Destiny HERO Deck #704681 — Yu-Gi-Oh! TCG
Created by: YGO Mod (20517634)
Created On: 05/20/2026
Main Deck (56)
- Cyber Dragon x1
- Dandylion x1
- Destiny HERO - Disk Commander x2
- Destiny HERO - Fear Monger x1
- Destiny HERO - Malicious x3
- Elemental HERO Stratos x1
- Gellenduo x1
- Gorz the Emissary of Darkness x1
- Jinzo x1
- Light and Darkness Dragon x3
- Majestic Mech - Goryu x2
- Marshmallon x1
- Sangan x1
- Snipe Hunter x3
- Spirit Reaper x1
- The Winged Dragon of Ra x1
- Treeborn Frog x1
- Des Koala x2
- Gravekeeper's Spy x2
- Brain Control x3
- Destiny Draw x3
- Foolish Burial x2
- Gold Sarcophagus x1
- Heavy Storm x1
- Premature Burial x1
- Reinforcement of the Army x2
- Smashing Ground x2
- Snatch Steal x1
- Call of the Haunted x1
- Crush Card Virus x1
- Magic Cylinder x1
- Mirror Force x1
- Pulling the Rug x3
- Royal Decree x3
- Waboku x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 14/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 15 |
| Going First | 12 |
| Going Second | 10 |
| Meta Power | provisional |
| Tournament Reliability | 8 |
- Primary strategy: Midrange
- Secondary strategies: none
- Format: tcg
Legality
Main 56 / Extra 0 / Side 0 — status: Illegal. 4 violation(s).
Identity & game plan
- Win condition: Direct Attack / Attrition; Effect Damage
- Turn 1 (going first): Set defensive traps (Mirror Force, Royal Decree) or attempt to Normal Summon Light and Darkness Dragon/Gorz for board control
- Turn 2 (going second): Draw into removal or negate via Light and Darkness Dragon, Crush Card Virus, or Magic Cylinder
- Recovery: Call of the Haunted or Destiny HERO - Fear Monger to recycle key monsters from the Graveyard
- After siding: None (0 side deck cards)
Why it scores here
This deck functions as a miscellaneous collection of older, individually powerful cards rather than a cohesive competitive system. With a 56-card main deck and only 16% archetype purity, it suffers from extreme brick risk and lacks any consistent opening plan or combo lines. While it contains strong individual interaction pieces like Light and Darkness Dragon, Mirror Force, and Crush Card Virus, their disjointed nature prevents reliable deployment. The absence of an Extra Deck and Side Deck further cripples its ceiling and adaptability. Consequently, it scores very low across all structural dimensions, capped additionally by multiple legality violations including Forbidden cards and copy-limit breaches.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 10 | P(≥1 core starter) ≈ 0.25; 56-card pool with 16% purity yields poor consistency (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 15 | High full-brick probability due to 56 cards and lack of searchers; redundant one-offs common (Inferred) |
| D3 | Combo Conversion & Ceiling | 10 | No recorded combo lines; ceiling relies on drawing isolated high-ATK monsters or traps (Inferred) |
| D4 | Combo Floor & Median Output | 15 | Median output typically consists of a single monster or basic spell/trap activation (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 10 | Fragile after disruption; relies on drawing specific one-off answers like LDD or Gorz (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 15 | Poor resource economy; many one-time spells/traps with minimal deck recovery or float (Inferred) |
| D7 | End-Board & Interaction Quality | 35 | Contains potent individual negates/removals (LDD, Mirror Force, CCV, Jinzo) but lacks consistency to deploy them (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 20 | Weak going-second; lacks dedicated board breakers and struggles to challenge established boards (Inferred) |
| D9 | Offensive Pressure & Closing Power | 25 | Can field high-ATK threats (Ra, Gorz, LDD) if drawn, but converting advantage to wins is highly inconsistent (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 5 | 56-card main deck, 0 Extra Deck, and massive archetype fragmentation severely penalize efficiency (Verified) |
| D11 | Extra Deck Efficiency & Coverage | 0 | Zero Extra Deck cards provide no fusion/synchro/xyz/link coverage or access to modern bosses (Verified) |
| D12 | Side Deck Adaptability | 0 | Zero Side Deck cards eliminate post-side adaptability and matchup tuning (Verified) |
| D13 | Matchup Coverage & Format Fit | 5 | Not constructed for any current competitive environment; purely nostalgic/miscellaneous build (Provisional) |
| D14 | Pilotability & Error Tolerance | 40 | Simple individual card activations reduce mechanical complexity, but unclear game plan increases pilot error risk (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 15, Going First ≈ 12, Going Second ≈ 10, Meta = provisional, Tournament Reliability ≈ 8. Modifiers: Illegal List (-5); Zero Extra Deck (-3); High Brick Risk (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.25 · key two-card combo ≈ — · full-brick estimate ≈ 0.65 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Contains several historically powerful individual cards (Light and Darkness Dragon, Gorz, Crush Card Virus)
- Low mechanical complexity makes individual card interactions easy to understand
Weaknesses
- Illegal status due to Forbidden cards and copy-limit violations
- Extremely high brick rate from 56-card deck with minimal searchers
- Zero Extra Deck and Side Deck capacity
- No cohesive strategy or combo lines
- Poor resource management and recovery
Critical choke points
- Opening hand consistency diluted by 56 cards
- Reliance on drawing specific high-tier one-offs to function
- Lack of Extra Deck limits boss monster access and combo conversion
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Heavy Storm, Dandylion | Legal archetype staples | Deck is currently illegal and cannot compete; removing Forbidden cards is mandatory. |
| 2 | Multiple generic old-school traps/spells | Destiny HERO core engines and searchers | Replace miscellaneous cards with cohesive archetype support to improve consistency and combo potential. |
| 3 | Excess filler monsters | Extra Deck monsters | Add an Extra Deck to enable modern strategies, boss monsters, and improved board presence. |
Evidence & confidence
- Verified: Legality violations (Dandylion, Heavy Storm forbidden; Reinforcement, Foolish Burial over limit); Deck composition (56 Main, 0 Extra, 0 Side); Archetype purity (16.1%)
- Inferred: Consistency estimates from hypergeometric draw odds; Combo floor/ceiling inferences based on card text roles; Resource economy and grind assessment; Going-first/second plan projections
- Provisional: Matchup format fit; Meta Power
- 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
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