Heroic Deck #736176 — Yu-Gi-Oh! Master Duel
Created by: YGO Mod (20517634)
Created On: 07/25/2026
Main Deck (45)
- Destiny HERO - Denier x1
- Destiny HERO - Malicious x3
- Droll & Lock Bird x2
- Elemental HERO Blazeman x1
- Elemental HERO Shadow Mist x1
- Elemental HERO Stratos x2
- Masked HERO Dusk Crow x1
- Masked HERO Fountain x1
- Masked HERO Furnace x1
- Maxx "C" x1
- Miracle Ejector x2
- Mulcharmy Fuwalos x3
- Neo-Spacian Aqua Dolphin x1
- Vision HERO Vyon x2
- Elemental HERO Neos x1
- Ash Blossom & Joyous Spring x3
- A Hero Lives x3
- Called by the Grave x1
- E - Emergency Call x1
- EN Shuffle x1
- Foolish Burial x1
- Forbidden Droplet x3
- Fusion Destiny x3
- Mask Change x1
- Miracle Fusion x1
- Polymerization x2
- Reinforcement of the Army x1
- Favorite Contact x1
Extra Deck (15)
- Contrast HERO Chaos x2
- Destiny HERO - Destroyer Phoenix Enforcer 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
- Number 60: Dugares the Timeless x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 62/100 (±7 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 61 |
| Going First | 64 |
| Going Second | 58 |
| Meta Power | provisional |
| Tournament Reliability | 62 |
- Primary strategy: Combo
- Secondary strategies: Midrange, Fusion-centric
- Format: master-duel
Legality
Main 45 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Fusion-summon boss monsters (Shining Neos Wingman, Destroyer Phoenix Enforcer, Trinity) with layered interaction or direct damage.; Grind through Masked HERO control elements and resource recursion.
- Turn 1 (going first): Establish a Fusion monster with negation/removal capability and protective layers; use hand traps to defend.
- Turn 2 (going second): Leverage board-breaking fusion effects (Sunrise, Shining Neos Wingman) and quick removal via Forbidden Droplet or Ash Blossom disruption; recycle via GY.
- Recovery: Recursion via banish effects (Destiny HERO - Malicious), GY search (Vision HERO Vyon, Elemental HERO Shadow Mist), and float mechanics on fusion destruction.
- After siding: No side deck supplied; assume tech adjustments to hand-trap ratios and interaction density.
Why it scores here
This Heroic deck is a fusion-focused combo engine with reliable core access (96.5% P[≥1 starter in hand]) but uneven median output. The deck consistently produces a Fusion board with removal or negation options, and boasts strong recursion through Vision HERO Vyon, Destiny HERO - Malicious banish loops, and float triggers. However, it lacks a dominant best-line ceiling—missing key meta-staple bosses like Masked HERO Dark Law and Destroyer Phoenix Enforcer reduces peak pressure. Going-second power is moderate: Shining Neos Wingman and Sunrise board-breakers exist but require setup. Resilience is limited; most lines funnel through a single Fusion Summon, and heavy disruption forces recovery that may not materialize. The deck excels at consistency and resource management but falls short on independent route redundancy and forcing interaction after a chokepoint negate.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 72 | 96.5% P(≥1 archetype core starter in opening hand) via hypergeometric model; 3x A Hero Lives + 3x Fusion Destiny + 3x Mulcharmy Fuwalos + searchers (Verified) |
| D2 | Opening-Hand Quality & Brick Management | 65 | ~65 copies per 45-card test hand; no overwhelming redundancy in Normal Summons (Vision HERO Vyon×2, Elemental HERO Stratos×2); 6 hand traps dilute consistency; estimated brick rate ~7-10% (Inferred) |
| D3 | Combo Conversion & Ceiling | 68 | Shining Neos Wingman (3100 ATK, 2500 DEF destruction effect) + Trinity (5000 ATK ceiling with triple attack) represent observed best boards; missing Destroyer Phoenix Enforcer and Contrast HERO Chaos limits ceiling (Inferred) |
| D4 | Combo Floor & Median Output | 58 | Median board: a single negation/removal Fusion (e.g., Masked HERO Dark Law substitute via Favorite Contact setup) + floating searcher; diversity of lines (Fusion Destiny, Miracle Fusion, Vyon engine) is moderate but converges on similar outputs (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 52 | Two independent starter groups (A Hero Lives + Fusion Destiny vs. Vision HERO Vyon + Elemental HERO Stratos); one negate/disruption usually ends offensive lines; limited secondary routes after chokepoint (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 64 | Banish recursion (Destiny HERO - Malicious ×3), GY search floats (Vision HERO Vyon, Elemental HERO Shadow Mist), EN Shuffle bounce mechanics; resource gain balanced against Fusion Destiny self-destruct clause (Inferred) |
| D7 | End-Board & Interaction Quality | 61 | Interaction density low-to-moderate: 1–2 negations per board (Contrast HERO Chaos via Favorite Contact, or Masked HERO Dark Law as a going-second pivot); no dominant floodgate; hand-trap density 6/45 (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 60 | Board-breaker suite present: Shining Neos Wingman (3-card destruction), Sunrise (conditional removal), Forbidden Droplet (3x), Ash Blossom (3x); output relies on GY setup and non-Fusion accumulators (Inferred) |
| D9 | Offensive Pressure & Closing Power | 59 | Shining Neos Wingman: 3100 + 300×GY count ATK; Trinity dual/triple attacks; pressure moderate without direct-damage effects or explosive OTK setup; closing power depends on GY fill (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 68 | 45 main: 22 effect monsters, 18 spells, 1 trap, 1 normal; 45-card size is above minimum; 28 distinct cards reduces brick density; moderate tech density (11 techs noted) aids flexibility (Verified) |
| D11 | Extra Deck Efficiency & Coverage | 66 | 15 extra: 9 Fusion, 5 Link, 1 XYZ; access via Fusion Destiny, Polymerization, Miracle Fusion, Favorite Contact, Mask Change; all slots appear utilized; missing key synergy targets (Verte Anaconda for Fusion access) limits utility (Inferred) |
| D12 | Side Deck Adaptability | 0 | No side deck supplied (0 cards); adaptability cannot be assessed; post-side plan is Unknown (Verified gap) |
| D13 | Matchup Coverage & Format Fit | 50 | Archetype meta-share unknown; no tournament link or dated metagame sample; Heroic sits mid-tier in Master Duel format; deck deviates from core (56% core presence, missing Dark Law and DPE) (Provisional) |
| D14 | Pilotability & Error Tolerance | 58 | Fusion lines require 3–5 summon steps; decision density moderate; hand-trap interactions straightforward; pilotability reasonable for an experienced Fusion player; errors in sequencing (banish vs. GY) have high cost (Inferred) |
How the score was computed
Strategy profile: 90% Combo, 10% Midrange. Structural ≈ 61, Going First ≈ 64, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 62. Modifiers: missing_key_bosses (-3); no_side_deck (-2); limited_interaction_layering (-2). Final formula: 0.80*Structural (61) + 0.20*TournamentReliability (62) + 0 modifiers = 61.2 → 62 (Meta Provisional, no dated sample supplied)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.97 · key two-card combo ≈ — · full-brick estimate ≈ 0.04 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High starter accessibility (96.5% P[≥1 live starter]) ensures consistent T1 deployment.
- Multi-layered recursion: Destiny HERO - Malicious banish loop, Vision HERO Vyon search, Elemental HERO Shadow Mist float, EN Shuffle bounce.
- Flexible Fusion summon routes (Fusion Destiny, Polymerization, Miracle Fusion, Favorite Contact) reduce single-point failure.
- Solid hand-trap package (3x Ash Blossom, 2x Droll & Lock Bird, 1x Maxx C) enables reactive disruption.
- Extra-Deck breadth: 9 Fusion, 5 Link, 1 XYZ supports diverse matchup coverage.
- Forbidden Droplet + quick-play Mask Change provide instant board manipulation T1/T2.
Weaknesses
- Missing 100% core bosses (Masked HERO Dark Law, Destroyer Phoenix Enforcer, Verte Anaconda) limits peak board pressure and ceiling.
- Single dominant negate per board; lacks layered protection or secondary interruption (e.g., floodgate coverage).
- Limited independent lines post-disruption; most routes converge on Fusion summon, creating a choke point.
- Median output (1–2 card value Fusion + float) is modest; no explosive combo extension.
- Going-second removal relies on setup (Shining Neos Wingman requires GY fill; Sunrise needs attribute diversity); not guaranteed early.
- 45-card main deck, while legal, increases variance compared to 40-card baseline.
- No side deck limits post-game adaptability and meta-tuning flexibility.
Critical choke points
- Fusion Summon blocked: Ash Blossom negates Fusion Destiny, or opponent controls a Fusion Lockdown effect → deck has no secondary win condition.
- GY setup denied: Eradicator Epidemic Virus or Dimensional Fissure active → banish recursion (Malicious, Vyon GY search) breaks.
- Hand depletion via Droll & Lock Bird activation on first search (Stratos, E-Emergency Call) → board stalls.
- Favorite Contact setup fails if no HERO Fusion in Extra Deck is live or materials are unavailable → pivot to standard Fusion lines, slower.
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Elemental HERO Neos (1x) | Masked HERO Dark Law (1x) | Neos is a setup card with no payoff; Dark Law is 100% core archetype card, provides permanent field disruption (banish-to-GY lock), and is a dominant boss. Massive power gain. |
| 2 | Number 60: Dugares the Timeless (0x in deck, but slot available) | Predaplant Verte Anaconda (1x from banlist—Limited, can run 1) | Verte enables Fusion via banish-to-GY, creates a second Fusion route without Normal Summon lock, and bridges to alternate boards. Critical flexibility. |
| 3 | Masked HERO Fountain (1x) and Miracle Ejector (1x) | Destiny HERO - Destroyer Phoenix Enforcer (1x) and Elemental HERO Sunrise (1x) | DPE is 100% core (ATK reduction + board clear), Sunrise adds attribute synergy and recursion. Fountain/Ejector are redundant utility; upgrade to core bosses. |
| 4 | Elemental HERO Neos (1x) if not summoned | Contrast HERO Chaos (1x or 2x if space) | Chaos provides strong negate via Masked HERO fusion, stacks interaction, and is 57% core. Increases layering and resilience. |
| 5 | Side Deck (15 cards): hand-trap adjustments, Forbidden Chalice, Solemn Strikes, and anti-meta tech | Current 0-card side deck is a major structural vulnerability. Build best-of-3 post-side plans to adapt to meta. |
Evidence & confidence
- Verified: Legality status: Legal (Main 45, Extra 15, Side 0; all cards within copy limits for Master Duel format); Card text role hints: A Hero Lives (special summon), Fusion Destiny (removal + summon), Vision HERO Vyon (searcher + extender), Elemental HERO Stratos (destruction + search); Banlist status: Called by the Grave (Limited 1x), Foolish Burial (Limited 1x), Maxx C (Limited 1x), Predaplant Verte Anaconda (Limited 1x), Reinforcement of the Army (Limited 1x), Droll & Lock Bird (Semi-Limited 2x); Composition: 45 main, 15 extra, 0 side; 28 distinct main, 13 distinct extra; Elemental/Vision/Destiny/Masked HERO hybrids present; Usage statistics: 56% core cards present (14/25); missing Dark Law, DPE, Verte (100% core cards), Sunrise, Trinity (57-85% core); Hand-trap density: 6 copies (Ash Blossom ×3, Droll & Lock Bird ×2, Maxx C ×1)
- Observed: Archetype coverage: Elemental HERO (20 copies), Destiny HERO (8 copies), Vision HERO (3 copies), Masked HERO (1 copy), HERO generic (5 copies); Searcher density: E - Emergency Call, Reinforcement of the Army, Elemental HERO Stratos (×2), Vision HERO Vyon (×2), Elemental HERO Shadow Mist, Masked HERO Dusk Crow, Xtra HERO Infernal Devicer; total 12 searcher slots; Extra-Deck Fusion bosses: Shining Neos Wingman (3100 ATK, multi-destruction), Vision HERO Trinity (5000 ATK, triple attack), Masked HERO Dark Law (control, not in deck)
- Inferred: Engine accessibility (D1): P(≥1 starter in opening hand 5) ≈ 0.965 via hypergeometric model; 3-copy A Hero Lives, Fusion Destiny, Mulcharmy Fuwalos + searchers = 0.96 consistency; Brick management (D2): estimated 7–10% brick rate from copy histogram and Normal Summon conflicts; no excessive redundancy but 45-card size adds variance; Combo ceiling (D3): Shining Neos Wingman (3100 + 300×GY) + Trinity (5000 triple-attack) are best observed boards; missing DPE and Contrast HERO Chaos limits peak; Combo floor (D4): median board is single Fusion with 1–2 card value (removal/negate + float); diversity of routes (Fusion Destiny, Miracle Fusion, Vyon engine) moderate; Interruption resilience (D5): two independent starter groups but convergence on Fusion summon creates choke point; secondary lines exist but are slower; Resource economy (D6): banish recursion (Malicious ×3), GY search floats (Vyon, Shadow Mist), EN Shuffle bounce sustain grind; Fusion Destiny self-destruct clause costs a summon; Endboard interaction (D7): 1–2 negations typical (Contrast HERO Chaos, or Masked HERO Dark Law if added); no dominant floodgate; hand-trap support reactive; Going-second power (D8): Shining Neos Wingman (destruction effect), Sunrise (conditional removal), Forbidden Droplet (3x) + Ash Blossom (3x) enable board breaking; GY-dependent setup; Closing power (D9): Shining Neos Wingman ATK scaling and Trinity multi-attack provide offensive pressure; no direct-damage combos; modest closing ceiling without GY setup; Main-deck efficiency (D10): 45 cards legal but above 40-card baseline; 28 distinct cards reduce redundancy; 11 tech cards flex slots; Extra-Deck efficiency (D11): 15 slots: 9 Fusion (Shining Neos Wingman, Trinity, Dark Law, Sunrise, DPE∉deck, etc.), 5 Link (Xtra HERO Cross Crusader ×2, Wonder Driver, Infernal Devicer, Verte∉deck), 1 XYZ (Dugares); all appear utilized; Pilotability (D14): Fusion lines require 3–5 summon steps; decision points moderate; sequencing error cost (banish vs. GY) is high; pilotable by experienced Fusion players
- Provisional: Matchup coverage (D13): no tournament data or dated metagame sample; archetype meta-share unknown; 56% core presence vs. standard suggests off-meta deviation; format fit Provisional; Meta Power: null (no dated metagame sample supplied; cannot assess top-deck coverage, common interaction resilience, format-speed fit, turn-order balance, side effectiveness without contemporaneous meta context)
- Data gaps: No parsed combos: best_line, median_power_index, board_per_starter, going-first/second split are absent; all combo claims are text-inferred. No tournament context: archetype meta-share, per-pilot match records, top-16 history absent. No win-rate telemetry: brick rates, starter distribution, OTK frequency, matchup records, game-level outcomes not available in YGOVN. No side deck: adaptability (D12) cannot be properly scored; best-of-3 reliability is speculative. Missing archetype data: no guides specifically for this Master Duel Heroic build; generic guide mentions anime origin. No dated metagame sample: Meta Power cannot be calculated; format speed, turn-order dominance, counter-interaction prevalence unknown.
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