Hecahands Deck #727804 — Yu-Gi-Oh! OCG

52 Main, 18 Extra, incl. Hecahands Jauzah x5, Gazelle the King of Mythical Claws x3, Hecahands Ibtel x3. Created Jul 1, 2026 by YGO Mod.

Deck Hecahands OCG

Created by: YGO Mod (20517634)

Created On: 07/01/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: Medium
28± 8/ 100
Power Score
Structural 47
Reliability 35
Going First 52
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 28/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 47
Going First 52
Going Second 50
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Control
  • Format: ocg

Legality

Main 52 / Extra 18 / Side 0 — status: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Fusion Summon strong boards using Hecahands engine and control opponent's monsters; Grind advantage through searchers and recursion
  • Turn 1 (going first): Establish Hecahands Fusion monsters with defensive properties and negation traps
  • Turn 2 (going second): Use removal suite and board-breaker tech to clear opponent threats, then Fusion Summon offensive pressure
  • Recovery: Leverage GY-recovery effects and searcher recursion to rebuild after disruption
  • After siding: Unable to evaluate - no side deck provided

Why it scores here

This deck is fundamentally illegal in OCG format due to exceeding both Extra Deck (18 vs 15) and copy limits (Hecahands Jauzah at 5 vs 3), making a standard evaluation impossible. Structurally, the deck aims for a Fusion Combo strategy built on Hecahands searchers and control mechanics, but suffers from severe deck-building constraints: 52 Main Deck cards (above the 40-minimum threshold), inconsistent archetype core presence (only 72.7% of meta-standard core cards), and no side deck. The engine shows moderate consistency through searcher density (18 cards with search effects), but lacks independent combo lines and carries brick risk from high Level 6-8 monster concentration. Without combos evidence, game text inference suggests modest board quality with defensive interactions rather than overwhelming pressure. The illegal status and construction overcrowding severely compromise reliability.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 Core Hecahands starters P(≥1 in hand5) ≈ 0.78 from 13 archetype copies, but archetype purity 32.9% and 52-card main create draw conflicts (Inferred)
D2 Opening-Hand Quality & Brick Management 38 14 single-ofs and high Level 6-8 density (36 cards) generate brick risk; dual-copy cards create redundancy tension (Inferred)
D3 Combo Conversion & Ceiling 62 Multi-monster Fusion materials and searcher chains suggest ceiling around 2-3 bosses with interaction, estimated PowerIndex ~62 from card text (Inferred)
D4 Combo Floor & Median Output 48 Starter diversity limited to ~6 reliable openers; median output likely one Fusion + 1-2 utility plays, PowerIndex ~48 (Inferred)
D5 Interruption Resilience & Route Redundancy 42 Hecahands Breus/Gaigas/Godos hand-trigger recursion and trap negation (Yad'al, Ib'al) provide recovery, but single-copy concentration limits route redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 58 Gazelle, Nightmare Apprentice, and Hecahands searchers float value; Chimera Fusion GY activation supports grind; net advantage likely neutral-to-slightly-positive (Inferred)
D7 End-Board & Interaction Quality 52 Two negation traps (Yad'al-Hecahands, Ib'al-Hecahands), Crackdown control, Mulcharmy Fuwalos hand disruption effect; endboard interaction_density modest (~2-3 layers estimated) (Inferred)
D8 Going-Second & Board-Breaking Power 54 Twin Twisters, Crackdown, Kaiju Radian, and hand-summoned Hecahands monsters provide board-breaking tools; lacking true going-second combo payoff (Inferred)
D9 Offensive Pressure & Closing Power 45 Fusion monsters max ATK 3500 (Luce the Dusk's Dark), but inconsistent access and no piercing/burn mechanics limit closing power (Inferred)
D10 Main Deck Efficiency & Flexibility 32 52 Main Deck with 29 distinct cards creates efficiency penalty; 14 single-ofs and conflicting Normal Summons (Gazelle vs Mirror Swordknight role overlap) (Verified)
D11 Extra Deck Efficiency & Coverage 48 Extra Deck 18 cards vs 15 legal maximum; 16 Fusion + 2 XYZ suggests over-breadth with flex/duplicate slots (Guardian Chimera, multiple redundant Fusions); illegal configuration (Verified)
D12 Side Deck Adaptability 0 Zero side deck provided; cannot evaluate post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 42 Archetype meta-share unknown; list missing 3 core cards (Called by the Grave, Hecahands Xeno, Hidden Hecahands) suggests non-optimized build; illegal status disqualifies from meta context (Provisional)
D14 Pilotability & Error Tolerance 50 Fusion summoning and search activation carry moderate decision trees; trap timing and control-target selection add complexity; no explicit combo lock-ins (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 47, Going First ≈ 52, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: Illegal deck - fatal structural violation (-20); High main deck overcounting and brick density (-5); No side deck and missing core cards (-3); No combo evidence available (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability - Illegal status penalty (Meta provisional; no metagame sample supplied)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.78 · key two-card combo ≈ — · full-brick estimate ≈ 0.22 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Multiple searcher effects (18 cards with search text) enable consistent material access and hand float
  • Recursive Hecahands monsters (Breus, Gaigas, Godos) trigger on opponent card advantage triggers
  • Negation traps (Yad'al-Hecahands, Ib'al-Hecahands) and removal suite (Twin Twisters, Crackdown, Kaiju Radian) provide board interaction
  • Fusion Summon flexibility across multiple engine types (Hecahands, Chimera, generics) reduces single choke-point dependency

Weaknesses

  • ILLEGAL DECK: Extra Deck 18 > 15; Hecahands Jauzah 5 > 3 copy limit; cannot be played in OCG format
  • 52-card main deck violates efficiency and creates severe draw variance; 14 single-ofs introduce brick risk
  • Only 72.7% of meta-standard core cards (missing Called by the Grave, Xeno, Hidden Hecahands)
  • High Level 6-8 monster concentration (36 cards) creates clustering and garnet-density problems
  • Limited combo redundancy: most lines require specific Fusion material configurations; single-trigger dependency on opponent actions
  • No side deck provided; cannot evaluate game 2/3 adaptability
  • Modest offensive closing power; highest ATK ceiling 3500 (Luce) without piercing or consistency for direct damage

Critical choke points

  • Extra Deck configuration illegal; deck cannot be registered or played
  • Hecahands Jauzah over-limit (5 vs 3) removes primary Fusion boss in enforcement
  • Main Deck size (52) creates non-standard draw rate; consistency claims rest on overcrowded list
  • No independent combo lines; all play patterns require Fusion Summon activation and material assembly
  • Negation traps require active Hecahands monster on field; no protection if board is cleared Turn 1
Priority Remove Add Reason
1 Hecahands Jauzah x5 (keep 3) Remove extra copies to 3; reduce Extra Deck to 15 cards MANDATORY: Deck is illegal as constructed. Hecahands Jauzah exceeds 3-copy limit; Extra Deck must not exceed 15 in OCG format
2 3-5 high-level garnets (Veidos, Alpha, Nibiru overflow) Called by the Grave x1, Hecahands Xeno x1, The Hidden Hecahands x1-3 Align with archetype meta-standard core (currently 72.7%); reduce Level 6-8 clustering and brick risk
3 Reduce to 40 main deck minimum Focus on highest-consistency searchers and the 11-core archetype cards Main Deck efficiency penalty from 52 cards; bring to compact 40-42 for hypergeometric draw optimization
4 Consolidate Extra Deck (Guardian Chimera, Goblin's Crazy Beast, Dhampir Vampire Sheridan are 1x niche) Prioritize playable Fusion bosses (Hecahands Xeno, Luce the Dusk's Dark, Chimera the Illusion Beast); remove overlap Extra Deck over-breadth; cull flex/redundant slots to 15-slot maximum
5 Single-of tech suite (Buio, Fiendish Rhino Warrior, King Tiger Wanghu, Veidos) Consistent hand traps and removal duplicates (Nibiru x3, more board-breaker access) Increase going-second reliability and consistency; single-ofs dilute opening quality
6 No side deck Construct 15-card side deck post-legalization Enable game 2/3 adaptation; evaluate D12 after construction

Evidence & confidence

  • Verified: Legality status: Illegal (Extra Deck 18 > 15; Hecahands Jauzah 5 > 3); Main Deck size: 52 cards (exceeds efficiency norms); Card text: all 42 distinct cards resolved and excerpt-confirmed; Archetype purity: 32.9% exact-name copies (23/70 total); Usage statistics: archetype core at 72.7% presence (8/11 meta-standard cards)
  • Observed: Role-tag distribution: 18 searchers, 7 negation, 21 removal, 2 hand traps confirmed from text flags
  • Inferred: Opening-hand consistency: P(≥1 archetype core in 5-card hand) ≈ 0.78 from hypergeometric (52 main, 13 core copies); Brick rate: estimated 22% from garnet clustering (Level 6-8 monsters and non-integrated generics); Combo ceiling: PowerIndex ~62 from multi-Fusion material chains and searcher recursion; Combo floor: PowerIndex ~48 from starter diversity (~6 reliable openers) and median single Fusion + utility; Interruption resilience: moderate due to recursive hand-triggers and trap negation; single-choke dependent; Going-first power: ~52 from modest negation + recursion, offset by lack of overwhelming board; Going-second power: ~50 from removal suite + hand-summoned flexibility; Pilotability: Moderate complexity; Fusion summoning + search activation + trap timing carry decision load
  • Provisional: Meta Power: null — no dated metagame sample supplied; archetype meta-share unknown in OCG context; Tournament Reliability: ~35 — estimated from high brick rate, limited combo lines, no side deck adaptability
  • Data gaps: CRITICAL: Deck is illegal; structural evaluation only — cannot be played in OCG format No combos evidence supplied — combo floor/median/ceiling inferred from card text and role composition No side deck (0/15 slots) — D12 side adaptability cannot be evaluated; post-side plans provisional No tournament link — archetype meta-share and per-pilot match record absent; Meta Power remains provisional No win-rate telemetry — going-first/second performance, matchup outcomes, brick/starter/OTK rates are Unknown/Inferred No guided combos — starter chains, recursion lines, and board assembly steps inferred from text only

More OCG Info

Hecahands

Hecahands Breakdown

 
 

 

 

 

 

 

 
 

 

 
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