Vision HERO Deck #379758 — Yu-Gi-Oh! TCG
43 Main, 15 Extra, incl. Destiny HERO - Malicious x3, A Hero Lives x3, Fusion Destiny x3. Created Nov 27, 2024 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 11/27/2024
Main Deck (43)
- Destiny HERO - Dark Angel x1
- Destiny HERO - Denier x1
- Destiny HERO - Malicious x3
- Destiny HERO - Plasma x1
- Elemental HERO Honest Neos x1
- Elemental HERO Liquid Soldier x1
- Elemental HERO Shadow Mist x2
- Elemental HERO Stratos x2
- Vision HERO Faris x2
- Vision HERO Increase x2
- Vision HERO Vyon x2
- Elemental HERO Neos x1
- Ash Blossom & Joyous Spring x2
- Ghost Belle & Haunted Mansion x1
- A Hero Lives x3
- Called by the Grave x1
- Crossout Designator x1
- Foolish Burial x1
- Forbidden Droplet x1
- Fusion Destiny x3
- Harpie's Feather Duster x1
- Mask Change x2
- Miracle Fusion x1
- Polymerization x2
- Reinforcement of the Army x1
- Triple Tactics Talent x1
- Favorite Contact x1
- Infinite Impermanence x2
Extra Deck (15)
- Destiny HERO - Destroyer Phoenix Enforcer x1
- Elemental HERO Flame Wingman - Infernal Rage x1
- Elemental HERO Shining Neos Wingman x1
- Elemental HERO Sunrise x1
- Masked HERO Acid x1
- Masked HERO Blast x1
- Masked HERO Dark Law x2
- Vision HERO Trinity x1
- Wake Up Your Elemental HERO x1
- Xtra HERO Cross Crusader x2
- Xtra HERO Dread Decimator x1
- Xtra HERO Infernal Devicer x1
- Xtra HERO Wonder Driver x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 38/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 53 |
| Going First | 55 |
| Going Second | 50 |
| Meta Power | provisional |
| Tournament Reliability | 40 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox
- Format: tcg
Legality
Main 43 / Extra 15 / Side 0 — status: Illegal. 3 violation(s).
Identity & game plan
- Win condition: Fusion/Link Summon HERO boss monsters (Vision HERO Trinity, Elemental HERO Neos variants, Masked HERO Dark Law) and convert the board with multi-attack and ATK boosts; Destiny HERO Plasma and Destroyer Phoenix Enforcer style pressure, plus Xtra HERO Dread Decimator piercing
- Turn 1 (going first): Normal Summon Vision HERO Faris or Vyon, use Vision HERO Increase or Vyon's search for Polymerization or Fusion Destiny, and Fusion Summon a HERO boss from the Extra Deck
- Turn 2 (going second): Hold Ash Blossom and Infinite Impermanence for the opponent's first engine or board, then rebuild through Fusion Destiny or Polymerization into a HERO boss
- Recovery: Recur Vision HERO Increase from the GY, use Destiny HERO - Denier and Dark Angel to reload Destiny HERO monsters, and re-fuse from the Extra Deck
- After siding: No side deck is registered, so there is no post-side plan; best-of-3 adaptation is unavailable as built
Why it scores here
The deck reliably opens with HERO search and draw-to-fusion lines: the 10-copy archetype core has an estimated 75 percent chance of at least one piece in an opening 5-card hand, and the 2-card starters (Faris, Vyon, Increase) each sit near 22 percent per hand, so the engine is reachable but not dependable on turn one. Its conversion comes from Fusion and Link bosses that can produce large boards, and its survival rests on 5 hand traps and 10 negation-text cards, which earn the interaction score. Popularity of the Vision HERO name and the usage-statistics overlap confirm the list is a real, accessible build, but they did not add points. The archetype-purity figure is only 12 percent exact-name, so the score reflects the system of Elemental, Destiny, Masked and Vision HERO pieces working together, not an average of the individual card scores. The list is illegal as built because it runs three Forbidden cards, so the score is capped at a low theoretical-only level, and the absence of recorded boards and any meta sample leaves the combo and matchup dimensions inferred.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 58 | P(>=1 archetype core in opening 5) ~0.75; P(>=1 2-copy starter in 5) ~0.22; starter pool is broad but thin per card (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | 43 main with 21 level-0 spells/traps and a 16/9/3 copy histogram; some Fusion-enablers are dead without the HERO board (Inferred) |
| D3 | Combo Conversion & Ceiling | 50 | No parseable boards, so ceiling is a text-only read of Trinity, Neos Wingman and Dark Law boss lines (Inferred) |
| D4 | Combo Floor & Median Output | 45 | No recorded median or power distribution; floor reasoning only from starter reliability (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 55 | Ash Blossom x2, Infinite Impermanence x2 and Ghost Belle give interruption answers, with GY recursion through Increase and Denier (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 58 | Fusion Destiny and Polymerization plus 7 searcher-text cards provide card flow; GY recursion helps rebuild (Inferred) |
| D7 | End-Board & Interaction Quality | 66 | 10 negation-text and 15 removal-text cards, though several are Forbidden or Limited and reduce real density (Inferred semantic) |
| D8 | Going-Second & Board-Breaking Power | 55 | Hand traps and a few removal effects support going second; the board-breaking reading is text-only (Inferred) |
| D9 | Offensive Pressure & Closing Power | 60 | Several 2500+ ATK bosses (Trinity, Neos Wingman, Dread Decimator piercing); no end-board observations (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 52 | 43 main with 16 singleton and 11 tech cards; tech slots are partly illegal, which lowers coherence (Verified composition, Inferred efficiency) |
| D11 | Extra Deck Efficiency & Coverage | 60 | 15 Extra slots with 10 Fusion and 5 Link monsters, mostly HERO-bound; no flex coverage beyond HERO bosses (Verified composition) |
| D12 | Side Deck Adaptability | 15 | Side deck is empty, so there is no post-side adaptability to score (Verified) |
| D13 | Matchup Coverage & Format Fit | 45 | No dated meta sample or tournament link; archetype-level fit is unknown (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Multi-step Fusion, GY recursion and Link pointers require many decision points and error-prone sequencing (Inferred) |
How the score was computed
Strategy profile: Midrange primary with Toolbox secondary, disclosed as a single profile because the Toolbox weights are close to Midrange. Structural ≈ 53, Going First ≈ 55, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist_exposure (-10); no_side_deck (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); illegal list capped low; modifiers total -12 => 0.80*53 + 0.20*40 - 12 = 38.4 -> 38
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.22 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Dense HERO archetype core (10 copies) gives a 75 percent chance of at least one core piece in an opening 5
- Fusion Destiny and Polymerization plus Vision HERO search provide card flow
- Five hand traps and 10 negation-text cards support going-second interaction
- Several 2500+ ATK fusion bosses with piercing or multi-attack options
Weaknesses
- Three Forbidden cards make the list illegal as built
- No side deck, so no best-of-3 adaptation
- Exact-name archetype purity is only 12 percent, so the engine depends on cross-sub-archetype HERO coherence
- 21 level-0 spells and traps lower the number of live opening-hand starters
Critical choke points
- Polymerization and Fusion Destiny are the main fusion enablers; losing both to disruption shuts off the Extra Deck
- Vision HERO starters are only 2 copies each, so each starter is a single-point opening
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Called by the Grave, Triple Tactics Talent, Crossout Designator | Legal main-deck tech or extra HERO enablers within the Forbidden/Limited list | The list is illegal as built; removing the Forbidden cards is required before any normal score applies |
| 2 | One level-0 Spell from the main deck | One additional live starter or Fusion enabler | Raises the number of functional opening hands without changing the archetype |
| 3 | None | A 15-card side deck with HERO-matchup and hand-trap answers | Adds post-side adaptability, which is currently absent |
Evidence & confidence
- Verified: Main 43, Extra 15, Side 0 counts; Forbidden copies: Called by the Grave, Triple Tactics Talent, Crossout Designator; Copy histogram and archetype spread from the export
- Observed: Usage statistics show the archetype core is standard for this build family
- Inferred: Starter and core hypergeometric estimates; Hand-trap, negation and removal densities from text; Interaction, resilience and pilotability reads
- Provisional: Meta Power and matchup fit, with no dated metagame sample
- Data gaps: No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot record are absent No win-rate telemetry exists in YGOVN for this deck No side deck, so post-side performance is unscoreable Meta Power is provisional without a dated metagame sample
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