Heroic Deck #743024 — Yu-Gi-Oh! Master Duel
60 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Ash Blossom & Joyous Spring x3, A Hero Lives x3.
Created by: YGO Mod (20517634)
Created On: 08/22/2026
Main Deck (60)
- Destiny HERO - Plasma x1
- Droll & Lock Bird x2
- Elemental HERO Shadow Mist x1
- Elemental HERO Stratos x2
- Evil HERO Dead-End Prison x1
- Evil HERO Sinister Necrom x1
- Evil HERO Vicious Claws x1
- Fabled Lurrie x1
- Fiendsmith Engraver x2
- Lacrima the Crimson Tears x1
- Masked HERO Dusk Crow x1
- Masked HERO Fountain x1
- Maxx "C" x1
- Miracle Ejector x1
- Mitsurugi no Mikoto, Aramasa x2
- Mitsurugi no Mikoto, Kusanagi x1
- Mitsurugi no Mikoto, Saji x1
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x1
- Neo-Spacian Aqua Dolphin x1
- Nibiru, the Primal Being x1
- Vision HERO Vyon x1
- Ame no Habakiri no Mitsurugi x2
- Ame no Murakumo no Mitsurugi x1
- Futsu no Mitama no Mitsurugi x1
- Ash Blossom & Joyous Spring x3
- A Hero Lives x3
- Called by the Grave x1
- Crossout Designator x1
- E - Emergency Call x1
- EN Shuffle x1
- Fiendsmith's Tract x1
- Foolish Burial x1
- Forbidden Droplet x3
- Fusion Destiny x1
- Mask Change x1
- Mitsurugi Mirror x1
- Mitsurugi Prayers x1
- Mitsurugi Ritual x1
- Pre-Preparation of Rites x2
- Reinforcement of the Army x1
- Triple Tactics Talent x1
- Infinite Impermanence x3
- Mitsurugi Great Purification x1
Extra Deck (15)
- Aerial Eater x1
- Destiny HERO - Destroyer Phoenix Enforcer x1
- Fiendsmith's Lacrima x1
- Masked HERO Dark Law x1
- Fiendsmith's Requiem x1
- Fiendsmith's Sequence x1
- Gorgon of Zilofthonia x1
- I:P Masquerena x1
- Moon of the Closed Heaven x1
- S:P Little Knight x2
- D/D/D Wave High King Caesar x1
- Evilswarm Exciton Knight x1
- Gallant Granite x1
- King of the Feral Imps x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 73/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 68 |
| Going First | 65 |
| Going Second | 68 |
| Meta Power | provisional |
| Tournament Reliability | 50 |
- Primary strategy: Combo
- Secondary strategies: Control
- Format: master-duel
Legality
Main 60 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Set up the archetype core (17/25 core in deck) and execute multi-step combo via Ritual/Link/Fusion from hand or GY to end board; Control/stun through negation and removal while grinding with draw effects
- Turn 1 (going first): T1: A Hero Lives + searcher/removal to develop board; T2: combo setup via Pre-Preparation of Rites / Ritual or Link into Fusion; aim for a turn-3–4 finish with high-ATK boss monsters
- Turn 2 (going second): Six-card hand disruption with Ash Blossom & Joyous Spring / Droll & Lock Bird; answer threats, then answer-resistant setup via Extra Deck or counter-trap; look for OTK around turn 4–5
- Recovery: Hand-trap shells and one-card removals to clear boards; recycle key pieces via Foolish Burial / Reinforcement of the Army / E - Emergency Call; pivot to grind if combo is answered
Why it scores here
The deck reliably opens a functional plan when the 17-card archetype core is present (≈82% T1 presence), converting that into consistent board via Ritual/Link/Fusion lines (best-line ceiling is strong). However, brick risk in the 5–6 card opening hand and a single-choke point around key searchers cap median output. Interaction is present through hand-trap and targeted negation, but resilience drops when answers bypass disruption or when the opponent preserves resources. The Extra Deck is efficient for the archetype, yet side deck options are weak (no post-side plan data). Overall the system is solid above-average (~73) but not format-warping.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 68 | P(≥1 core in 5) ≈ 0.823 (Inferred from hypergeometric of 17/25 core in 60-card deck) (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | — | 10 hand-traps + 22 searchers spread across 60 cards; brick/contrast risk remains (Inferred) |
| D3 | Combo Conversion & Ceiling | 85 | Best line includes high-ATK bosses and multi-material OTK paths (Observed from best line in combo data) (Observed) |
| D4 | Combo Floor & Median Output | — | Median output constrained by limited combo prints and disruption sensitivity (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 60 | Two independent starters and redundant searcher lines provide moderate route redundancy (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 55 | Resource signature shows draw-then-burst style with limited sustain (Inferred) |
| D7 | End-Board & Interaction Quality | 75 | 14 negation-text cards + removal and 10 hand-traps support sustained interaction (Observed from role counts) (Observed) |
| D8 | Going-Second & Board-Breaking Power | 70 | Going-second split and 70% hand-trap presence in 6-card hand enable reasonable board-break pressure (Inferred) |
| D9 | Offensive Pressure & Closing Power | 65 | Boss monsters such as Ame no Habakiri no Mitsurugi (3200 ATK) and high-ATK Fusion/Link options provide clear closing power (Observed) (Observed) |
| D10 | Main Deck Efficiency & Flexibility | — | 60-card main with 44 distinct cards and 15 Extra keeps flexibility but some dead draws (Observed) |
| D11 | Extra Deck Efficiency & Coverage | — | 15 Extra cards across Fusion/Synchro/XYZ/Links with multiple searchable enablers (Observed) |
| D12 | Side Deck Adaptability | 30 | Side deck is empty in the export, so adaptability is minimal (Inferred) |
| D13 | Matchup Coverage & Format Fit | 40 | Archetype meta-share noted in guide but no dated metagame sample; matchups rated provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | — | Combo steps are moderate with 12+ decision points across examples, affecting repeatability for average pilots (Inferred) |
How the score was computed
Strategy profile: Balanced (Combo-primary with Control secondary). Structural ≈ 68, Going First ≈ 65, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: archetype_core_present (5); limited_side_deck (-5); format_meta_provisional (0). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ — · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High archetype core density (17/60) gives strong T1 plan consistency (~82%)
- Multiple searchers and hand-traps support disruption and recovery
- Strong end-board potential with high-ATK bosses and OTK paths
Weaknesses
- Medium brick risk on 5–6 card openings
- Limited side deck adaptability (no data provided)
- Dependence on specific key searchers creates single-choke points
- No post-side plan information reduces metagame flexibility
Critical choke points
- Missing key searchers (Destiny HERO Destroyer Phoenix Enforcer, Miracle Fusion, Masked HERO Furnace, Elemental HERO Sunrise)
- Single-copy key tools (Pre-Preparation of Rites, Ame no Habakiri no Mitsurugi) create vulnerability if milled or dead
- No explicit floodgate or board-clear outside hand-traps
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Consider adding 1–2 additional searchers or low-cost disruption tools to reduce brick variance | Improves opening-hand consistency and provides alternate paths when key pieces are milled | |
| 2 | Include 1–2 generic floodgates or counter-traps to improve resilience against non-combo control | Covers critical choke points and increases interaction density | |
| 3 | Test at least 1 additional copy of Destiny HERO - Destroyer Phoenix Enforcer or equivalent searchable payoff | Raises consistency and closing power if format allows |
Evidence & confidence
- Verified: legality status and card limits; card text and role tags from evidence
- Observed: best line and board per starter from combo data; role counts
- Inferred: hypergeometric draw probabilities; brick risk and consistency estimates; combo floor/ceiling and resilience inferences
- Provisional: meta power; matchup outcomes; tournament reliability
- 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
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