Vision HERO Deck #487490 — Yu-Gi-Oh! TCG
51 Main, 19 Extra, incl. Destiny HERO - Malicious x3, Vision HERO Faris x3, Vision HERO Vyon x3. Created May 15, 2025 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 05/15/2025
Main Deck (51)
- Destiny HERO - Dark Angel x1
- Destiny HERO - Denier x1
- Destiny HERO - Malicious x3
- Destiny HERO - Plasma x1
- Droll & Lock Bird x2
- Elemental HERO Liquid Soldier x1
- Elemental HERO Shadow Mist x1
- Elemental HERO Stratos x2
- Vision HERO Faris x3
- Vision HERO Increase x1
- Vision HERO Vyon x3
- Big Koala x2
- Elemental HERO Neos x1
- Mystery Shell Dragon x1
- Ash Blossom & Joyous Spring x3
- A Hero Lives x3
- Called by the Grave x1
- Foolish Burial x1
- Forbidden Droplet x3
- Fusion Destiny x3
- Mask Change x2
- Miracle Fusion x1
- Polymerization x2
- Pot of Prosperity x1
- Super Polymerization x3
- Evenly Matched x3
- Favorite Contact x1
- Rivalry of Warlords x1
Extra Deck (19)
- Contrast HERO Chaos x1
- Destiny HERO - Destroyer Phoenix Enforcer x1
- Destiny HERO - Dystopia x1
- Elemental HERO Absolute Zero x1
- Elemental HERO Flame Wingman - Infernal Rage x1
- Elemental HERO Shining Neos Wingman x1
- Elemental HERO Sunrise x1
- Elemental HERO Thunder Giant x1
- Garura, Wings of Resonant Life x1
- Masked HERO Acid x1
- Masked HERO Dark Law x2
- Masked HERO Goka x1
- Mudragon of the Swamp x1
- Wake Up Your Elemental HERO x1
- Xtra HERO Cross Crusader x2
- Xtra HERO Infernal Devicer x1
- Xtra HERO Wonder Driver x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 30/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 52 |
| Going First | 50 |
| Going Second | 58 |
| Meta Power | provisional |
| Tournament Reliability | 45 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox, Tempo
- Format: tcg
Legality
Main 51 / Extra 19 / Side 0 — status under the rules at evaluation time: Illegal. 6 violation(s).
Identity & game plan
- Win condition: Fusion Summon large HERO boards (Elemental HERO Shining Neos Wingman, Contrast HERO Chaos, Elemental HERO Sunrise, Destiny HERO - Dystopia-style pressure) through Polymerization-family enablers; Link-based follow-up through Xtra HERO links and Destiny HERO recursion
- Turn 1 (going first): Open with a Fusion enabler (Fusion Destiny, Polymerization or Super Polymerization) or Vision HERO Faris/Vyon to reach a Fusion Summon on turn 1-2, while holding hand traps for the opponent's first interruption
- Turn 2 (going second): Use Ash Blossom, Droll & Lock Bird and Forbidden Droplet to strip the opponent's first board, then rebuild through Fusion Summons from the Extra Deck
- Recovery: Recur Destiny HERO and Vision HERO monsters from the GY (Destiny HERO - Denier, Vision HERO Increase, Destiny HERO - Dark Angel) and re-enable Fusion Summons with a second Polymerization-family card
- After siding: Not applicable: the export contains no side deck, so no post-side plan can be evaluated
Why it scores here
The deck is scored as a system, not by averaging its card scores. Its four fusion enablers (Polymerization x2, Fusion Destiny x3, Super Polymerization x3, Miracle Fusion x1) give a reasonable chance of a live Fusion Summon in the opening hand, but the exact probability is not computed for the combined set, so the consistency read is Inferred. Its interaction suite (Ash Blossom x3, Droll & Lock Bird x2, Forbidden Droplet x3, Evenly Matched x3) gives real going-second disruption, but two of the cards are Forbidden and three more exceed their legal copy count. Its closing power comes from high-ATK Fusion monsters such as Contrast HERO Chaos and Shining Neos Wingman, yet no recorded boards exist, so the floor and median output cannot be measured. The deck is a loose mix of Elemental, Destiny, Vision and Masked HERO sub-archetypes with only 10 percent exact-name purity, and it has no side deck. Popularity and archetype usage stats were not used to earn points, and the illegal list caps the final score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 62 | P(at least one Fusion Destiny in opening 5) = 0.271 and P(at least one archetype-core card in opening 5) = 0.814, combined enabler probability not computed (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 50 | Eight hand traps and several Vision HERO monsters are dead when no Fusion path exists; brick risk estimated from composition only (Inferred) |
| D3 | Combo Conversion & Ceiling | 55 | No parseable combo boards; ceiling is a semantic read of Fusion and Link text, not observed output (Inferred) |
| D4 | Combo Floor & Median Output | 45 | combo data has zero boards, so median output cannot be measured; scored conservatively (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 58 | Eight hand traps and Destiny HERO GY recursion provide alternative lines after one disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 55 | Vision HERO and Destiny HERO GY recursion support grind; no resource data exists (Inferred) |
| D7 | End-Board & Interaction Quality | 55 | Forbidden Droplet, Evenly Matched and Super Polymerization are real interaction, but two Forbidden cards are illegal in the deck (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 60 | Droll & Lock Bird, Ash Blossom and Forbidden Droplet challenge a going-second board; no going-second split is recorded (Inferred) |
| D9 | Offensive Pressure & Closing Power | 65 | Chaos (3000 ATK), Shining Neos Wingman (3100 ATK) and Sunrise give high closing ATK on paper (Verified stat, Inferred closing) |
| D10 | Main Deck Efficiency & Flexibility | 45 | 51 Main Deck cards are within the 40-60 range, but 9 cards run 3 copies and exact-name purity is 10 percent (Verified count, Inferred efficiency) |
| D11 | Extra Deck Efficiency & Coverage | 40 | Extra Deck holds 19 cards against a limit of 15, so the deck is illegal and several Extra slots are flex (Verified count) |
| D12 | Side Deck Adaptability | 10 | No side deck is present, so post-side adaptability cannot be assessed (Provisional) |
| D13 | Matchup Coverage & Format Fit | 45 | No tournament link or dated meta sample; archetype share is not available (Provisional) |
| D14 | Pilotability & Error Tolerance | 50 | Multiple Fusion routes and hand-trap timing decisions raise the decision load; roughly moderate complexity (Inferred) |
How the score was computed
Strategy profile: Midrange primary, Toolbox secondary, 0.8/0.2 disclosed. Structural ≈ 52, Going First ≈ 50, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist exposure (-8); engine conflicts (-4). Final formula: Unmodified: 0.80*Structural(52) + 0.20*TournamentReliability(45) = 51, Meta provisional, then modifiers (-12) give 39. Illegal-deck cap applies, so the reported score is 30 and is theoretical/structural-only, not a normal Final Contextual score.
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.27 · 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
- Four fusion enablers give a real chance of a Fusion Summon on turn 1 or 2
- Eight hand traps and three Forbidden Droplet give going-second interaction
- High-ATK Fusion finishers (Chaos, Shining Neos Wingman, Sunrise) close games once a board is established
Weaknesses
- Illegal list: Extra Deck over the size limit and five copy-limit violations including two Forbidden cards
- Sub-archetype mix gives 10 percent exact-name purity and weak engine coherence
- No side deck, so no best-of-3 adaptation
- No combo evidence, so the consistency and output claims are unverified
Critical choke points
- Fusion enablers: Polymerization-family cards carry most turn 1 and 2 lines; losing them to hand traps or Called-style interruption stalls the deck
- Forbidden and Limited cards cannot all be run, so the list cannot be played as built
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Called by the Grave and Rivalry of Warlords | Legal copies or replacement tech cards | Both are Forbidden in TCG, so the deck cannot be legal while they are present |
| 2 | One Ash Blossom, one Super Polymerization and one Droll & Lock Bird | Legal-count replacements | Brings the copy counts within the Semi-Limited and Limited limits |
| 3 | Four Extra Deck cards with the lowest role value | None | Brings the Extra Deck from 19 to 15, the TCG maximum |
Evidence & confidence
- Verified: Illegal status: Extra Deck 19 > 15, plus five copy-limit violations; Two Forbidden cards and three Limited or Semi-Limited restrictions; Fusion Destiny, Polymerization and Super Polymerization enabler counts; Exact-name purity 10 percent
- Inferred: Opening-hand starter probability 0.271 for a 3-copy card (hypergeometric); Interaction density and hand-trap value read from card text; Midrange primary strategy from text and composition
- Provisional: Meta Power (no dated sample); Matchup fit and tournament reliability (no tournament link); Post-side plan (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 match record absent no win-rate telemetry for going-first, going-second, matchup or brick rate no side deck, so post-side adaptability cannot be scored Meta Power is Provisional unless a dated metagame sample is supplied
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