Hecahands Deck #769532 — Yu-Gi-Oh! OCG

59 Main, 16 Extra, incl. Cornfield Coatl x3, Fiendsmith Engraver x3, Gazelle the King of Mythical Claws x3. Created Oct 20, 2026 by YGO Mod.

Deck Hecahands OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: Medium
25± 8/ 100
Power Score
Structural 50
Reliability 35
Going First 52
Going Second 44

Deck — Deck Power Evaluation

Final Contextual Deck Power: 25/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 49.7
Going First 52
Going Second 44
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Combo
  • Secondary strategies: Toolbox, Stun
  • Format: ocg

Legality

Main 59 / Extra 16 / Side 0 — status under the rules at evaluation time: Illegal. 7 violation(s).

Identity & game plan

  • Win condition: Fusion Summon a large Hecahands boss (Hecahands Xeno, Hecahands Dandalos, or Hecahands Jauzah) using Hecahands monsters and Illusion monsters, then protect it with Hecahands negation traps.; Chimera and Fiendsmith Fusion or Link boss lines, if the starter reaches them through Gazelle, Ibtel, or Mankibuel searches.
  • Turn 1 (going first): Open with a Hecahands searcher or Fusion starter (Hecahands Mankibuel, Hecahands Yadel, Hecahands Ibtel, Gazelle, Nightmare Apprentice), then fuse into a Hecahands boss while holding Ash Blossom or Ghost Ogre for the opponent's response.
  • Turn 2 (going second): Use Infinite Impermanence, Ash Blossom, Ghost Ogre, and Droll & Lock Bird to stop the opponent's first search or summon, then rebuild a Hecahands board from the Hecahands Tartaros and Ibtel recursion lines.
  • Recovery: Recover from the GY with Hecahands Ibtel and Mirror Swordknight recursion, Gazelle and Nightmare Apprentice searches, and Ib'al-Hecahands or Yad'al-Hecahands negations to keep a second Hecahands engine alive.
  • After siding: Not evaluable: the deck has no side deck, so there is no post-side plan.

Why it scores here

The deck scores low mainly because the list is illegal: three cards exceed their copy limits, two Forbidden cards are included, and the Extra Deck has 16 cards against a maximum of 15. Under the legality guardrail, the score is capped and the evaluation is structural only. On the system, Hecahands searchers and negation traps give the list a reasonable opening-hand chance (core group about 0.66 at least one in a 5-card hand, searcher text about 0.89). Going first it can build a Hecahands boss, and going second the 11 hand traps are a credible response shell. The score does not reflect the archetype's popularity or an averaged card power, and there is no recorded combo, median output, or side deck to support a higher score. Mixing Hecahands, Fiendsmith, Chimera, Mulcharmy, Evil HERO, and Eyes Restrict dilutes the engine (exact-name purity 21%), which costs consistency and pilotability.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 Core-group P(≥1 in 5-card hand) ≈ 0.66, searcher-text P ≈ 0.89; 2-3 copy starters at ≈0.24 each (Inferred)
D2 Opening-Hand Quality & Brick Management 45 11 hand traps and 14 tech cards plus three archetypes compete for hand slots; ~34% proxy brick on the core group (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable combo boards; Hecahands Fusion routes read from card text only (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so median output cannot be measured; text-only estimate (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Ash, Ghost Ogre, Droll, and Ibtel/Tartaros recursion give several independent lines (Inferred)
D6 Resource Economy, Recovery & Grind 55 20 searcher-text cards and GY recursion via Ibtel and Mirror Swordknight; long-round resources are plausible (Inferred)
D7 End-Board & Interaction Quality 65 Ash, Ghost Ogre, Droll, Ib'al-Hecahands, Yad'al-Hecahands, and Infinite Impermanence give layered interaction (Verified card text, Inferred quality)
D8 Going-Second & Board-Breaking Power 45 Hand traps cover going second (P ≈ 0.73 for ≥1 in 6 cards), but no clear board breaker beyond Dandalos control steal (Inferred)
D9 Offensive Pressure & Closing Power 55 Hecahands Xeno 3400 ATK, Chaos Angel 3500, and Guardian Chimera 3300 give high ceilings (Verified stats)
D10 Main Deck Efficiency & Flexibility 40 59 Main cards with 13 three-copy cards across 30 distinct names; exact archetype purity 21% (Verified composition)
D11 Extra Deck Efficiency & Coverage 40 16 Extra cards, one over the OCG limit; mixed Fusion, Synchro, Xyz, and Link needs (Verified composition)
D12 Side Deck Adaptability 10 No side deck (0 cards); no adaptability can be scored (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; Meta is provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Fusion chains, tributes, and several once-per-turn effects across three archetypes (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 49.7, Going First ≈ 52, Going Second ≈ 44, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist exposure (-7); illegal list cap (-5). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) = 46.8 before modifiers; modifiers -12 gives 34.8; illegal-list cap sets the final score to 25 (theoretical/structural only)


More OCG Info

Hecahands

Hecahands Breakdown

 
 

 

 

 

 

 

 
 

 

 
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