Destiny HERO Deck #487702 — Yu-Gi-Oh! TCG
51 Main, 19 Extra, incl. Destiny HERO - Malicious x3, Vision HERO Faris x3, Vision HERO Vyon x3.
Created by: YGO Mod (20517634)
Created On: 05/16/2025
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 (±10 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 53 |
| Going First | 50 |
| Going Second | 46 |
| Meta Power | provisional |
| Tournament Reliability | 40 |
- Primary strategy: Combo
- Secondary strategies: Control, Toolbox
- 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 a large HERO boss (Destiny HERO - Dystopia, Destroyer Phoenix Enforcer, Contrast HERO Chaos, Shining Neos Wingman) from Polymerization, Fusion Destiny or Miracle Fusion, starting from Destiny HERO - Malicious, Vision HERO Faris/Vyon or Dark Angel; Link Summon Xtra HERO monsters to recur HERO monsters and search Fusion or Polymerization spells
- Turn 1 (going first): Open a Malicious, Faris, Vyon or Dark Angel starter (about 0.68 chance of at least one core card in hand of 5), search or summon a Polymerization-family spell, and Fusion Summon a boss. Keep Ash Blossom for the opponent's first response
- Turn 2 (going second): Use the six-card hand to hold Ash Blossom, Droll & Lock Bird and Evenly Matched for interaction, then rebuild a boss through Vision HERO recursion and Fusion Destiny
- Recovery: Vision HERO Vyon and Destiny HERO - Denier recur HERO monsters from the GY and Deck. Destiny HERO - Dark Angel negates Spells and Plasma negates monsters. Both need GY or field resources that the opponent's interaction may already have removed
- After siding: None. The deck runs no Side Deck, so there is no post-side plan. Score D12 reflects this
Why it scores here
The list reliably reaches a starter about two times in three (P of at least one core Destiny HERO card in a 5-card hand is 0.68, Inferred) and has enough redundant interaction (3 Ash Blossom, 2 Droll, Evenly Matched, Forbidden Droplet, Dark Angel, Plasma) to keep a plan alive through one disruption. Its ceiling is a large boss from Polymerization or Fusion Destiny, but there are no recorded boards, so the median output is a text-only estimate and is marked Provisional. The score is held down by an illegal list: copy limits are broken on five cards, two of them Forbidden, and the Extra Deck holds 19 cards against a limit of 15. The 59 off-archetype copies, a 15.7 percent exact-name purity and the absence of a Side Deck also lower it. Popularity did not earn points, and the score was not built by averaging card scores.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 68 | P(at least one core archetype card in hand of 5) = 0.681 across 10 copies; 3-copy starters at 0.271 each (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 48 | 25 Level-0 spell/trap cards and 18 tech cards raise dead-card risk; no Side Deck to fix bad hands (Inferred) |
| D3 | Combo Conversion & Ceiling | 55 | No parseable combo boards; the boss routes are read from card text only (Inferred) |
| D4 | Combo Floor & Median Output | 45 | No recorded boards, so the median is unknown; treated as Provisional (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 55 | Multiple starter routes (Malicious, Faris, Vyon, Dark Angel, Denier) and redundant negates (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 50 | Recursion through Vyon, Denier and Malicious works in the GY; Fusion Destiny and Polymerization are one-shot spells (Inferred) |
| D7 | End-Board & Interaction Quality | 66 | Three Ash Blossom, two Droll, Evenly Matched, Forbidden Droplet and two monster negates give broad coverage. Legal copy limits cut the Ash and Droll counts (Verified text, Inferred weight) |
| D8 | Going-Second & Board-Breaking Power | 52 | Going-second hand value comes from hand traps and the 6-card draw odds (0.662 for hand-trap group), not from board breaking (Inferred) |
| D9 | Offensive Pressure & Closing Power | 62 | Boss ATK of 2500 to 3100 and Destiny HERO - Dystopia, Destroyer Phoenix Enforcer and Contrast HERO Chaos give closing power (Verified stats, Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 38 | 51 main cards with 18 tech slots and 59 off-archetype copies; purity 15.7 percent (Verified composition, Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 40 | 19 Extra cards exceed the 15 limit by 4, and the list has no Extra redundancy plan beyond Fusion routes (Verified count) |
| D12 | Side Deck Adaptability | 10 | Side Deck is empty (0 cards), so no post-side plan can be scored (Verified; Provisional) |
| D13 | Matchup Coverage & Format Fit | 45 | No tournament context or dated meta sample, so format fit is Provisional |
| D14 | Pilotability & Error Tolerance | 40 | Fusion, Link, Vision, Destiny and Elemental lines in one list need many decisions per turn (Inferred) |
How the score was computed
Strategy profile: Combo. Structural ≈ 53, Going First ≈ 50, Going Second ≈ 46, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-5); no post-side plan (-3); engine conflicts (-2); off-archetype density (-2). Final formula: Illegal cap: uncapped 0.80*53 + 0.20*40 + modifiers(-12) = 38, capped at 30 as theoretical/structural-only. Meta provisional
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.68 · 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
- Starter density of about 0.68 for the core archetype group in a 5-card hand
- Interaction breadth: three Ash Blossom, two Droll, Evenly Matched, Forbidden Droplet and two monster negates
- High-ATK Fusion and Link bosses with several recursion routes
Weaknesses
- Illegal list: copy-limit violations on five cards and 19 Extra Deck cards (limit 15)
- Low archetype purity (15.7 percent) and 18 tech slots, so the engine is diluted
- No Side Deck and no post-side plan
- No combo evidence, so output rests on card text alone
Critical choke points
- Fusion Summon depends on Polymerization-family spells, and Super Polymerization is over its Semi-Limited allowance
- Vision HERO recursion depends on HERO monsters in the GY, which opposing interaction can clear
- Extra Deck count must drop by at least 4 before the list is playable
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | 1 Super Polymerization (third copy) | none | Restores legal copy count for a Semi-Limited card |
| 2 | 1 Droll & Lock Bird and 1 Ash Blossom & Joyous Spring | none | Restores Limited and Semi-Limited copy counts |
| 3 | Called by the Grave and Rivalry of Warlords | legal interaction or staples | Both are Forbidden and cannot be played |
| 4 | 4 Extra Deck cards that are weakest for the core plan | none | Brings Extra Deck count to the 15 limit |
| 5 | 2 to 3 off-archetype tech cards | a 10 to 15 card Side Deck | Gives a post-side plan (D12) and improves purity |
Evidence & confidence
- Verified: Main 51, Extra 19, Side 0; Extra exceeds the TCG limit of 15; Copy-limit violations: Ash Blossom 3 (2 allowed), Super Polymerization 3 (2), Droll 2 (1), Called by the Grave 1 (0), Rivalry of Warlords 1 (0); Card text and stats for all 51 main and 19 Extra cards
- Inferred: Starter access of about 0.68 from hypergeometric estimate on the core archetype group; Interaction density is high from text roles (negate, hand trap, removal); Going-first and going-second estimates; Structural score uses the Combo profile
- Provisional: Median output and matchup fit, since there are no recorded boards or dated meta sample; Tournament reliability
- 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 rates unknown Meta Power is Provisional without a dated metagame sample Side Deck is empty, so post-side performance cannot be assessed No guides attached to the archetype
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