD Branded
Round 14: 🎲❌ 2-1 vs Blue-Eyes Primite
Round 15: 🎲✅ 2-1 vs D-HERO
Round 16: 🎲❌ 2-0 vs D-HERO
Round 17: 🎲✅ 2-1 vs DM ROLAD
Round 18: 🎲❌ 2-0 vs K9 Mikanko
Round 19: 🎲✅ 2-0 vs HERO Pile
Round 20: 🎲❌ 2-1 vs Branded ROLAD
Round 21: 🎲❌ 2-0 vs Angelechy
Round 22: 🎲❌ 2-0 vs Mitsu ROLAD
How consistent is the deck?
- The deck is very consistent, sitting at around 93% consistency. It has been streamlined to max out on starters and minimize bricks as much as possible, while still leaving ample room for non-engine.
Why that specific non-engine lineup in the Main Deck?
- The non-engine in the Main Deck is tailored to the top decks of the current format. We also have the luxury of running cards like Impulse since this version of the deck doesn't mind the lock.
Why those specific side deck cards?
- Same reasoning as above. The Side Deck is tailored to the current format, prioritizing decks like Angelechy and Ars Magna Elfnote.
Why don't you play the FTK version?
- The FTK version requires you to run 2 additional bricks (OG Dogma and Drawhand/Celestial) to perform the FTK, and it is also more fragile into hand traps.
Which version is better: Omni HERO or Destiny HERO?
- I've talked about this in previous posts, but the main idea is that D-HERO is more favored in the current format since it can run a higher non-engine count and more impactful cards at that. They both have their respective pros and cons, but for the moment, I believe D-HERO is the best way to play the deck.
How are the matchups against the top decks (Angelechy, Ars Magna Elfnote, etc.)?
- The deck is well-positioned for most matchups in the current format. It has a strong engine that can push through boards and solid non-engine to back it up. That said, the deck still has the same problems it did before, such as having to run more bricks than we would like, and it can still be stopped if the opponent has multiple disruptions.
Why 2 Poly instead of 1 Poly?
- The second Poly comes up in a lot of situations. There are also moments where the first one can get negated or dealt with and you have no way to recur it. It's also good to have another one in the deck to make sure Dreadnought Servant's effect is live.
Why do you run X card?
- Dusktopia - You can easily get to Dusk in your standard lines with Destro before fusing into disruption, and it provides additional protection for Dark Law.
- Chaos - A great disruption. You don't necessarily get to Chaos with every hand, as you want to prioritize Dark Law, but it can be great to have as an additional endboard piece. Do note that if you use Impulse from the hand, you can't use Chaos' effect for the rest of the duel.
- Wonder Driver - It's great for recycling Poly or Fusion Destiny, and you have the flexibility in the Extra Deck to run it. Most turns, you are locked out of non-DARK HEROes, but some lines allow you to summon Wonder Driver before getting locked. It's also good in the grind game.
- Dominance - It's a great Fusion Destiny target. Being able to send 3 bodies generates a lot of value. It also gives you knowledge of the opponent's Deck and allows you to manipulate their top deck.
- 2 Malicious - This deck doesn't need the extra extension from the third Mali, as most of your lines work easily with 2 Mali and Denier. You're not overextending in this build, and you want to minimize the number of bricks in the deck.
- 2 Dreadnought Master - Great to have for the grind game. You burn through the first one on your first turn, and there are many situations where the second one comes up on Turn 3 and beyond.
- 2 DPE - Same reasoning as above. If the opponent deals with your first DPE, it's great to have the second one as a backup option, and we have the flexibility in the Extra Deck to run both.
- Dread Decimator - It's a good option for OTK plays, helps you Link climb to access additional bodies for Destro, and gives you a big body to go into when playing under Droll.
Why don't you run X card?
- Plasma / D - Force - For the current format, I don't think expending that many resources to get to Plasma is a good option since it can be easily dealt with by cards like Space Trunade, Gallant, etc. Dark Angel is a much safer option that plays around many of the board breakers in the current format.
- Fountain - Although it's a good option for further extension, it's a card that doesn't do anything on its own, and we're trying to minimize bricks.
- Super Poly / Favorite HEROs - Not bad cards by any means. I just don't think they're great into the current format, and I would rather see more hand traps post-side.
- F&V - A 1-for-1 that doesn't stop your opponent from setting up their board Turn 1. It has some synergy with the deck since it can pop the Field Spell, but it's just not great into the top decks of the format. It also got weaker with the Albion ban.
- Destiny Draw - A card that doesn't really do anything on its own. Yes, it's a Destiny HERO deck, and you will often see D-HERO cards in your hand, but not all of those are bodies you necessarily want to send to the GY. It also plays harder into Droll.
How do you play around X card?
- Nibiru - This deck is weaker to Nibiru because of Dreadmaster's effect, but there are many ways to play around it. If you can, you want to prioritize popping the Field Spell with DPE to make sure DPE's effect will resolve on the following turn if you lose your board. If you have Impulse in your starting hand, you can quickly set up Dark Angel to check for Nib. This has come up for me many times.
- Droll - There's no real way to completely play around this. The deck still searches a lot, and Droll can greatly hurt it. You want to make sure your first search is impactful (FD off Sabatiel, 2 D-HEROs off Dreadnought Master, etc.). Doom also helps set up the endboard since it can send cards like Destro before you add the Field Spell, allowing you to establish some disruption.
- Charmies - This will, of course, depend on your starting hand, but there are many lines that allow you to play around the Charmies. For this, I'll refer you to the guide I uploaded on the channel.
Siding patterns?
- This is very matchup-dependent, but as a general overview, my current approach is to side out pieces of engine that are not crucial when going second (like Sabatiel, Dusk Crow, Mask Change, etc.) to bring in a decent amount of non-engine. You can find the general siding patterns below.
What's the least impactful card in the Side Deck?
- Gallant is probably the card that has come up the least often for me post-side, as I'm prioritizing hand traps post-side.
What do you banish off Pot of Prosperity?
- Refer to the image below.
Other alternatives for engine and non-engine?
- Refer to the image below. The deck is very flexible with the non-engine it can run, and these are good options to consider. Cards like Bifrost can increase the consistency of the deck, but it is a redundant starter that I don't think is necessary.
Budget options?
- If you don't have access to cards like Impulse or Gallant, you can easily swap those out for cards like Imperm, Evenly post-side, or some of the cards shown in the alternatives image.
Will you make a Genny list?
- I'm waiting for one of the locals in my area to host a Genny tournament so I can test out the build. Once I get a chance to test it, I'll report back.
I hope this information helps you all and gives you a solid foundation for playing the deck to its fullest potential. Let me know if I missed anything, and I'll try to address it.
As always, HERO BEST DECK!
#yugioh #yugiohtcg #yugiohocg
Marvelous 🦇 retweeted
Current stream:
Watching Ceci play games on her phone BUT we can't see the game
Peak media
Marvelous 🦇 retweeted
New #Overwatch x Stellar Blade Collaboration Skins⚔️
The Stellar Blade collaboration begins on Nov 3✨
Which EVE Protocol collaboration skin do you like? 💭














































