Hecahands Deck #764487 — Yu-Gi-Oh! OCG

52 Main, 18 Extra, incl. Hecahands Jauzah x5, Black Chaos x3, Griffoh x3. Created Oct 12, 2026 by YGO Mod.

Deck Hecahands OCG

Created by: YGO Mod (20517634)

Created On: 10/12/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 20, 2026
20± 8/ 100
Power Score
Structural 44
Reliability 40
Going First 40
Going Second 46

Deck — Deck Power Evaluation

Final Contextual Deck Power: 20/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 44
Going First 40
Going Second 46
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: ocg

Legality

Main 52 / Extra 18 / Side 0 — status under the rules at evaluation time: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Extra Deck Hecahands Fusion monsters (Xeno, Dandalos, Jauzah) backed by hand-trap protection and Hecahands negation traps; Light and Darkness Ritual boards (Black Chaos, Black Luster Soldier, Magician of Dark Chaos) and Phara/Chaos Angel Extra Deck pressure
  • Turn 1 (going first): Search Hecahands Yadel or Ibtel, set Ib'al/Yad'al-Hecahands and Tartaros, then build toward a Hecahands fusion with Dandalos or Xeno (Inferred from card text)
  • Turn 2 (going second): Hold Ash Blossom, Effect Veiler, Droll and Ghost Belle to stop the opponent's first Extra Deck or Fusion line, then pivot to a Hecahands fusion (Inferred)
  • Recovery: Recycle Hecahands monsters from the GY via Hecahands Yadel and Tartaros, and use Ragged Records of Rites to rebuild the Ritual searcher line (Inferred)
  • After siding: No side deck is registered, so there is no post-side plan; the list is unplayable as submitted (Verified)

Why it scores here

The deck is scored as a system: its searchers and Hecahands monsters give a reasonable chance of a live starter, and its nine hand traps and twelve negation-text cards give it real interruption density, which is the main source of its structural score. Its ceiling depends on Hecahands fusions and Light and Darkness Ritual boards, but there are no recorded combos, so conversion and median output are inferred from card text only. Brick risk is high because only 28.6 percent of the copies are exact Hecahands and 50 copies are off-archetype, and the deck has no side deck, so post-side adaptability scores very low. The deck is illegal in the OCG format on four copy-limit and Extra Deck size violations, so it is capped and reported as theoretical only. Popularity and archetype usage were not credited, and no card scores were averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 50 P(at least one archetype core card in opening hand of 5) = 0.53; Hecahands starters reach 3 copies of Ibtel, Yadel and Tartaros (Inferred)
D2 Opening-Hand Quality & Brick Management 40 Copy histogram plus 50 off-archetype copies and 14 tech cards implies a high brick and dead-card rate (Inferred)
D3 Combo Conversion & Ceiling 30 No parseable combos; ceiling is text-only from Xeno, Dandalos and Black Chaos effects (Inferred)
D4 Combo Floor & Median Output 30 No recorded boards, so median and floor cannot be measured; set low by absence of data (Provisional)
D5 Interruption Resilience & Route Redundancy 45 Two independent interruption answers (Ash Blossom, Ib'al/Yad'al-Hecahands) and recursion via Yadel and Tartaros, but 20 off-archetype copies lack a fallback (Inferred)
D6 Resource Economy, Recovery & Grind 40 Nine searcher-text cards and GY recursion aid resource recovery, but no spend-to-recover loop is measured (Inferred)
D7 End-Board & Interaction Quality 65 Twelve negation-text and fourteen removal-text cards, with Ash Blossom, Ghost Belle and Maxx C as hand-trap layers (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 60 Hand traps have a 70 percent chance of at least one in a six-card going-second hand; fusion boss at 3400 ATK (Inferred)
D9 Offensive Pressure & Closing Power 60 Top boss ATKs are Xeno 3400, Dandalos 2900 and Breus 2800, with Dandalos control effect (Verified stats, Inferred closing)
D10 Main Deck Efficiency & Flexibility 40 52 main-deck cards with 14 tech and 9 hand traps; size is legal but compact engine coherence is weak (Inferred)
D11 Extra Deck Efficiency & Coverage 35 18 Extra Deck cards is over the OCG limit of 15; mixed fusion, link, xyz and synchro slots (Verified count, Inferred use)
D12 Side Deck Adaptability 10 Side deck is empty, so no post-side adaptability exists (Verified)
D13 Matchup Coverage & Format Fit 40 No dated metagame sample or tournament link; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 50 Multiple Hecahands fusion and ritual lines require sequencing and card-count checks (Inferred)

How the score was computed

Strategy profile: Balanced (default; primary strategy unclear). Structural ≈ 44, Going First ≈ 40, Going Second ≈ 46, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-6). Final formula: No reliable metagame: 0.80*Structural(44) + 0.20*TournamentReliability(40) + modifiers(-6) = 37; Illegal deck cap applied (theoretical/structural-only) -> 20

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.53 · 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

  • Hecahands searchers and recursion (Yadel, Tartaros, Ibtel) reach a live engine
  • Nine hand traps plus twelve negation-text cards give high interruption density
  • Hecahands fusion bosses (Xeno 3400, Dandalos 2900, Breus 2800) provide closing power

Weaknesses

  • Four copy-limit or Forbidden violations make the list illegal in OCG
  • Extra Deck of 18 exceeds the 15-card maximum
  • 50 of 70 copies are off-archetype, lowering engine coherence
  • No side deck, so no post-side plan exists
  • No recorded combos, so ceiling and median are inferred only

Critical choke points

  • Hecahands monsters must be on the field for most traps and fusion lines, so an early Hecahands drop is required
  • Extra Deck overflow means the fusion line cannot be completed legally until three Extra Deck cards are cut
Priority Remove Add Reason
1 Called by the Grave x2, Triple Tactics Talent, Cross-Sheep Legal replacements from the Hecahands or Light and Darkness Ritual pool These cards are Forbidden in OCG; the deck cannot be legal while they are present
2 One Hecahands Jauzah Nothing; leave two or three copies Five copies exceed the legal limit of three
3 Three Extra Deck cards (lowest-impact non-Hecahands extras) Nothing Extra Deck must be 15 or fewer for OCG
4 None A 15-card side deck with hand-trap and Hecahands-matched answers The side is currently empty, so no post-side adaptability exists

Evidence & confidence

  • Verified: Legality: four violations and Extra Deck of 18 over the 15-card limit (OCG); Card text and stats for the 52 main and 18 extra cards; Hypergeometric draw odds from the resolved list; Usage stat: Yad'al-Hecahands, Ib'al-Hecahands and Tartaros are core cards at 78 to 89 percent inclusion
  • Inferred: Starter access 0.53 (archetype core in hand of 5); Brick rate and dead-card rate from off-archetype copies and tech density; Going-second hand-trap coverage 0.70; Interaction quality from text roles; Pilotability from step count in card text
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (D13)
  • Data gaps: No combos supplied - combo floor, median and ceiling are text-only inference No tournament link - archetype meta-share and per-pilot match record absent No win-rate telemetry exists - going-first and going-second splits are Inferred Meta Power is Provisional unless a dated metagame sample is supplied Side deck is empty, so post-side scores rest on the absence of data

More OCG Info

Hecahands

Hecahands Breakdown

 
 

 

 

 

 

 

 
 

 

 
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