Vision HERO Deck #482247 — Yu-Gi-Oh! TCG

59 Main, 15 Extra, incl. Destiny HERO - Malicious x3, Elemental HERO Stratos x3, Vision HERO Faris x3. Created May 5, 2025 by YGO Mod.

Deck Vision HERO TCG

Created by: YGO Mod (20517634)

Created On: 05/05/2025

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 22, 2026
20± 10/ 100
Power Score
Structural 49
Reliability 40
Going First 46
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 20/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 49
Going First 46
Going Second 50
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: tcg

Legality

Main 59 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Fusion and Link pressure from HERO monsters (Xtra HERO Dread Decimator, Elemental HERO Shining Neos Wingman, Vision HERO Trinity) built through Polymerization-style and Extra Deck summons; Destiny HERO and Evil HERO fusion boards, where Evil HERO Malicious Bane clears the field of lower-ATK monsters
  • Turn 1 (going first): Search and summon through Vision HERO Faris, Elemental HERO Stratos and Vision HERO Vyon to reach a Fusion or Link Summon, holding Ash Blossom and Infinite Impermanence for the opponent's first response
  • Turn 2 (going second): Open with hand traps (Ash Blossom, Droll & Lock Bird, Effect Veiler, Ghost Ogre & Snow Rabbit) to stop the opponent's starter, then rebuild through the GY-based HERO effects
  • Recovery: Recursion from the GY through Vision HERO Increase, Cross Keeper and Destiny HERO - Denier to refill the board after a disruption
  • After siding: Not assessable: the deck has no Side Deck, so there is no post-side plan

Why it scores here

The deck reliably opens a HERO starter, since 12 searcher-text cards give about a 69 percent chance of at least one searcher in the opening 5 (Inferred), but the 8 archetype-core copies give only about a 53 percent chance of an open archetype card, which holds the score down. Interaction is the deck's strongest area: 8 hand traps and 12 negation-text cards, although two of the strongest are semi-limited or forbidden. Conversion is not evidenced: no combos were supplied, so the ceiling and median come from text reading only, and both are scored low. The deck is illegal as built, with four forbidden cards and three copies of Ash Blossom against a limit of two, so the final score is capped regardless of structure. Popularity of the Vision HERO archetype did not earn points, and no card scores were averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(at least 1 searcher in hand of 5) ~0.69 from text-tagged searchers; core archetype P(open) ~0.53 with 8 copies (Inferred)
D2 Opening-Hand Quality & Brick Management 52 Mixed hand quality: many Vision and Elemental HERO searchers, but 28 single-copy cards and 16 tech slots raise brick risk (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards in combo data; ceiling inferred from Fusion and Link text only (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards; median output is unobservable and scored low for that reason (Provisional)
D5 Interruption Resilience & Route Redundancy 50 Multiple recursion and search routes through the GY, but a single Extra Deck summon gate limits independent lines (Inferred)
D6 Resource Economy, Recovery & Grind 42 Recursion from the GY is present (Vision HERO Increase, Cross Keeper), but spending is heavy and there is no measured resource data (Inferred)
D7 End-Board & Interaction Quality 60 8 hand traps and 12 negation-text cards give broad interaction; Ash Blossom and Droll & Lock Bird are the key pieces (Inferred from flags and text)
D8 Going-Second & Board-Breaking Power 50 Going-second relies on hand traps and Evil HERO and Destiny HERO boards; no going-second split is recorded (Inferred)
D9 Offensive Pressure & Closing Power 48 Closing relies on Fusion and Link ATK (Xtra HERO Dread Decimator 2500, Vision HERO Trinity 2500); no end-board samples (Inferred)
D10 Main Deck Efficiency & Flexibility 55 59 main-deck cards in range, but 16 tech and 4 forbidden-card slots dilute the engine (Verified legality, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 60 Extra Deck has 15 cards across 5 Link and 10 Fusion; the Fusion-material gate is mostly reachable (Inferred)
D12 Side Deck Adaptability 15 No Side Deck at all, so post-side adaptability is effectively absent (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament or meta-share data attached; format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 55 Several multi-step summon chains with GY recursion; moderate decision load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 49, Going First ≈ 46, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-8); hard-garnet burden (-4). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) = 35.2 after modifiers; capped at 20 because the deck is Illegal

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.69 · 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 searcher and hand-trap package gives a consistent opening and interaction on the opponent's first turn
  • Broad Extra Deck coverage: 10 Fusion and 5 Link monsters across several HERO sub-archetypes
  • Recursion through the GY (Vision HERO Increase, Cross Keeper) helps recover after disruption

Weaknesses

  • Illegal as built: four Forbidden cards and three copies of Ash Blossom against a limit of two
  • No Side Deck, so there is no post-side adaptation
  • Scattered sub-archetypes (Elemental, Destiny, Vision, Evil, Masked) reduce engine coherence (exact-name purity 10.8 percent)
  • No recorded combos or tournament data to verify conversion or format fit

Critical choke points

  • The Extra Deck summon gate: most lines need one Fusion or Link monster, and Polymerization is only 2 copies
  • Forbidden cards cannot be played in the TCG format, so any line that depends on them is not available
Priority Remove Add Reason
1 Called by the Grave, Crossout Designator, Rivalry of Warlords, Triple Tactics Talent Legal replacements from the same role, such as a legal hand trap or Fusion searcher These four are Forbidden in the TCG list, so the deck cannot be legal while they are in it
2 One copy of Ash Blossom & Joyous Spring A legal-copy-limit card (for example a second Droll & Lock Bird is also Limited, so a non-limited hand trap) Ash Blossom is Semi-Limited with a limit of two, and the deck runs three
3 No change to the main engine A Side Deck of 15 cards The deck has none, so post-side adaptability is lost entirely

Evidence & confidence

  • Verified: Deck is Illegal: 4 Forbidden cards and Ash Blossom over its Semi-Limited limit; Main 59 and Extra 15 are inside the TCG size rules; Side is 0; Archetype-core and searcher probabilities from the hypergeometric table
  • Inferred: Engine consistency and brick risk from the probability table and card text; Interaction density from hand-trap and negation role tags; Pilotability from summon-chain length
  • Provisional: Format fit and meta share, since no dated meta or tournament data is attached; Post-side plan, since there is no Side Deck
  • 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, going-second and matchup results are unknown Meta Power is provisional without a dated metagame sample Deck has no title and no Side Deck

More TCG Info

Vision HERO

Vision HERO Breakdown

 
 

 

 

 

 

 

 
 

 

 
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