Hecahands Deck #730657 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Apprentice Illusion Magician x3, Hecahands Ibtel x3, Hecahands Yadel x3. Created Jul 7, 2026 by YGO Mod.

Deck Hecahands Master Duel

Created by: YGO Mod (20517634)

Created On: 07/07/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Jul 7, 2026
47± 6/ 100
Power Score
Structural 61
Reliability 50
Going First 65
Going Second 50

Hecahands Combo (Mixed Dark Magician) — Deck Power Evaluation

Final Contextual Deck Power: 47/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 61
Going First 65
Going Second 50
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Combo
  • Secondary strategies: Toolbox
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Fusion summon large Hecahands/Dark Magician bosses to overwhelm; Control opponent monsters via take-control/removal
  • Turn 1 (going first): Use Hecahands/Dark Magician starters to fusion summon board with battle protection and disruption
  • Turn 2 (going second): Use hand traps and board breakers to break board then fusion summon
  • Recovery: Recursion via Soul Servant, Magicians' Souls, Hecahands effects
  • After siding: No side deck (0 cards) – not adaptable

Why it scores here

The deck is a mixed Hecahands and Dark Magician fusion combo system that can open with multiple one-card starters (Yadel, Ibtel, Magicians' Souls) and convert them into level-7/8/9 fusion bosses with battle indestructibility and some take-control or removal. Consistency is inferred moderate (P(core live)≈0.88) but the list deviates from the standard Hecahands core (only 47% of meta core present) and includes off-engine normals like Dark Magician that can brick. Ceiling is high (Xeno 3400, Dragoon) but median output is a single fusion with limited layered negation, and the deck has weak going-second and no side deck. Score reflects system synergy and redundancy, not archetype popularity, and we did not average card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 Archetype-core P(≥1 in 5)≈0.877 from hypergeometric; multiple 3-copy starters present (Inferred)
D2 Opening-Hand Quality & Brick Management 60 Copy histogram shows 15 singles and 2 normal Dark Magician possibly garnet; mixed engines raise brick risk (Inferred)
D3 Combo Conversion & Ceiling 75 Extra deck includes Xeno (3400/3500) and Dragoon via fusion but no parsed boards; ceiling from text (Inferred)
D4 Combo Floor & Median Output 60 No combo records; median inferred as one fusion boss with battle protection (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Starter diversity from Hecahands/DM but few recursion/redundant lines after interruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Soul Servant and Magicians' Souls provide draw/float but resource loop thin (Inferred)
D7 End-Board & Interaction Quality 65 Interaction via Impermanence, Ash, Called by Grave, Dandalos take-control; no measured density (Inferred)
D8 Going-Second & Board-Breaking Power 50 Going-second hand-trap P≈0.49; board breakers present but plan weak (Inferred)
D9 Offensive Pressure & Closing Power 70 Multiple 2800-3400 ATK bosses enable closing (Inferred)
D10 Main Deck Efficiency & Flexibility 65 40-card main with 25 distinct, 34.5% exact purity; some dead extras (Inferred)
D11 Extra Deck Efficiency & Coverage 65 15 extra: 11 fusion/4 xyz, some unreachable (Last Warrior) (Inferred)
D12 Side Deck Adaptability 5 Side deck count 0, no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament context; format fit provisional (Provisional)
D14 Pilotability & Error Tolerance 55 Multi-engine combo complexity lowers error tolerance (Inferred)

How the score was computed

Strategy profile: { "combo": 0.8, "toolbox": 0.2 }. Structural ≈ 61, Going First ≈ 65, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: no Side Deck (-5); engine conflicts (-4); garnet_burden (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers(-12)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.88 · key two-card combo ≈ — · full-brick estimate ≈ 0.12 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Multiple one-card starters
  • High ceiling fusion bosses
  • Battle indestructible monsters

Weaknesses

  • Non-standard core deviation
  • No side deck
  • Weak going-second
  • Some dead extra deck cards

Critical choke points

  • Reliance on Hecahands reveal effects
  • Limited negation layers
Priority Remove Add Reason
1 The Last Warrior from Another Planet Hecahands Jauzah or Dandalos core Unreachable fusion without specific materials; better Hecahands synergy
2 Dark Magician (normal) More hand traps or Hecahands starters Normal monster can brick; improve consistency

Evidence & confidence

  • Verified: Legality status Legal; Side count 0; Restricted cards Limited Called by Grave 1, Semi-Limited Maxx C 1
  • Inferred: Consistency probabilities from hypergeometric; Combo ceiling from card text; Interaction quality from negation text
  • Provisional: Matchup coverage D13 (no dated meta)
  • 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 Master Duel Info

Hecahands

Hecahands Breakdown

 
 

 

 

 

 

 

 
 

 

 
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