Vision HERO Deck #671969 — Yu-Gi-Oh! TCG

48 Main, 15 Extra, incl. Destiny HERO - Malicious x3, Elemental HERO Stratos x3, Mulcharmy Fuwalos x3. Created Mar 25, 2026 by YGO Mod.

Deck Vision HERO TCG

Created by: YGO Mod (20517634)

Created On: 03/25/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Mar 25, 2026
60± 5/ 100
Power Score
Structural 66
Reliability 60
Going First 70
Going Second 55

Vision HERO Deck — Deck Power Evaluation

Final Contextual Deck Power: 60/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 66
Going First 70
Going Second 55
Meta Power provisional
Tournament Reliability 60
  • Primary strategy: Combo
  • Secondary strategies: Toolbox
  • Format: tcg

Legality

Main 48 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Fusion Summon disruptive HERO bosses (Dark Law, Contrast Chaos, DPE) and lock opponent; Board control via banish/negate/destroy and beatdown
  • Turn 1 (going first): Use A Hero Lives/Fusion Destiny/Vision HERO pieces to establish Dark Law + hand traps
  • Turn 2 (going second): Break with Forbidden Droplet/Called By then fusion summon boss
  • Recovery: Recur HERO monsters via Malicious, Vyon, Cross Crusader
  • After siding: No side deck; cannot adapt post-side

Why it scores here

This HERO variant relies on multiple starter spells and monsters (A Hero Lives, Fusion Destiny, Vision HERO Faris/Vyon) to fusion summon disruptive bosses like Masked HERO Dark Law and Contrast HERO Chaos, giving it a workable turn-1 plan. Median output is moderate because the 48-card list dilutes consistency and several key extra-deck pieces from the archetype core are missing, leaving the deck below tier-1 conversion. Interaction is layered via banish, negation, and destruction, but the lack of a side deck and limited copies of staples (Called by the Grave, Reinforcement of the Army) cap its tournament reliability. The score reflects system cohesion and inferred combo potential from card text, not the HERO archetype's popularity, and individual card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 75 Searcher group 14 copies P(≥1 in 5)=0.8375; multiple 3-copy starters (A Hero Lives, Fusion Destiny) (Inferred)
D2 Opening-Hand Quality & Brick Management 65 48-card main with single Normal Monster Neos as potential garnet; hand-trap group P(≥1 in 6)=0.5032 (Inferred)
D3 Combo Conversion & Ceiling 75 Extra deck contains Dark Law, Contrast Chaos, DPE enabling multi-negate/banish board from text (Inferred)
D4 Combo Floor & Median Output 60 No recorded combos; median inferred as single fusion + hand trap due to diluted copies (Inferred)
D5 Interruption Resilience & Route Redundancy 65 Redundant starters (Faris, Vyon, A Hero Lives, Malicious) provide alternative lines (Inferred)
D6 Resource Economy, Recovery & Grind 70 Malicious, Vyon, Cross Crusader enable graveyard recursion and card advantage (Inferred)
D7 End-Board & Interaction Quality 72 Dark Law banish, Contrast Chaos negate, DPE destroy plus Droplet/Ash yield layered interaction (Inferred)
D8 Going-Second & Board-Breaking Power 55 Forbidden Droplet and Called By support going second but extra deck lacks dedicated breaker (Inferred)
D9 Offensive Pressure & Closing Power 70 Bosses up to 3100 ATK (Shining Neos Wingman) and multi-attack Wake Up provide closing power (Inferred)
D10 Main Deck Efficiency & Flexibility 65 48-card main with 8 three-ofs and many singles; compact enough but some dead slots (Inferred)
D11 Extra Deck Efficiency & Coverage 70 15 extra cards (10 fusion, 5 link) mostly usable HERO bosses/links (Verified)
D12 Side Deck Adaptability 0 Side deck count 0; no post-side adaptation possible (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament context; matchup fit provisional (Provisional)
D14 Pilotability & Error Tolerance 60 Multiple summon steps and attribute management increase pilot complexity (Inferred)

How the score was computed

Strategy profile: 0.85 Combo / 0.15 Toolbox. Structural ≈ 66, Going First ≈ 70, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: no_side_deck (-3); banlist_exposure (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.85 · 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

  • Multiple redundant HERO starters
  • Strong interaction via banish/negate/destroy
  • Good extra deck boss variety

Weaknesses

  • 48-card deck dilutes consistency
  • No side deck
  • Missing many archetype core extra-deck staples per usage stats

Critical choke points

  • Reliance on Vision HERO Faris/Vyon for trap combo
  • Limited copies of Reinforcement of the Army and Called by the Grave
Priority Remove Add Reason
1 Elemental HERO Neos Vision HERO Trinity Neos is near-garnet without Neos Fusion; better extra deck coverage

Evidence & confidence

  • Verified: Legality status Legal; Extra deck breakdown 10 fusion 5 link; Side count 0
  • Inferred: Starter consistency probabilities; Combo ceiling from card text; Median output low
  • Provisional: Matchup format fit
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Vision HERO

Vision HERO Breakdown

 
 

 

 

 

 

 

 
 

 

 
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