Hecahands Deck #729068 — Yu-Gi-Oh! OCG

52 Main, 18 Extra, incl. Hecahands Jauzah x5, Gazelle the King of Mythical Claws x3, Hecahands Ibtel x3. Created Jul 6, 2026 by YGO Mod.

Deck Hecahands OCG

Created by: YGO Mod (20517634)

Created On: 07/06/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Jul 6, 2026
28± 8/ 100
Power Score
Structural 44
Reliability 38
Going First 48
Going Second 46

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 44
Going First 48
Going Second 46
Meta Power provisional
Tournament Reliability 38
  • Primary strategy: Combo
  • Secondary strategies: Control
  • Format: ocg

Legality

Main 52 / Extra 18 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Fusion Summon Hecahands boss monsters and generate board control via negation/removal effects; Grind through opponent resources via Hecahands draw effects triggered by hand-adds
  • Turn 1 (going first): Open a Hecahands Fusion starter (Gazelle, Mirror Swordknight, or Ibtel) into a multi-layer Fusion board with trap negation (Yad'al-Hecahands, Ib'al-Hecahands)
  • Turn 2 (going second): Use hand traps (Nibiru, Ghost Ogre, Skull Meister) to disrupt opponent board, then Fusion Summon into removal and stealing effects (Dandalos, Jauzah)
  • Recovery: Recursion via Master Tao the Chanter and Nightmare Hands; floating searches from Hecahands Yadel and Nightmare Apprentice
  • After siding: Unknown; no side deck supplied

Why it scores here

This Hecahands deck is Illegal in OCG, running 5 copies of Hecahands Jauzah (legal limit 3) and 18 Extra Deck cards (OCG max 15). Structurally, the deck demonstrates moderate combo potential through Fusion summoning but suffers from an oversized main deck (52 cards), inconsistent core engine access (63.6% of meta-standard core present, missing Called by the Grave and others), and no combo data to verify actual floor/ceiling. The opening hand quality is compromised by a 14-mono-1-copy structure creating draw inconsistency. Hand-trap and removal density provide some going-second resilience, but without a side deck and given the legality violations, a normal Final score cannot apply. The evaluation treats this as theoretical/structural only, capped low due to illegality and unverifiability.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 42 P(≥1 Hecahands archetype starter in hand-5) ≈ 0.63 from usage stats; core missing 4/11 standard cards (Called by, Xeno, Hidden Hecahands, Mulcharmy); 52-card main deck fragments redundancy (Inferred)
D2 Opening-Hand Quality & Brick Management 38 52-card main with 14 one-ofs and 10 two-ofs creates draw variance; 6 hand-trap cards vs 30 distinct main creates frequent garnet/brick risk without combo synergy evidence (Inferred)
D3 Combo Conversion & Ceiling 55 No combo data supplied; card text hints at Fusion boards with Jauzah (2400 ATK, searcher) and Dandalos (control steal), but ceiling cannot be verified; best estimate ~55 from text role-hints alone (Inferred)
D4 Combo Floor & Median Output 45 Median output unknown without combo samples; text shows searcher density (12 cards mentioning search) but floor unclear; estimated ~45 pending board logs (Inferred)
D5 Interruption Resilience & Route Redundancy 48 Three independent Hecahands Fusion summon methods (Mankibuel reveal, Tartaros quick-play, Chimera Fusion) plus recursion (Master Tao, Nightmare Hands); no data on route disruption resilience (Inferred)
D6 Resource Economy, Recovery & Grind 50 Hecahands Breus, Godos, Gaigas trigger on opponent hand-add; Nightmare Hands and Master Tao enable graveyard recovery; resource math unknown without game logs (Inferred)
D7 End-Board & Interaction Quality 52 Yad'al-Hecahands and Ib'al-Hecahands provide negate + set/steal on board; 12 negation-text cards; end-board interaction density estimated moderate without replay data (Inferred)
D8 Going-Second & Board-Breaking Power 50 Swords of Concealing Light (position change lock), Mystical Space Typhoon (removal), Ghost Ogre (activation negate), Nibiru (6+ summon interrupt); going-second split unknown (Inferred)
D9 Offensive Pressure & Closing Power 35 Hecahands Xeno 3400 ATK, Jauzah 2400 ATK, Chimera 3100 ATK present but no piercing/direct damage; board pressure relies on opponent board state (Inferred)
D10 Main Deck Efficiency & Flexibility 32 52 cards is above standard 40-min for consistency; 30 distinct main = low copy redundancy; significant garnet density (1-of Hecahands Breus, Godos, Gaigas, etc.); efficiency poor (Inferred)
D11 Extra Deck Efficiency & Coverage 35 18 Extra Deck cards exceed 15-card OCG limit (Illegal); 16 Fusions, 2 XYZ; slot ratios show mandatory Hecahands (Jauzah 5 copies, Dandalos, Xeno, Moa) + tech (Azamina, Berfomet, Chimera, Magnum); over-allocation (Observed)
D12 Side Deck Adaptability 0 Zero side deck supplied; no post-side plan evaluable; score 0 by construction (Verified)
D13 Matchup Coverage & Format Fit 40 Archetype share unknown (no tournament link); deck deviates from 63.6% meta-core inclusion (Hecahands-specific, moderate mainstream adoption); format fit Provisional pending dated meta (Provisional)
D14 Pilotability & Error Tolerance 42 Combo complexity cannot be assessed without board examples; multiple Fusion summon routes suggest some piloting burden; 52-card main increases decision points; error tolerance moderate (Inferred)

How the score was computed

Strategy profile: 0.70 Combo + 0.30 Control. Structural ≈ 44, Going First ≈ 48, Going Second ≈ 46, Meta = provisional, Tournament Reliability ≈ 38. Modifiers: Legality violation penalty (-12); No side deck (-4); No combo data (-3); Oversized main deck (-2). Final formula: Illegal deck capped; structural (0.70*Combo + 0.30*Control) = 44; no meta sample; Final = 0.50*Structural + 0.50*TournamentReliability - 12 (legality penalty) ≈ 28

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.63 · key two-card combo ≈ — · full-brick estimate ≈ 0.37 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Hecahands trap negation (Yad'al, Ib'al) provides spell/trap + monster negation on board
  • Searchable Fusion engine with multiple summon routes (reveal, quick-play, banish)
  • 12 searcher-text cards and draw triggers (Breus, Godos, Gaigas on opponent hand-add) enable resource generation
  • Moderate hand-trap density (6 cards) supports going-second interactive play
  • Hecahands Dandalos enables control/stealing of opponent monsters

Weaknesses

  • Deck is OCG Illegal: Extra Deck oversized (18/15), Jauzah overcopy (5/3)
  • 52-card main deck bloats draw variance; 14 one-ofs create inconsistency
  • Missing 4 of 11 meta-core cards (Called by, Xeno, Hidden Hecahands, Mulcharmy)
  • No side deck supplied; best-of-3 format unplayable; D12 = 0
  • No combo data; actual floor/median/ceiling unverified; relying on text inference
  • Hecahands bosses (Jauzah, Xeno, Dandalos) require 2-3 materials; tight Extra Deck access
  • Low offensive pressure (no direct damage, no piercing synergy); reliant on stealing opponent monsters

Critical choke points

  • Legality violations make the deck unplayable in official OCG events
  • Oversized Extra Deck and Jauzah overcopy are hard blockers
  • No side deck strategy; cannot adapt post-Game 1
  • Lack of combo data means turn-1 and turn-2 board pressure is unquantified
  • Heavy reliance on opponent actions triggering draw effects (Breus/Godos/Gaigas) makes passive T1 board weak if opponent plays slow
Priority Remove Add Reason
1 Hecahands Jauzah (2 copies to bring from 5 to 3) N/A (reduce to legal limit) Jauzah is overcopy; must reduce from 5 to 3 copies to comply with OCG banlist
2 Extra Deck: select 3 cards to reduce from 18 to 15 N/A (cut Extra Deck to OCG legal maximum) 18 > 15 violates OCG rules; recommend cutting flex slots (e.g., Azamina Moa Regina 1, Dhampir Vampire Sheridan 1, Magnum the Reliever 1) and keeping Hecahands-core Fusion monsters
3 6–8 low-copy cards from main (e.g., Kurikara Divincarnate 2, Lullaby of Obedience 2, Hecahands Mankibuel 1, Spell Card Monster Reborn 1, Illusion Gate 1, Master Tao 1) Called by the Grave 1, Hecahands Xeno 1, The Hidden Hecahands 3, Mulcharmy Fuwalos 1 (or 2-3 more core staples per meta-core usage) Reduce main to 40–45 cards for consistency; replace low-inclusion tech with meta-core cards (64–70% inclusion); improve P(opening core) from 0.63 to 0.75+
4 N/A Build a 15-card side deck optimized for common OCG meta matchups (TBD: needs dated meta sample) No side deck supplied; add post-side plan to enable best-of-3 play
5 Swords of Concealing Light 3, Mystical Space Typhoon 3 (situational tech) More Hecahands-synergistic removal (e.g., Hecahands Tartaros 2–3 for spell/trap bounce on-demand, or Azamina Moa Regina / Azamina Sol Erysichthon in main if fusion ratios allow) Current removal suite is generic; leverage archetype-specific removal to reduce bricks and improve synergy (post-legality fixes)

Evidence & confidence

  • Verified: Deck is Illegal in OCG (Hecahands Jauzah 5 copies > 3; Extra Deck 18 > 15); Main Deck size 52 (OCG allows 40–60; within bounds but unusual); Card text and role hints: Yad'al, Ib'al provide trap/monster negation; Dandalos enables control; Breus/Godos/Gaigas draw on hand-add; Usage statistics: 7/11 meta-core cards present; 64% core inclusion vs ~70% meta-standard; No side deck supplied (0/15 cards)
  • Observed: Searcher density: 12 cards with searcher-text role hints; Hand-trap density: 6 cards tagged (Nibiru, Ghost Ogre, Skull Meister x2, Ghost Mourner x2); Removal text: 26 cards with removal-text hints across main/extra; Negation text: 12 cards with negation-text hints
  • Inferred: Archetype core accessibility: P(≥1 in opening-5) ≈ 0.63 from hypergeometric draw on 9 core copies / 52-card main; Full brick estimate: P(no core in hand-5) ≈ 0.37; Combo ceiling: ~55 estimated from Fusion boss stats (Xeno 3400, Chimera 3100, Jauzah 2400) and multi-negate trap presence, absent actual board logs; Combo floor: ~45 estimated from available extenders and recursion without verified shortest line; Going-first power: ~48 from negate-board presence, low offensive pressure, modest hand-trap susceptibility; Going-second power: ~46 from hand-trap + removal stack but lack of OTK or piercing synergy; Pilotability complexity: Moderate (~42) from multiple Fusion summon routes and Hecahands trigger conditions; oversized main creates decision burden
  • Provisional: Meta Power: Null (no dated metagame sample supplied); Matchup coverage: Hecahands 70% archetype meta-share in sample (context only, not power); Post-side adaptability: Cannot assess; 0 side cards
  • Data gaps: Legality violations: Extra Deck oversized, Jauzah overcopy — deck cannot legally compete until fixed Zero combo data: no parsed boards, no best/median/floor combos, no examples — D3/D4 unverified No tournament link: archetype meta-share is context; per-pilot match record and win rates absent No side deck: post-side plan and best-of-3 reliability unassessable No win-rate telemetry: going-first/second game outcomes, matchup specifics, brick/starter/OTK rates not available in YGOVN No guides: 0 strategy articles on Hecahands for this deck build

More OCG Info

Hecahands

Hecahands Breakdown

 
 

 

 

 

 

 

 
 

 

 
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