Monsters (22)
1 Destiny Hero-Dunker
1 Destiny Hero-Double Dude
1 Destiny Hero-Dasher
2 Destiny Hero-Blade Master
1 Destiny Hero-Dogma
1 Destiny Hero-Dreadmaster
1 Destiny Hero-Plasma
2 Destiny Hero-Diamond Dude
2 Destiny Hero-Doom Lord
2 Destiny Hero-Captain Tenacious
3 Destiny Hero-Fear Monger
3 Destiny Hero-Defender
1 Elemental Hero Stratos
1 Elemental Hero Ocean
IMHO this deck suffers from being TOO reliant on Destiny Heroes. Even the most dedicated D-Hero deck relies on other staple cards. Here's how I would change it:
-1 Destiny Hero - Dunker: Not really worth the 500 direct damage to destroy your hand, even if that monster has effects in the graveyard.
-1 Destiny Hero - Double Dude: Situational at best, you can keep it if you really feel it's needed.
+1 Destiny Hero - Dasher: Very good effect in the graveyard, and decent attack to be resurrected by Fear Monger.
+1 Destiny Hero - Dogma: This should really be the card you're trying the entire duel to get out and protect, either this or Plasma.
-1 Destiny Hero - Dreadmaster: I fail to see a use for this card, especially since it’ll be a dead draw most of the time, and its requirement is very difficult to fulfill.
-2 Destiny Hero - Doom Lord: Not terribly useful.
-2 Destiny Hero - Captain Tenacious: Also situational and not very useful. First, it only returns monsters destroyed by battle. Second, it has low attack points and is pretty hard to keep out on the field for its effect to become useful.
-1 Destiny Hero - Fear Monger: Good card, but three is probably too many.
-2 Destiny Hero - Defender: Gives your opponent cards, not terribly useful either.
-1 Elemental Hero Ocean: See Captain Tenacious. It would be useful if you could keep it out for extended periods of play, but I don’t see that happening.
+1 Grinder Golem: Gets rid of two of your opponent’s monsters, can be easily destroyed if put in defense mode, and provides you with two tokens to sacrifice for a Dogma of Plasma. Especially useful for Plasma because of its high attack points.
+1 Dandylion: Provides tokens for a Plasma or Dogma.
+1 Marshmallon: Stalling, burn damage, possible tribute.
+1 Spirit Reaper: Same as above.
+1 Sangan: Most D-Heroes are searchable, helps with deck-thinning as well.
+1 Gorz – The Emissary of Darkness: Useful in any deck.
+1 Plaguespreader Zombie: IMO essential, very good special summoning condition and could be used to bring out a useful syncro card that could save the duel.
+1 Card Guard: Essential for protecting your more useful cards like Clock Tower Prison, Dogma, or Plasma.
For a recap, in the monster department it would look like this:
Monsters: 20
2 Destiny Hero – Dasher
2 Destiny Hero – Blade Master
2 Destiny Hero – Dogma
1 Destiny Hero – Plasma
2 Destiny Hero – Diamond Dude
2 Destiny Hero – Fear Monger
1 Destiny Hero – Defender
1 Elemental Hero Stratos
1 Dandylion
1 Marshmallon
1 Spirit Reaper
1 Sangan
1 Gorz – The Emissary of Darkness
1 Plaguespreader Zombie
1 Card Guard
Spells
2 Reinforcements of the Army
1 Clock Tower Prison
1 D-Spirit
1 Dark City
1 Weapon Change
1 Hammer Shot
1 Cyclone Blade
1 Misfortune
1 Swords Of Revealing Light
Sorry, but this part really needs some work. There are too many cards that are blatantly useless and not enough normal spell cards for use with Diamond Dude. It’s also missing some staple cards that you almost need for any deck.
-1 Reinforcement of the Army: It’s limited, you know.
+3 Destiny Draw: You really need this card. Not only does it give you massive draw power, but also it can get D-Heroes with useful effects in the graveyard there faster.
+1 Allure of Darkness: Most D-Heroes are Dark monsters, and again this card is extremely useful for providing draw power.
-1 D- Spirit: Kills your hand, and isn’t terribly useful when it activates.
-1 Dark City: Most of the time, your strategy shouldn’t be offensive anyway, it should be to get a Dogma or Plasma on the field, and their ATK should be high enough.
-1 Weapon Change: Situational, you’d need Defender for it to be even slightly effective.
-1 Hammer Shot: There are several better options out there, ones that cannot target your monsters.
-1 Cyclone Blade: Once again, situational. If the opponent has a useful trap card that could destroy your monster anyway, they’d just use it before or when it attacked.
+1 Heavy Storm: Self-explanatory.
+1 Mystical Space Typhoon: Self-explanatory.
+2 Foolish Burial: Gets your D-Heroes in the graveyard from your deck.
+2 The Warrior Returning Alive: Can get your cards back in a pinch, and also helps in conjunction with Foolish Burial to transfer a card to your hand that you need.
+1 Gold Sarcophagus: Extremely useful searching card.
Spells needed a major overhaul, and now they should look like this:
Spells (12)
3 Destiny Draw
1 Allure of Darkness
1 Heavy Storm
1 Reinforcement of the Army
1 Mystical Space Typhoon
2 Foolish Burial
2 The Warrior Returning Alive
1 Gold Sarcophagus
Traps (11)
2 D-Shield
1 Spellbinding Circle
1 Torrential Tribute
1 Destiny Mirage
1 Draining Shield
1 Waboku
1 Destiny Signal
1 D-Chain
1 D-Time
1 Dust Tornado
These suffer seriously from being too conditional and largely not very useful. Traps, in a D-Hero deck, should offer protection for your heavy hitter D-Heroes when they get on the field, like Dogma or Plasma.
-2 D-Shield: If you really must, just use Sakuretsu Armor.
-1 Spellbinding Circle: How, in any way, is this useful? The monster in this meta would probably get tributed or used as syncro bait.
-1 Destiny Mirage: There are better cards that bring back monsters you could use.
-1 Draining Shield: No Mirror Force but this?
-1 Waboku: Could easily be replaced with better cards.
-1 D-Chain: Almost useless for modifying ATK/DEF or causing damage.
-1 D-Time: You only have 2 Elemental Heroes in the deck anyway, 1 with my changes made. This isn’t even useful if you have them.
-1 Dust Tornado: Not main deck worthy at all.
+1 Solemn Judgment: Multi-purpose counter that could protect your best cards.
+3 Dark Bribe: See above, but to a lesser degree of usefulness.
+2 Threatening Roar: If you really need a stalling card, this is superior to both Waboku and Draining Shield for its ability to be chained, and the fact that it effects multiple monsters.
+1 Mirror Force: Self-explanatory.
+1 Call of the Haunted: Self-explanatory.
Really had to make a complete paradigm shift in the trap card area, but now it should look like this:
Traps (9)
1 Torrential Tribute
1 Solemn Judgment
3 Dark Bribe
2 Threatening Roar
1 Mirror Force
1 Call of the Haunted
That’s pretty much all I have to say about the issue. I hope you found my card advice helpful, but be sure to take it with a grain of salt. All of my changes aren’t meant to be your exact deck, and I find a personal touch to any deck improves it significantly. Also, I am not an expert on deck making or Destiny Heroes, so I may have made a few mistakes.