Vision HERO Deck #761911 — Yu-Gi-Oh! TCG

60 Main, 15 Extra, incl. Destiny HERO - Malicious x3, Elemental HERO Stratos x3, Miracle Ejector x3. Created Oct 5, 2026 by YGO Mod.

Deck Vision HERO TCG

Created by: YGO Mod (20517634)

Created On: 10/05/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 17, 2026
30± 10/ 100
Power Score
Structural 57
Reliability 45
Going First 60
Going Second 55

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 57
Going First 60
Going Second 55
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Fusion/Link
  • Format: tcg

Legality

Main 60 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Fusion and Link boss monsters (Elemental HERO Shining Neos Wingman, Sunrise, Contrast HERO Chaos, Xtra HERO links) reached through Polymerization-family fusion.; Destiny HERO - Plasma as a negating attacker, plus Masked HERO Dark Law and Vision HERO Trinity as extra boards.
  • Turn 1 (going first): Open on Elemental HERO Stratos, Vision HERO Faris or Masked HERO Fountain, search a HERO via a searcher chain, then Fusion Summon through Polymerization or Fusion Destiny.
  • Turn 2 (going second): Hold Ash Blossom and Droll & Lock Bird to stop the opponent's starter, then rebuild with the searcher chain and a fusion or link boss.
  • Recovery: Recur Mulcharmy Fuwalos and Vision HERO Vyon, reuse Destiny HERO - Denier and Mask Change from the GY, and re-enter the fusion line from the Extra Deck.
  • After siding: Not evaluable: the deck runs no Side Deck (side_count 0), so there is no post-side plan.

Why it scores here

The deck reliably opens a HERO starter: the searcher group (19 copies) has about an 86 percent chance of at least one hit in a 5-card opening hand, and the archetype core (29 copies) is about 97 percent live, so the engine is accessible. Interaction is a real strength, with three Ash Blossom and two Droll & Lock Bird hand traps plus Forbidden Droplet, Called by the Grave and Destiny HERO - Plasma's negation, which supports a going-second plan. Conversion into a board relies on Polymerization-family fusion into 2500 to 3100 ATK bosses, but there are no recorded boards, so the ceiling and median are text-based inferences and the floor is weakly supported. Popularity and archetype usage stats confirm the list is a real build, and they did not earn points; the score comes from consistency, interaction and bosses on the system, not from averaging card scores. The deck is Illegal (two cards over their TCG copy limit), so per the legality guardrail the score is capped low and presented as a theoretical structural read only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 Searcher group P(at least one in 5-card hand) about 0.86 and archetype core about 0.97 (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Many situational hand-only cards and five hand traps with conditional use create dead-draw risk; full-brick rate not computed (Inferred)
D3 Combo Conversion & Ceiling 62 Fusion and link bosses reachable via Polymerization and Fusion Destiny; no recorded boards to measure ceiling (Inferred, text-only)
D4 Combo Floor & Median Output 45 combos_evidence has zero parseable boards, so floor and median are unmeasured and estimated low (Inferred)
D5 Interruption Resilience & Route Redundancy 66 Three Ash Blossom plus Droll & Lock Bird and multiple HERO searchers give several independent routes after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Recursion through Mulcharmy, Vision HERO Vyon, Destiny HERO - Denier and Mask Change offsets spend from Polymerization-family cards (Inferred)
D7 End-Board & Interaction Quality 64 Forbidden Droplet, Called by the Grave, Destiny HERO - Plasma and Contrast HERO Chaos provide negation and removal, with no floodgate (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 60 Ash Blossom, Droll & Lock Bird, Triple Tactics Talent and Plasma give going-second answers, but board-breaking is limited (Inferred)
D9 Offensive Pressure & Closing Power 62 Bosses at 2500 to 3100 ATK (Shining Neos Wingman 3100) with a 2400 ATK Dark Law; direct attacks limited by Trinity (Verified stats, Inferred pressure)
D10 Main Deck Efficiency & Flexibility 48 Full 60-card main at the maximum size, 33 distinct cards, and about 24 copies spread across off-core sub-archetypes (Verified composition)
D11 Extra Deck Efficiency & Coverage 62 Extra Deck is full (15) across 13 distinct cards covering fusion and link routes (Verified composition)
D12 Side Deck Adaptability 10 No side deck is run (side_count 0), so no post-side adaptability is possible (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; format fit is Provisional
D14 Pilotability & Error Tolerance 35 Multi-step fusion lines and many conditional on-field and GY effects raise the decision load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 57, Going First ≈ 60, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: copy-limit violation (-5); no side deck (-3); Limited banlist exposure (-2). Final formula: Illegal deck: theoretical only. Unclamped 0.80*Structural(57) + 0.20*TR(45) + modifiers(-10) = 45, then capped to 30 under the legality guardrail. Meta Power null (Provisional).

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.86 · 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 searcher chain (19 searcher-text cards) with high opening-hand access
  • Three Ash Blossom and two Droll & Lock Bird give real going-second interaction
  • Full Extra Deck with fusion and link bosses at 2500 to 3100 ATK

Weaknesses

  • Two cards over their TCG copy limit make the list illegal
  • No side deck
  • Off-archetype dilution (about 68 copies outside the exact archetype name) weakens engine coherence
  • No recorded boards, so combo output is unmeasured

Critical choke points

  • Polymerization-family fusion is the main conversion route; losing it to a single negate stalls the bosses
  • Ash Blossom copy count must drop to 2 to be legal
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring 1 legal Main Deck replacement chosen by the owner (the deck is over its Semi-Limited limit) Restores legality; the deck cannot receive a normal score while illegal
2 1 Super Polymerization 1 legal Main Deck replacement chosen by the owner Restores legality; the second Super Polymerization copy is over the Semi-Limited limit
3 none a Side Deck of up to 15 cards Enables a post-side plan for D12 and best-of-3 play

Evidence & confidence

  • Verified: Main 60, Extra 15, Side 0 are within TCG size rules; Ash Blossom & Joyous Spring and Super Polymerization are over their Semi-Limited copy limit; Extra Deck is 11 Fusion and 4 Link across 13 distinct cards
  • Observed: Usage statistics show 17 of 23 core archetype cards are present (73.9 percent)
  • Inferred: Starter access about 0.86 for the searcher group and about 0.97 for the archetype core (hypergeometric); Interaction density and going-second strength from card text; Dead-draw and brick risk from conditional hand effects
  • Provisional: Meta Power and format fit (no dated metagame sample)
  • 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 record are absent no win-rate telemetry, so going-first and going-second splits are inferred no side deck, so post-side performance is unevaluable deck title is null Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Vision HERO

Vision HERO Breakdown

 
 

 

 

 

 

 

 
 

 

 
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