Vision HERO Deck #480235 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Artifact Lancea x3, Destiny HERO - Malicious x3, Droll & Lock Bird x3.

Created by: YGO Mod (20517634)

Created On: 05/02/2025

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 22, 2026
30± 8/ 100
Power Score
Structural 48
Reliability 35
Going First 45
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 48
Going First 45
Going Second 52
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Fusion and Link Summons of Elemental HERO and Xtra HERO monsters (Neos Lord, Sunrise, Shining Neos Wingman, Malicious Bane, Cross Crusader) for board pressure; Destiny HERO and Evil HERO fusion boards via Dark Fusion, Fusion Destiny and Polymerization
  • Turn 1 (going first): Open a Vision HERO or HERO starter, search Polymerization or Miracle Fusion, and make a Fusion Summon; the list has no reliable T1 combo.
  • Turn 2 (going second): Use the hand traps (Ash, Droll, Infinite Impermanence, Nibiru, Artifact Lancea) to stop the opponent's first play, then convert with a Fusion Summon.
  • Recovery: Recover through HERO searchers (Evil Assault, Shadow Mist, Vyon, Stratos) and recursion from the GY (Vision HERO Increase, Destiny HERO - Denier).
  • After siding: Not evaluable: the deck has no Side Deck, so no post-side plan exists.

Why it scores here

The deck is Illegal: Ash Blossom and Droll & Lock Bird exceed their copy limits, and Called by the Grave and Triple Tactics Talent are Forbidden, so it gets a capped structural-only score. Structurally it has a reasonable opening chance (about 0.25 per 3-copy card in a 5-card hand, and about 0.61 that the archetype core is present) and a strong going-second hand-trap presence (about 0.87 for at least one hand trap in a 6-card hand). Its weaknesses are the low exact-archetype purity (8.6 percent, 64 off-archetype copies), the lack of any recorded combos to confirm conversion, and the absence of a Side Deck. Popularity and archetype familiarity earned no points, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 52 P(>=1 3-copy card in 5-card hand) ~ 0.25; archetype core present in hand5 ~ 0.61 (Inferred)
D2 Opening-Hand Quality & Brick Management 40 15 hand traps and 64 off-archetype copies create conflicting and dead hands (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable combos; conversion is a text-only read of Fusion and Link lines (Inferred)
D4 Combo Floor & Median Output 40 No combo boards, so the median is unobservable; diversity of starters is low (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Multiple independent interruption routes (hand traps, HERO searchers, GY recursion) (Inferred)
D6 Resource Economy, Recovery & Grind 50 Searchers and GY recursion (Vision HERO Increase, Denier) partly regenerate resources (Inferred)
D7 End-Board & Interaction Quality 65 Ash, Droll, Infinite Impermanence, Nibiru and Lancea give layered hand-trap interaction, but two are over the limit (Inferred)
D8 Going-Second & Board-Breaking Power 60 P(>=1 hand trap in 6-card hand) ~ 0.87 going second (Inferred)
D9 Offensive Pressure & Closing Power 50 Fusion endboards reach 2500-3100 ATK (Malicious Bane, Shining Neos Wingman) (Verified stats, Inferred closing)
D10 Main Deck Efficiency & Flexibility 35 Exact-archetype purity 8.6 percent with 23 tech cards; much of the main deck is off-plan (Verified composition)
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck slots are used as 10 Fusion and 5 Link; access depends on Polymerization and Dark Fusion (Inferred)
D12 Side Deck Adaptability 10 No Side Deck is present, so post-side adaptability cannot be shown (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; the illegal status also caps format fit (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-branch HERO lines with many hand traps demand careful sequencing (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 48, Going First ≈ 45, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist exposure (-8); engine conflicts (-4). Final formula: Illegal cap applied: min(0.80*Structural + 0.20*TournamentReliability + ContextModifiers, 30); unweighted pre-cap value about 33 (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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

  • Layered hand-trap interaction (Ash, Droll, Infinite Impermanence, Nibiru, Lancea)
  • Strong going-second hand-trap density (about 0.87 per 6-card hand)
  • High-ATK Fusion and Link endboard options

Weaknesses

  • Illegal list: copy limits and Forbidden cards must be fixed before it can be played
  • Very low archetype purity (8.6 percent exact name)
  • No Side Deck
  • No recorded combos or win data to confirm conversion

Critical choke points

  • Polymerization (1 copy) or Dark Fusion is the sole route to most Fusion Summons
  • Most Extra Deck access depends on a HERO monster being in hand or on the field
Priority Remove Add Reason
1 Called by the Grave, Triple Tactics Talent Legal replacements (for example, Ash Blossom at 2 copies, Droll at 1 copy) Forbidden cards and over-limit copies make the list illegal; fix this before any score is meaningful
2 Off-archetype tech cards (for example, Harpie's Feather Duster, Lightning Storm) Additional Polymerization or Dark Fusion for the Fusion core Raises consistency and the chance of a Fusion Summon on T1-T2
3 Some duplicate off-archetype staples A 10-15 card Side Deck Enables post-side adaptation, which is currently absent

Evidence & confidence

  • Verified: Main 55 / Extra 15 / Side 0; Ash x3 (2 legal), Droll x3 (1 legal), Called x1 and Triple Tactics x1 Forbidden; Exact-name purity 8.6 percent, 64 off-archetype copies
  • Inferred: Starter and hand-trap hypergeometric estimates (0.25, 0.61, 0.87); Interaction and endboard reads from card text
  • Provisional: Meta Power and format fit (no dated metagame sample)
  • Data gaps: no combos supplied; combo floor, median and ceiling are text-only inference no tournament link; archetype meta-share and per-pilot record absent no win-rate telemetry (going-first/second, matchup, brick/starter rates) no Side Deck, so post-side plan is unevaluable Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Vision HERO

Vision HERO Breakdown

 
 

 

 

 

 

 

 
 

 

 
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