Heroic Deck #749902 — Yu-Gi-Oh! Master Duel

60 Main, 15 Extra, incl. Destiny HERO - Malicious x3, Elemental HERO Stratos x3, Miracle Ejector x3.

Created by: YGO Mod (20517634)

Created On: 09/07/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 17, 2026
57± 6/ 100
Power Score
Structural 61
Reliability 56
Going First 62
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 57/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 61
Going First 62
Going Second 60
Meta Power provisional
Tournament Reliability 56
  • Primary strategy: Combo
  • Secondary strategies: Toolbox, Stun
  • Format: master-duel

Legality

Main 60 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Fusion Summon an Elemental HERO or Destiny HERO boss (Shining Neos Wingman 3100 ATK, Contrast HERO Chaos 3000 ATK, Neos 2500 ATK) and close with Vision HERO Trinity double attacks; Destiny HERO Plasma negation and Forbidden Droplet / Forbidden Crown to strip a board, then attack through with a fusion monster
  • Turn 1 (going first): Normal Summon a HERO starter (Vision HERO Faris, Vyon, Stratos or Shadow Mist), use the Polymerization line (Polymerization, Super Polymerization, Fusion Destiny, Miracle Fusion) to make a fusion, and hold Ash Blossom or Droll for the first opposing response
  • Turn 2 (going second): Hold Ash Blossom, Maxx C and Droll as hand traps on the opponent's first summon or draw, and use Forbidden Droplet to negate a board before rebuilding through a fusion
  • Recovery: Recur HERO monsters from GY with Masked HERO Fountain, Destiny HERO Denier and Malicious (banish from GY), then re-run the fusion line from the Extra Deck
  • After siding: Not applicable: Master Duel is best-of-one with no side deck (Side Deck size 0)

Why it scores here

The deck reliably opens a HERO line: the archetype-core group has a P(at least one in opening 5) of about 0.96, and A Hero Lives, the E-Emergency Call and Vision HERO searchers give several independent first-turn starters. Conversion depends on fusion access. The eight pure fusion-spell copies give an estimated P(at least one in 5) of about 0.52 and P(at least one in 6) of about 0.59 (Inferred), so the fusion line is the main limit on floor consistency. Interaction is strong on paper, with six hand traps and about ten negation-text cards, and the high closing power comes from 2500 to 3100 ATK fusion bosses. Scores come from consistency, median output and interaction taken together as a system, not from averaging the card scores. Popularity and archetype usage were not credited: the usage statistics confirm a real, accessible list, but the observed combo data is thin (8 unknown-gameplay boards with zero board and interaction fields), so the score stays near the middle.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 P(>=1 archetype-core card in 5) = 0.963 and multiple HERO starters; fusion-spell access about 0.52 at hand 5 (Inferred)
D2 Opening-Hand Quality & Brick Management 62 17 singleton slots and 23 level-0 spells raise the brick risk; no full-brick rate is computed (Inferred)
D3 Combo Conversion & Ceiling 58 best recorded line PowerIndex 39 from 8 combos, with zero board and disruption sub-scores (Observed, thin)
D4 Combo Floor & Median Output 45 median PowerIndex 32.5 and mean 27.4 show the typical board is well below the ceiling (Observed, thin)
D5 Interruption Resilience & Route Redundancy 65 6 starter lines, recursion via Fountain, Denier and Malicious, plus 6 hand traps (Inferred)
D6 Resource Economy, Recovery & Grind 55 average end hand 1.38 with zero GY and banished resources recorded; recursion from card text (Inferred)
D7 End-Board & Interaction Quality 70 about 10 negation-text and 19 removal-text cards, Forbidden Droplet and Crown, Ash Blossom and Droll; semantic read only (Inferred)
D8 Going-Second & Board-Breaking Power 66 hand-trap density gives P(at least one in 6 going second) = 0.484 for the 6-card group; Chaos and Plasma negate (Inferred)
D9 Offensive Pressure & Closing Power 78 fusion bosses at 2500 to 3100 ATK, Trinity double attack, Shining Neos Wingman gains ATK per GY monster (Verified stats)
D10 Main Deck Efficiency & Flexibility 55 full 60 cards with 13 tech and 17 singletons; compact enough but tech-heavy (Inferred)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck cards across fusion and link with a mix of Heroic and cross-archetype links (Verified count, Inferred coverage)
D12 Side Deck Adaptability 30 no side deck in Master Duel best-of-one; adaptability cannot be measured (Provisional)
D13 Matchup Coverage & Format Fit 50 no tournament link and no dated metagame sample (Provisional)
D14 Pilotability & Error Tolerance 55 multi-step fusion chains and several decision points per turn (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 61, Going First ≈ 62, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 56. Modifiers: off-archetype engine load (-3); banlist exposure (0). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers = 0.80*61.15 + 0.20*56 - 3 = 57.12, rounded to 57

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.96 · key two-card combo ≈ 0.52 · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex 39, median 32.5, board-per-starter 0
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Core HERO starters are dense: archetype-core P(>=1 in 5) is about 0.96
  • Strong closing bosses at 2500 to 3100 ATK with fusion-based pressure
  • Six hand traps plus Forbidden Droplet and Crown give real interaction on both turns

Weaknesses

  • Fusion-spell access at 8 copies gives roughly a 0.52 chance at hand 5 (Inferred)
  • Recorded combo median of 32.5 is well below the best line of 39
  • Off-archetype Mulcharmy and Kuriboh slots dilute the HERO engine

Critical choke points

  • Polymerization-family spells (8 copies total) gate most fusion lines
  • Hand traps (Ash, Droll, Maxx C) are the only early answer to going-second disruption
Priority Remove Add Reason
1 Mulcharmy Purulia x2 Polymerization (third copy) Off-archetype draw cards are replaced by an extra fusion enabler to lift the Inferred fusion-access estimate (Inferred)
2 Mulcharmy Fuwalos x1 HERO starter (e.g. Vision HERO Vyon, already at 2 copies) Replaces a non-HERO card with a HERO starter that continues the engine (Inferred)

Evidence & confidence

  • Verified: Deck is legal: 60 main, 15 extra, 0 side, all restricted cards at or under legal copies; Archetype-core P(>=1 in opening 5) = 0.963; Best PowerIndex 39, median 32.5 over 8 combos
  • Observed: Median and best recorded combo lines from real boards (thin, unknown gameplay)
  • Inferred: Fusion-spell access estimate 0.52 (hand 5) and 0.59 (hand 6); Hand-trap P(>=1 in 6 going second) = 0.484; Brick-risk and pilotability reads from card text
  • Provisional: Meta Power (null) and matchup/format fit (D13)
  • Data gaps: no tournament link: archetype meta-share and per-pilot match record absent no win-rate telemetry for going-first, going-second, matchup, brick or starter rates combo boards are all gameplay unknown with zero board and interaction fields, so structural board reads are thin Meta Power is provisional unless a dated metagame sample is supplied no side deck (Master Duel best-of-one), so D12 cannot be measured

More Master Duel Info

Heroic

Heroic Breakdown

 
 

 

 

 

 

 

 
 

 

 
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