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.
Created by: YGO Mod (20517634)
Created On: 10/20/2026
Main Deck (55)
- Destiny HERO - Dark Angel x1
- Destiny HERO - Denier x1
- Destiny HERO - Destro-Dogma x1
- Destiny HERO - Doom Overlord x3
- Destiny HERO - Dreadmaster x1
- Destiny HERO - Dreadnought Servant x1
- Destiny HERO - Malicious x2
- Destiny HERO - Plasma x1
- Droll & Lock Bird x1
- Masked HERO Dusk Crow x1
- Masked HERO Furnace x1
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x3
- Nibiru, the Primal Being x2
- The Great Gallant Bandit x2
- Winged Kuriboh Sabatiel LV10 x3
- Ash Blossom & Joyous Spring x3
- Ghost Ogre & Snow Rabbit x2
- D - Force x1
- Dark City at Midnight x3
- Fusion Destiny x3
- Harpie's Feather Duster x1
- Hey, Space Trunade! x2
- Lightning Storm x1
- Mask Change x1
- Polymerization x1
- Pot of Prosperity x1
- Pot of Sloth x2
- Reinforcement of the Army x1
- Terraforming x1
- Triple Tactics Talent x1
- Dominus Impulse x3
- Solemn Judgment x1
Extra Deck (15)
- Contrast HERO Chaos x1
- Destiny HERO - Dangerous x1
- Destiny HERO - Destroyer Phoenix Enforcer x1
- Destiny HERO - Dominance x1
- Destiny HERO - Dreadnought Master x2
- Destiny HERO - Dusktopia x1
- Destiny HERO - Dystopia x1
- Masked HERO Dark Law x1
- Predaplant Dragostapelia x1
- Skyborne Blue Cularsaw x1
- Xtra HERO Cross Crusader x2
- Xtra HERO Dread Decimator x1
- Xtra HERO Wonder Driver x1
Couldn't load the deck
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
Recommended changes
| 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
Couldn't load the combos





