Destiny Heros Deck #761672 — Yu-Gi-Oh! Duel Links
30 Main, 9 Extra, incl. Destiny HERO - Malicious x3, Droll & Lock Bird x3, Nibiru, the Primal Being x3 - Skill: The Power of D: Weaving the Future. Created Oct 5, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/05/2026
The Power of D: Weaving the Future
Main Deck (30)
- D.D. Crow x2
- Destiny HERO - Denier x1
- Destiny HERO - Disk Commander x1
- Destiny HERO - Dogma x1
- Destiny HERO - Dreamer x1
- Destiny HERO - Malicious x3
- Destiny HERO - Plasma x2
- Droll & Lock Bird x3
- Elemental HERO Liquid Soldier x1
- Elemental HERO Stratos x1
- Nibiru, the Primal Being x3
- Vision HERO Faris x1
- Vision HERO Increase x1
- Vision HERO Vyon x1
- Effect Veiler x3
- Ghost Belle & Haunted Mansion x2
- Ghost Mourner & Moonlit Chill x1
- Fusion Destiny x1
- Polymerization x1
Extra Deck (9)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 60/100 (±7 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 61 |
| Going First | 62 |
| Going Second | 63 |
| Meta Power | provisional |
| Tournament Reliability | 56 |
- Primary strategy: Midrange
- Secondary strategies: Stun, Toolbox
- Format: duel-links
Legality
Main 30 / Extra 9 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Summon Destiny End Dragoon, Dogma or Vision HERO Adoration and attack through a board that has been cleared by hand traps and negations.; Halve LP with Destiny HERO - Dogma's delayed effect, or chip with Destroyer-style board breaks and the Link monsters.
- Turn 1 (going first): Open a Destiny HERO starter (Malicious, Plasma, Denier or Dreamer), search or recycle a Polymerization or Fusion Destiny route, and keep one hand trap (Veiler, Droll, Crow, Belle) up for the opponent's turn.
- Turn 2 (going second): Use a hand trap (Nibiru, Veiler, Droll, Crow, Belle, Mourner) to break the opponent's first summon, then rebuild through Malicious and Plasma from the Graveyard.
- Recovery: Recover from the Graveyard with Malicious, Dreamer and Denier, and use Disk Commander's draw to refill the hand.
- After siding: Not applicable: Duel Links has no side deck and the list runs 0 side cards.
Why it scores here
The deck reliably opens a Destiny HERO starter: Malicious at three copies gives roughly 43 percent odds of at least one in a five-card opening hand, and the 22-card archetype core is almost always present (Inferred). Its 13 hand traps and 8 negation-text cards give it a strong interaction layer, so it can convert a plan through a single disruption, but many of those cards are dead without the engine, which drags down opening-hand quality. The ceiling comes from Dogma, Destiny End Dragoon and Vision HERO Adoration, while the median is held back because no recorded boards exist to confirm how often that ceiling is reached. Popularity and the guide claims of tier-1 strength did not earn points, and card scores were not averaged into the deck score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 66 | P(at least one Malicious in 5) about 0.43 with 3 copies; core archetype group about 0.9996 in hand; starter access is inferred from hypergeometric draws (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 52 | 13 hand traps and 3 conditional Nibiru copies are often dead without the engine, and there are 19 distinct main cards (Inferred) |
| D3 | Combo Conversion & Ceiling | 68 | Dogma, End Dragoon and Adoration give a high ceiling from card text, but no recorded boards exist (Inferred) |
| D4 | Combo Floor & Median Output | 55 | No recorded boards; median output cannot be measured from the evidence (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 62 | Graveyard recursion from Malicious, Dreamer and Denier plus multiple hand traps give some route redundancy (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 60 | Denier, Dreamer, Disk Commander's draw and Liquid Soldier's draw give moderate recovery (Inferred) |
| D7 | End-Board & Interaction Quality | 68 | Plasma, Mourner, Belle and Veiler give layered negations, but they are not verified as board-level removal (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 62 | Going-second power comes from hand traps plus Plasma's negate and Dogma's delayed LP halving, all read from card text (Inferred) |
| D9 | Offensive Pressure & Closing Power | 68 | Dogma at 3400 ATK and End Dragoon at 3000 ATK provide closing power from card stats (Verified) |
| D10 | Main Deck Efficiency & Flexibility | 58 | 30 Main with 19 distinct cards; exact-name purity is 0 percent, but the Destiny, Elemental and Vision HERO families share the same theme (Verified) |
| D11 | Extra Deck Efficiency & Coverage | 60 | 9 Extra slots: 5 Link and 4 Fusion; Cross Crusader and Destroyer Phoenix are absent (Verified) |
| D12 | Side Deck Adaptability | 40 | No side deck exists in Duel Links, so there is no post-side data (Provisional) |
| D13 | Matchup Coverage & Format Fit | 55 | No tournament link or meta-share data; the guides claim tier 1 but this is not a measured result (Provisional) |
| D14 | Pilotability & Error Tolerance | 58 | Multi-step Fusion routes and hand-trap timing require frequent decisions, so pilotability is moderate (Inferred) |
How the score was computed
Strategy profile: Midrange primary, Stun secondary (about 80:20 in weighting). Structural ≈ 61, Going First ≈ 62, Going Second ≈ 63, Meta = provisional, Tournament Reliability ≈ 56. Modifiers: Engine compactness (2); Dead-hand-trap bricks (-2); Banlist exposure (0). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.43 · 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
- Dense Destiny HERO starter package with a 22-card archetype core
- Layered negation and hand-trap interaction
- High-stat closing bosses (Dogma, End Dragoon, Adoration)
- Graveyard recursion provides some route redundancy
Weaknesses
- 13 hand traps make many hands partly dead
- No side deck, so no post-side adaptation
- Limited Extra Deck coverage (9 slots, Cross Crusader and Destroyer Phoenix absent)
- No recorded boards, so the median is unknown
Critical choke points
- Malicious and Plasma as the first starters (about 43 percent and 31 percent per-copy odds)
- Dogma's Limited status (only 1 copy legal)
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | One Droll & Lock Bird | A second Destiny HERO starter such as Destiny HERO - Dreamer | Reduces dead hand-trap bricks and adds a live starter (Inferred) |
Evidence & confidence
- Verified: Legal Main 30 and Extra 9 counts with no violations; Dogma is Limited at 1 copy, legal; Card stats and text for the closing bosses
- Observed: Archetype usage stats show core presence (13 of 20 core cards present)
- Inferred: Starter odds from hypergeometric draws; Brick rate from hand-trap density; Interaction layering from card text
- Provisional: Meta and matchup fit; Median output without boards
- Data gaps: no combos supplied, so combo floor, median and ceiling are text-only inference no tournament link, so archetype meta-share and per-pilot match record are absent no win-rate telemetry exists in YGOVN, so going-first, going-second and matchup signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied Duel Links has no side deck, so D12 has no post-side data
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