Heros Deck #706993 — Yu-Gi-Oh! Master Duel
60 Main, 15 Extra, incl. Destiny HERO - Malicious x3, Elemental HERO Stratos x3, Miracle Ejector x3. Created May 26, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 05/26/2026
Main Deck (60)
- Destiny HERO - Denier x1
- Destiny HERO - Malicious x3
- Destiny HERO - Plasma x1
- Droll & Lock Bird x2
- Elemental HERO Blazeman x1
- Elemental HERO Shadow Mist x1
- Elemental HERO Stratos x3
- Masked HERO Dusk Crow x1
- Masked HERO Fountain x1
- Masked HERO Furnace x1
- Maxx "C" x1
- Miracle Ejector x3
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x1
- Neo-Spacian Aqua Dolphin x1
- Vision HERO Faris x3
- Vision HERO Increase x1
- Vision HERO Vyon x2
- Elemental HERO Neos x1
- Ash Blossom & Joyous Spring x2
- A Hero Lives x3
- Called by the Grave x1
- Crossout Designator x1
- E - Emergency Call x3
- EN Shuffle x1
- Forbidden Droplet x3
- Fusion Destiny x3
- Harpie's Feather Duster x1
- Mask Change x1
- Miracle Fusion x1
- Polymerization x2
- Reinforcement of the Army x1
- Triple Tactics Talent x1
- Triple Tactics Thrust x3
- Dimensional Barrier x1
- Favorite Contact x1
Extra Deck (15)
- Contrast HERO Chaos x2
- Destiny HERO - Destroyer Phoenix Enforcer x1
- Elemental HERO Aqua Neos x1
- Elemental HERO Flame Wingman - Infernal Rage x1
- Elemental HERO Shining Neos Wingman x1
- Elemental HERO Sunrise x1
- Elemental HERO Thunder Giant - Voltic Thunder x1
- Masked HERO Dark Law x1
- Vision HERO Trinity x1
- Predaplant Verte Anaconda x1
- Xtra HERO Cross Crusader x2
- Xtra HERO Infernal Devicer x1
- Xtra HERO Wonder Driver x1
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(Unnamed HERO) — Deck Power Evaluation
Final Contextual Deck Power: 70/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 72 |
| Going First | 74 |
| Going Second | 72 |
| Meta Power | provisional |
| Tournament Reliability | 74 |
- Primary strategy: Combo
- Secondary strategies: Midrange, Blind-Second
- Format: master-duel
Legality
Main 60 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Fusion-based OTK via multi-HERO engine combinations (Elemental/Vision/Destiny); Removal pressure and grind game via boss Fusions (Contrast HERO Chaos, Destroyer Phoenix Enforcer, Vision HERO Trinity)
- Turn 1 (going first): Summon Stratos or A Hero Lives into searcher chains; extend into Fusion Destiny or Polymerization; resolve into negation boss (Contrast HERO Chaos) or removal payoff; set up graveyard recursion for follow-up turns
- Turn 2 (going second): Open hand-trap (Ash, Droll, or Maxx 'C' if available); use Forbidden Droplet to force interaction and negate opponent effects; fuse into removal boss (Destroyer Phoenix Enforcer, Aqua Neos); clear opponent backrow with Stratos
- Recovery: Banish Destiny HERO - Malicious from GY to summon copies from Deck; use Vision HERO Vyon GY recovery to search Polymerization; chain Mask Change for fresh bodies and Masked HERO recursion via Cross Crusader
- After siding: N/A—Master Duel is Best-of-1 format; no side deck available
Why it scores here
This HERO deck reliably opens one of many core starters (97% probability via archetype core group) and generates multi-turn resources via 19 searcher cards and graveyard recursion, enabling redundant fusion lines and strong removal-based boards. However, the deck sacrifices hard board negation (guides confirm no negates except one setup-heavy Contrast HERO Chaos), missing high-inclusion Fusions (Sunrise, DPE, Dark Law, Wonder Driver at 77–93% each), and lacks direct-damage finishers—placing it at mid-tier strength. Tournament reliability is strong (74): opening stability and board-breaker going-second tools (Forbidden Droplet 3x, Stratos backrow clear, boss removals) counterbalance missing meta cards. The 70 score reflects consistent T1 setup, functional grind game, and flexible fusion routing, tempered by limited hard interaction and reliance on removal pressure rather than lethal acceleration.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 85 | Archetype core group (30 copies) P(≥1 in hand 5) = 0.9739; 72% of usage-stat core present (18/25 high-inclusion cards run). (Verified) |
| D2 | Opening-Hand Quality & Brick Management | 78 | Proxy full-brick rate ≈ 2.6% from core group data; 10 triple-copy cards with 22 singles provide balanced distribution; Elemental HERO Neos (vanilla 7-level) is potential garnet without Contact Fusion. (Verified + Inferred) |
| D3 | Combo Conversion & Ceiling | 72 | Guides confirm strong OTK potential; Contrast HERO Chaos 3000 ATK + negate, Vision HERO Trinity 2500→5000 ATK with double attack, Destroyer Phoenix Enforcer 2500 ATK + removal; no parsed boards available. (Observed + Inferred) |
| D4 | Combo Floor & Median Output | 68 | No parsed combo boards in evidence; estimated median line is single Fusion boss (Contrast CHAOS or DPE) with 1–2 support interaction pieces, ~68 inferred power index. (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 72 | Five independent starters (Stratos, A Hero Lives, E - Emergency Call, Vision HERO Faris, Destiny HERO - Malicious); four redundant fusion paths (Fusion Destiny, Polymerization, Mask Change, Favorite Contact); graveyard recursion via Malicious/Vyon/Cross Crusader. (Verified + Observed) |
| D6 | Resource Economy, Recovery & Grind | 70 | 19 searcher-text cards generate consistent value; Droll & Lock Bird and Maxx 'C' provide tempo advantage; graveyard recursion enables multi-turn extension; limited hard card-draw spells (no Pot effects). (Verified + Inferred) |
| D7 | End-Board & Interaction Quality | 68 | Nine negation-text cards including Forbidden Droplet 3x (negate + ATK reduction via discard cost), Called by the Grave, Contrast HERO Chaos; but guides note 'deck has everything except negates'—primary board interaction is removal via bosses and Stratos backrow destruction. (Verified + Observed) |
| D8 | Going-Second & Board-Breaking Power | 71 | Five hand-trap copies (Ash Blossom x2, Droll & Lock Bird x2, Maxx 'C' x1) with P(≥1 in hand 6 going-second) = 0.4209; Forbidden Droplet 3x is strong forced-interaction tool; multiple boss removals available; no guaranteed OTK finisher (Trinity/Sunrise both 2500+ base ATK). (Verified + Inferred) |
| D9 | Offensive Pressure & Closing Power | 65 | End-board ATK range: Contrast HERO Chaos 3000, Destroyer Phoenix Enforcer 2500, Trinity 2500→5000 (post-double attack), Shining Neos Wingman 3100; no direct damage or piercing mechanics; closing via board pressure and grind, not lethal conversion. (Verified) |
| D10 | Main Deck Efficiency & Flexibility | 76 | 60-card main deck (Master Duel maximum) with 36 distinct cards; 10 triples, 4 doubles, 22 singles; 25 Spell cards and 19 searchers create tight, spell-heavy engine; triple-copy density may cause hand overcrowding in some draws. (Verified + Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 72 | 15-card Extra Deck with 10 Fusions (Contrast HERO Chaos x2, Elemental/Vision/Masked variants) and 5 Link monsters (Xtra HERO Cross Crusader x2, Infernal Devicer, Predaplant Verte Anaconda); notably missing DPE (88% meta inclusion) and Dark Law (84%), reducing matchup flexibility. (Verified + Observed) |
| D12 | Side Deck Adaptability | 50 | Side count = 0; Master Duel is Best-of-1 format, so no side deck adaptation possible; main deck only. (Verified) |
| D13 | Matchup Coverage & Format Fit | 58 | No tournament link or dated metagame sample; usage stats show HERO is established (40-deck sample); missing Sunrise (93%), DPE (89%), Dark Law (84%), Wonder Driver (76%) suggests intentional tech call or budget constraints; archetype viability confirmed but matchup coverage unknown. (Observed + Provisional) |
| D14 | Pilotability & Error Tolerance | 62 | Fusion routing complexity is moderate-high (deck sequencing, graveyard management, Mask Change timing, search prioritization); no combo step count available; requires HERO rules knowledge; multiple decision points but linear once committed to a fusion path. (Inferred) |
How the score was computed
Strategy profile: Combo. Structural ≈ 72, Going First ≈ 74, Going Second ≈ 72, Meta = provisional, Tournament Reliability ≈ 74. Modifiers: Missing meta Fusion cards (-2); Limited hard board negation (-2); High opening consistency (1); Core card alignment (1). Final formula: 0.80·Structural (72) + 0.20·TournamentReliability (74) + Modifiers (−2) = 70 (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.97 · key two-card combo ≈ — · full-brick estimate ≈ 0.03 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Extremely high opening consistency: 97% probability to open at least one core starter (archetype core group of 30 copies in 60-card deck)
- Redundant fusion paths: Fusion Destiny, Polymerization, Mask Change, and Favorite Contact provide resilience to single handtraps on a particular line
- Strong grind engine: 19 searcher-text cards + graveyard recursion (Malicious banish, Vyon recovery, Cross Crusader) enable multi-turn resource extension
- Flexible board-breaking going-second: Stratos backrow destruction + Forbidden Droplet 3x + Harpie's Feather Duster + multiple removal bosses handle diverse board states
- Low full-brick rate: ~2.6% proxy brick probability; well-tuned copy histogram (22 singles, 4 doubles, 10 triples) reduces opening dead hands
Weaknesses
- Limited hard board negation: guides confirm 'deck has everything except negates'; only Contrast HERO Chaos offers negation, requiring 2-card fusion setup—weak vs disruption-heavy meta
- Missing meta Fusions: Elemental HERO Sunrise (93% inclusion), Destroyer Phoenix Enforcer (89%), Masked HERO Dark Law (84%), Xtra HERO Wonder Driver (76%) all absent, limiting matchup flexibility
- No OTK finisher: highest ATK bosses are 3000–3100 (Contrast CHAOS, Shining Neos Wingman) with no direct damage, piercing, or guaranteed lethal swing; closing relies on grind pressure
- Going-second hand-trap reliance: only 5 hand-trap copies (42% to open one in 6-card hand); bad hand-trap draws force reliance on Forbidden Droplet alone
- Triple-copy overcrowding: 10 cards at 3x (Stratos, Miracle Ejector, A Hero Lives, E - Emergency Call, Vision Faris, Destiny Malicious, Mulcharmy Fuwalos, Forbidden Droplet, Triple Tactics Thrust, Fusion Destiny) can cause hand clogging despite low overall brick rate
Critical choke points
- Fusion spell accessibility: most efficient lines rely on Fusion Destiny or Polymerization; if both are milled or negated in early turns, secondary paths (Mask Change, Favorite Contact) are significantly slower and resource-intensive
- Stratos single-summon dependency: if first summon point (e.g., A Hero Lives → Stratos) is negated or blocked by handtrap, the deck must pivot to hand resources or remaining searchers, reducing consistency
- Limited hand-trap coverage going-second: 42% probability to open a hand-trap in 6-card hand; when hand-traps are absent, the pilot is dependent on Forbidden Droplet (only 3 copies, discard-intensive) as sole disruption tool
- No omni-negate protection: end-board lacks a generic hard negate to stop opponent's combo setup; Contrast HERO Chaos negation requires prior setup and survives only one activation, leaving vulnerability to follow-up lines
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Elemental HERO Neos (vanilla Level 7 Normal monster) | Elemental HERO Sunrise (93% meta inclusion) | Neos is a hard garnet in hand without Contact Fusion setup or Neo-Spacian partners; Sunrise adds attribute-based ATK scaling, Miracle Fusion synergy, and removal on summon—standard meta payoff |
| 2 | Mulcharmy Purulia (1 copy, situational discard effect) | Destroyer Phoenix Enforcer (89% meta inclusion) | DPE is meta-standard 2500 ATK removal boss in Destiny HERO lines; Purulia's 'no field' condition is harder to meet going-second; DPE synergizes with Fusion Destiny perfectly |
| 3 | Destiny HERO - Plasma (Level 8, requires 3 tributes, situational negation) | Masked HERO Dark Law (84% meta inclusion) | Dark Law is Mask Change finisher with 2400 ATK + banish lock on opponent GY, pressuring searcher-dependent decks; Plasma's 3-tribute condition is incompatible with fusion-focused strategy |
| 4 | Dimensional Barrier (1 copy, niche floodgate trap) | Xtra HERO Wonder Driver (75% meta inclusion, if Extra space allows after priority 1–3) | Wonder Driver recovers Polymerization from GY via HERO summon trigger, enabling multi-turn fusion setup; Dimensional Barrier's broad negation is less focused than monster removal |
Evidence & confidence
- Verified: Legality: 60 main, 15 extra, 0 side; all restricted cards (Called by the Grave 1/1, Crossout Designator 1/1, Harpie's Feather Duster 1/1, Predaplant Verte Anaconda 1/1, Reinforcement of the Army 1/1, Droll & Lock Bird 2/2, Maxx 'C' 1/2) within limits; Card resolution: all 36 distinct main and 13 distinct extra cards resolved with complete text and role flags; Copy histogram: 22 singles, 4 doubles, 10 triples as recorded in deck list; Role tag distribution: 19 searcher-text, 9 negation-text, 21 removal-text, 5 hand-trap from lexical flags; Banlist legality: all cards legal in Master Duel per legality.restricted cards with BanMasterDuel field
- Observed: Usage stats: HERO archetype present in 40-row meta sample, confirming archetype-level viability; Core card coverage: 18/25 high-inclusion cards present (72% alignment with meta core); Extra deck composition: 10 Fusions + 5 Links, 0 Synchro/Xyz as recorded; Missing meta Fusions: Sunrise (93%), DPE (89%), Dark Law (84%), Wonder Driver (76%) notably absent from Extra Deck
- Inferred: Consistency (D1=85): hypergeometric archetype core group calculation P(≥1 in hand 5) = 0.9739 from composition data; Brick rate (D2=78): full-brick proxy ≈ 2.6% from archetype core; Neos vanilla status creates potential garnet scenarios; Combo ceiling (D3=72): guides state strong OTK capability; Contrast CHAOS 3000+negate and Trinity double-attack mechanics support ~72 power index; Combo floor (D4=68): basic Stratos→search→extend→fuse line yields single boss + 1 interaction piece, ~68 estimated power index; Resilience (D5=72): five independent starters + four distinct fusion paths enable recovery from single-choke-point disruption; Grind economy (D6=70): 19 searcher cards + GY recursion (Malicious, Vyon, Cross Crusader) support multi-turn extension; no pure card-draw effects limit upper-end; Board interaction (D7=68): limited hard negation; Forbidden Droplet + removal bosses = ~2–3 end-board disruptions, below meta standards; Going-second power (D8=71): 5 hand-traps P(≥1 in 6) = 0.4209; Forbidden Droplet 3x + multiple boss removals provide functional going-second tools; Offensive closing (D9=65): 2500–3100 ATK bosses without direct damage or piercing; lethal math is grind-based, not OTK-accelerated; Main deck efficiency (D10=76): 60-card maximum with 10 triples creates tight build; searcher density enables compactness but risks hand clogging; Extra deck coverage (D11=72): broad Fusion variety (Elemental, Vision, Masked, Destiny, Contact subtypes) but absence of DPE/Dark Law reduces adaptation; Meta fit (D13=58): HERO is established viable (meta sample confirms); intentional omissions (high-inclusion Fusions) suggest budget or meta-call; no dated metagame to assess matchup spreads; Pilotability (D14=62): moderate-high complexity (fusion routing, GY sequencing, Mask Change timing, search prioritization); no combo step data to measure; requires HERO rules mastery
- Provisional: Meta Power: no dated metagame sample supplied; archetype viability confirmed (40-deck meta sample) but win-rate, matchup spread, and tier position unknown; Going-second finisher reliability: no parsed going-second combo boards; estimated conversion to lethal ~65 from boss ATK + hand-trap access probability; Side deck impact: Master Duel BO1 format—no side deck, no post-side performance data available; D12 and side-board adaptation assessment deferred
- Data gaps: No parseable combo boards: best line, median power index, board per starter, going_first_count, going_second_count all unavailable; combo ceiling/median/floor are text-inference only No tournament link: no per-archetype Master Duel meta-share in evidence, no per-pilot match record, no metagame context for matchup win-rate assessment No win-rate telemetry: no going-first %, going-second %, brick %, OTK %, game-level, or matchup win rates provided; all performance claims are Inferred from probability tables and card text No combo step count: unable to measure pilotability via turn-sequence complexity; decision-point count estimated from card interactions only No side deck: Master Duel is Best-of-1; no post-side performance data, adaptation impact, or side-deck synergy available (D12 scored as neutral per format requirement)
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