Heroic Deck #770095 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Destiny HERO - Doom Overlord x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia x3. Created Oct 20, 2026 by YGO Mod.

Deck Heroic OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 20, 2026
42± 8/ 100
Power Score
Structural 57
Reliability 42
Going First 55
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 42/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 57
Going First 55
Going Second 60
Meta Power provisional
Tournament Reliability 42
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Toolbox
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Fusion Summon Destiny HERO and Elemental HERO boss monsters (Destiny HERO - Destro-Dogma, Destiny HERO - Dusktopia, Contrast HERO Chaos) from the Extra Deck via Polymerization, Fusion Destiny and Masked HERO Furnace; Link and Destiny HERO beatdown with Xtra HERO Dread Decimator and Destiny HERO - Dominance
  • Turn 1 (going first): Open a Destiny HERO or Masked HERO searcher (Destiny HERO - Doom Overlord, Masked HERO Dusk Crow, Dark City at Midnight), then convert into a Polymerization or Fusion Destiny line for a Fusion boss
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Ogre, Droll & Lock Bird, Nibiru) and Mulcharmy draw effects to stall the opponent's summon, then rebuild a Fusion boss from the GY-recursive Destiny HERO monsters
  • Recovery: Recover Polymerization or Fusion Destiny and Destiny HERO monsters from the GY via Destiny HERO - Denier, Dark City at Midnight and Destiny HERO - Malicious, and re-summon through the Extra Deck
  • After siding: No side deck is registered, so no post-side plan exists; the list cannot adapt between games

Why it scores here

This list is evaluated as a Heroic Fusion system, not as an average of its cards, and its score is capped by legality: three cards exceed OCG copy limits (Ash Blossom and Dominus Impulse at 3 copies where 2 are allowed, and Triple Tactics Talent, which is Forbidden), so the result is a structural estimate only. Its strongest reads are engine access (16 searchers and a Destiny/Masked HERO core with a roughly 0.93 chance of at least one core card in a 5-card opening hand, Inferred) and interaction density (8 hand traps and 11 negation-text cards, Inferred from card text). The deck reliably reaches Fusion bosses with Polymerization and Fusion Destiny, but the Fusion chain is long and few boards exist to measure conversion, so the combo ceiling and median are text-based and low-confidence. Popularity did not earn points: Heroic's archetype usage statistics confirm the list is real, but only the system's structure was scored. The missing sideboard, absent combo boards and absent tournament data pull the score down, and the illegal copy counts set a low cap.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 P(≥1 searcher in 5-card opening hand) ≈ 0.83 and P(≥1 archetype-core card) ≈ 0.93; no starter-by-starter sim (Inferred)
D2 Opening-Hand Quality & Brick Management 58 19 of 33 distinct main cards are single copies and several Fusion-enabling spells are 1-of, so dead-hand risk is moderate; no brick simulation (Inferred)
D3 Combo Conversion & Ceiling 55 No recorded boards (combos_evidence.total_combos = 0); ceiling read from card text: Fusion boss plus negate/recursion (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards; median output assumed lower than ceiling because Fusion lines need several resources and no sample exists (Inferred)
D5 Interruption Resilience & Route Redundancy 60 8 hand traps plus Destiny HERO recursion from GY give several independent starters, but illegal copy counts and no sideboard limit redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 55 Recovery through Destiny HERO - Denier, Dark City at Midnight and GY-recursive monsters, with 2 draw-card effects; no resource data (Inferred)
D7 End-Board & Interaction Quality 68 24 removal-text, 11 negation-text and 8 hand-trap cards; Solemn Judgment and Droll & Lock Bird add layering (Inferred from text plus flags)
D8 Going-Second & Board-Breaking Power 60 Hand traps and Mulcharmy draw effects work when going second; Destro-Dogma and Dusktopia provide board-breaking bosses; no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 70 Destro-Dogma 3400 ATK, Dusktopia 3000 ATK, Contrast HERO Chaos 3000 ATK and Dominance 2900 ATK provide closing power (verified stats, Inferred payoff)
D10 Main Deck Efficiency & Flexibility 45 55 cards across 33 distinct main-deck names, with 70 of 55 main copies off the Heroic exact name, including Mulcharmy, Greed, Cyclone and Change sub-archetypes, so coherence is loose (verified composition)
D11 Extra Deck Efficiency & Coverage 60 15 Extra slots filled by 11 Fusions and 4 Links covering Destiny, Elemental, Masked and Xtra HERO routes (verified composition, Inferred flexibility)
D12 Side Deck Adaptability 8 No side deck is registered (side_count = 0), so the list cannot adapt after game 1 (verified)
D13 Matchup Coverage & Format Fit 40 No tournament_context and no dated meta sample; archetype usage stats only (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Fusion lines and frequent hand-trap timing decisions require skill; many branches to track (Inferred)

How the score was computed

Strategy profile: Combo primary, Midrange secondary (no combo boards, so the primary profile is text-led). Structural ≈ 57, Going First ≈ 55, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 42. Modifiers: Banlist exposure (-9); No sideboard (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) = 0.80*57 + 0.20*42 = 54, then modifiers -12 = 42; theoretical/structural only because the list is Illegal

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.83 · 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

  • 16 searchers and 21 Destiny HERO cards give strong access to the core engine
  • 8 hand traps and 11 negation-text cards provide layered interaction on both turns
  • Fusion boss options (Destro-Dogma, Dusktopia, Contrast HERO Chaos) are strong closers if the chain completes

Weaknesses

  • Three cards exceed OCG copy limits, so the list is illegal as built
  • No side deck, so the deck cannot adapt between games
  • Off-archetype spread (Mulcharmy, Greed, Cyclone, Change, Harpie) dilutes engine coherence

Critical choke points

  • Polymerization or Fusion Destiny: most Fusion lines need one of them, and only 2 copies are in the main deck
  • Fusion Summon legality: the Extra Deck is 15 cards and each boss needs specific Fusion materials
Priority Remove Add Reason
1 Triple Tactics Talent (1 copy, Forbidden) A legal Heroic-consistent card or a Heroic staple already within copy limits A Forbidden card makes the list illegal; removing it is required before any normal score applies
2 1 copy each of Ash Blossom & Joyous Spring and Dominus Impulse Legal-copy-limit replacements or nothing (to 2 copies each) Semi-Limited copy limit is 2; the third copy of each makes the deck illegal
3 Off-archetype Mulcharmy or Greed bricks if engine coherence is the goal Additional Destiny HERO or Polymerization-enabling cards Reduce the 70 off-archetype main copies and tighten the Fusion engine

Evidence & confidence

  • Verified: Main 55, Extra 15, Side 0 counts (within OCG size rules); Triple Tactics Talent Forbidden, run 1; Ash Blossom and Dominus Impulse Semi-Limited, run 3 vs 2 allowed; Card text and stats for all resolved cards; Usage stats: Mulcharmy Fuwalos 68.75%, Masked HERO Furnace 67.19%, Winged Kuriboh Sabatiel LV10 65.63%
  • Inferred: Engine access ≈ 0.83 searcher, 0.93 core, from hypergeometric draws; Interaction density from negation and removal text flags; Combo ceiling and median from card text only
  • Provisional: Meta Power (no dated sample); Matchup fit and tournament reliability (no tournament data)
  • Data gaps: No combos supplied — combo floor/median/ceiling is text-only inference No tournament link — archetype meta-share and per-pilot match record absent No side deck registered — no post-side evaluation possible No win-rate telemetry exists in YGOVN — going-first/second, matchup, brick and OTK rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied Deck title is null; archetype label is the only identifier

More OCG Info

Heroic

Heroic Breakdown

 
 

 

 

 

 

 

 
 

 

 
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