Vision HERO Deck #770526 — Yu-Gi-Oh! TCG
55 Main, 15 Extra, incl. Destiny HERO - Doom Overlord x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia x3. Created Oct 21, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
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 x2
- Masked HERO Dusk Crow x1
- Masked HERO Furnace x1
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x3
- Nibiru, the Primal Being x1
- Skull Meister x2
- The Great Gallant Bandit x1
- Winged Kuriboh Sabatiel LV10 x3
- Ash Blossom & Joyous Spring x3
- Ghost Ogre & Snow Rabbit x3
- Called by the Grave x1
- D - Force x1
- Dark City at Midnight x3
- Fusion Destiny x3
- Hey, Space Trunade! x1
- Mask Change x1
- Polymerization x1
- Pot of Prosperity x1
- Reinforcement of the Army x1
- Terraforming x1
- The Fallen & The Virtuous x2
- Dominus Impulse x3
- Solemn Judgment x1
- Solemn Warning x1
Extra Deck (15)
- Alba-Lenatus the Abyss Dragon x1
- Albion the Branded Dragon x1
- Contrast HERO Chaos 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 Wonder Driver x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 39/100 (±10 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 49 |
| Going First | 42 |
| Going Second | 40 |
| Meta Power | provisional |
| Tournament Reliability | 40 |
- Primary strategy: Midrange
- Secondary strategies: Fusion, Toolbox
- Format: tcg
Legality
Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 5 violation(s).
Identity & game plan
- Win condition: Fusion Summon large DARK Destiny HERO and HERO boss monsters (Destiny HERO - Dominance, Dystopia, Dusktopia, Destroyer Phoenix Enforcer) and close with attack pressure and backrow-free boards; Link and Fusion chains through Xtra HERO / Contrast HERO Chaos and Destiny HERO recursion from the GY
- Turn 1 (going first): Opening Fusion Destiny or Polymerization and search with Masked HERO Dusk Crow, Destiny HERO - Doom Overlord or Dreadnought Servant toward a Destiny HERO Fusion; protect with Ash Blossom and Dominus Impulse
- Turn 2 (going second): Hand traps (Ash Blossom, Droll & Lock Bird, Ghost Ogre & Snow Rabbit, Skull Meister) to slow the opponent's first board, then rebuild through Destiny HERO recursion
- Recovery: Destiny HERO monsters in the GY (Malicious, Denier, Dark Angel) recycle themselves and fuel Destiny HERO - Dreadnought Master and Destiny HERO - Destroyer Phoenix Enforcer
- After siding: Not assessable: the Side Deck is empty (0 cards), so there is no post-side plan
Why it scores here
This list is scored as a system, not as an average of its card scores, and it is Illegal, so the number below is a theoretical structural read only. Five cards exceed their copy limits or are Forbidden (Albion the Branded Dragon and Called by the Grave are Forbidden; Ash Blossom, Dominus Impulse and Droll & Lock Bird are over limit), which caps the overall score low. Within the rules it does open a functional Fusion plan: the 14-copy archetype core has a hypergeometric P(at least one in a 5-card opening) of about 0.78 (Inferred), and the searcher group reaches about 0.83. Interaction is dense (14 negation-text cards, 11 hand traps), which earns the interaction and closing dimensions a middling score. Consistency and efficiency are held back because 70 of 70 non-generic copies are spread across Destiny HERO, Mulcharmy, Dominus, Branded, Solemn, Greed, Change and Cyclone rather than one coherent engine, and there is no Side Deck at all. Popularity and archetype identity did not earn points, and no combo boards or meta data exist to lift the floor, median or ceiling.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 62 | P(at least one of 9 non-core-free starters in a 5-card hand) is roughly 0.83 for searchers and 0.78 for the archetype core group (Inferred from hypergeometric draw odds) |
| D2 | Opening-Hand Quality & Brick Management | 45 | Destiny HERO monsters and Fusion Destiny need GY or Extra Deck support, and 70 off-archetype copies plus 20 Destiny HERO copies give a high chance of dead or conflicting hands (Inferred) |
| D3 | Combo Conversion & Ceiling | 55 | No parseable boards; best-line conversion is unknown and can only be read from card text such as Doom Overlord's search and Dreadnought Servant's Polymerization search (Inferred, text-only) |
| D4 | Combo Floor & Median Output | 45 | No recorded combos, so median output is not measurable and rests on text reads only (Inferred, Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 50 | Fusion Destiny and Polymerization give some independent lines and Destiny HERO recursion provides recovery, but there is no measured interruption data (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 50 | Destiny HERO monsters recycle from the GY and Pot of Prosperity offers card advantage, but the Fusion Summon costs are high (Inferred from text) |
| D7 | End-Board & Interaction Quality | 60 | 14 negation-text cards and 11 hand traps give broad interaction, but three of the key interaction cards are over the limit (Verified count, Inferred quality) |
| D8 | Going-Second & Board-Breaking Power | 45 | Hand traps aimed at the going-second turn are plentiful, but there is no measured board-breaker density and no going-second split (Inferred) |
| D9 | Offensive Pressure & Closing Power | 55 | Destiny HERO - Dominance (2900), Destroyer Phoenix Enforcer (2500) and Dusktopia (3000) provide closing bosses; Destro-Dogma (3400) is also present (Verified stats) |
| D10 | Main Deck Efficiency & Flexibility | 40 | 55 main cards are split across 13+ archetype names with 70 off-archetype copies, so compactness and coherence are weak (Verified composition, Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 60 | 12 Fusion and 3 Link Extra Deck monsters are mostly Destiny HERO and HERO bosses, with several off-theme Extra cards; coverage is reasonable but not consistent (Verified composition) |
| D12 | Side Deck Adaptability | 10 | Side Deck is empty (0 cards), so there is no post-side adaptability (Verified) |
| D13 | Matchup Coverage & Format Fit | 35 | No tournament link and no dated metagame sample, so format fit can only be Provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Requires many Fusion and GY-recursion steps across three archetypes, so error tolerance is moderate to low (Inferred from text) |
How the score was computed
Strategy profile: primary Midrange, with Fusion and Toolbox traits blended into the weight choice. Structural ≈ 49, Going First ≈ 42, Going Second ≈ 40, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-8). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional); Illegal deck, so theoretical structural-only read
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
- Searcher density (16 searcher-text cards) gives a high chance of a live starter
- Dense interaction: 14 negation-text cards and 11 hand traps
- Strong Extra Deck closers in Destiny HERO - Dominance, Dusktopia and Destro-Dogma
Weaknesses
- Illegal list: five cards over copy limit or Forbidden
- Three archetype families (Destiny HERO, Mulcharmy, Dominus) plus Branded/Solemn/Greed fragments dilute the engine
- No Side Deck at all
- High brick risk from off-archetype and niche interaction cards
Critical choke points
- Fusion Destiny and Polymerization are the only fusion enablers in hand, so losing them to a hand trap stalls the whole Fusion plan
- Forbidden and over-limit cards must be removed before the list is legal, which changes the interaction density the score relies on
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Albion the Branded Dragon and Called by the Grave | Legal Destiny HERO or HERO Fusion/Extra Deck cards | Both are Forbidden, so the list cannot be played as built; this is the largest legality blocker |
| 2 | 1 copy each of Ash Blossom & Joyous Spring and Dominus Impulse, and 1 Droll & Lock Bird | Other legal hand traps or a second Polymerization/Fusion Destiny | Brings the copy counts within Semi-Limited and Limited caps and reduces the off-archetype spread |
| 3 | Off-archetype tech (Greed/Change/Cyclone/Solemn cards) | Cards that stay within Destiny HERO or HERO | Increases engine coherence, which is the main drag on D1, D2 and D10 |
| 4 | None | A 1-5 card Side Deck | A zero-card Side Deck gives no post-side adaptability at all |
Evidence & confidence
- Verified: Five cards exceed copy limits or are Forbidden, so the deck is Illegal; Main 55 and Extra 15 sizes are legal; Side is 0 and within the 0-15 range; Archetype core and searcher probabilities are hypergeometric estimates from the resolved list
- Inferred: Consistency (D1/D2) from hypergeometric draw odds and card text; Interaction density and closing strength from card text and stats; Going-first and going-second scores from the structural blend
- Provisional: Meta Power is null; format fit (D13) is Provisional without a dated metagame sample
- 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 - going-first/second, matchup, and brick/starter rates are Inferred or Unknown Side Deck is empty, so post-side scores are not measurable Meta Power is Provisional unless a dated metagame sample is supplied
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