Destiny HERO Deck #770554 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Destiny HERO - Doom Overlord x3, Destiny HERO - Malicious x3, Nibiru, the Primal Being x3. Created Oct 21, 2026 by YGO Mod.

Deck Destiny HERO TCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 22, 2026
30± 10/ 100
Power Score
Structural 56
Reliability 42
Going First 52
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 56
Going First 52
Going Second 58
Meta Power provisional
Tournament Reliability 42
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Fusion/Link engine
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Fusion and Link boards of Destiny HERO monsters (Destiny HERO - Dusktopia, Dominance, Dystopia, Destro-Dogma as large attackers) (Inferred from card text); Contrast HERO Chaos and Destiny HERO - Dangerous as additional Extra Deck closers (Inferred from card text)
  • Turn 1 (going first): Open a starter such as Fusion Destiny, Polymerization or Dark City at Midnight, then search and Special Summon Destiny HERO bridge monsters into Fusion or Link summons (Inferred; no recorded boards)
  • Turn 2 (going second): Hand traps (Ash Blossom, Infinite Impermanence, Evenly Matched, Nibiru) and Dominus Impulse to disrupt the opponent, then rebuild through Destiny HERO recursion (Inferred; no recorded boards)
  • Recovery: Recycle Destiny HERO monsters from the GY through Destiny HERO - Denier, Dark Angel and Malicious, and reuse searchers such as Doom Overlord (Inferred)
  • After siding: Not evaluable: the deck runs no Side Deck (side_count 0), so there is no post-side plan.

Why it scores here

This list is Illegal for TCG (three cards over their Semi-Limited copy limit), so it does not receive a normal Final Contextual score; the 30 is a capped theoretical value and the structural analysis below is the only usable read. Structurally the deck is a Fusion/Link engine with a large hand-trap suite (12 hand traps, 14 negation-text cards) and strong Extra Deck closers, which earns its interaction and closing dimensions. Its consistency is held back by exact-name archetype purity of only 30% (21 of 55 main cards are exact Destiny HERO names), 14 single-copy slots, and no recorded boards to confirm any line. The score comes from consistency, interaction and end-board power on the system, not from Destiny HERO's popularity and not from averaging the individual card scores. Usage statistics show only 8 of 25 core cards present, which supports a real but non-standard build.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one of Fusion Destiny in opening 5) ≈ 0.25 per 3-copy card; P(at least one searcher in opening 5) ≈ 0.81 across 15 searcher-text cards (Inferred)
D2 Opening-Hand Quality & Brick Management 45 Brick risk is high: 14 single-copy slots, 26 generic/off-archetype main cards and 8 of 25 core cards present (Inferred)
D3 Combo Conversion & Ceiling 60 No parseable boards; ceiling is inferred from card text such as Dusktopia 3000 ATK and Destro-Dogma 3400 ATK with Fusion/Link recursion (Inferred)
D4 Combo Floor & Median Output 40 combos_evidence total_combos 0; median output cannot be measured and is text-only (Provisional)
D5 Interruption Resilience & Route Redundancy 58 12 hand traps and 3 copies each of Ash Blossom and Infinite Impermanence give alternative answers, but Fusion lines have one route per starter (Inferred)
D6 Resource Economy, Recovery & Grind 60 Destiny HERO monsters recur from the GY through Denier, Dark Angel and Malicious; Doom Overlord searches reuse the engine (Inferred)
D7 End-Board & Interaction Quality 70 Negation-text count 14 and removal-text count 26 across Ash Blossom, Impermanence, Evenly Matched, Dominus Impulse and Dusktopia (Inferred from text; flags verified)
D8 Going-Second & Board-Breaking Power 62 12 hand traps and Dominus Impulse give going-second disruption, but no going-second split is recorded (Inferred)
D9 Offensive Pressure & Closing Power 66 Dusktopia 3000, Dominance 2900, Dystopia 2800 and Destro-Dogma 3400 ATK provide closing bodies; no end-board data (Inferred)
D10 Main Deck Efficiency & Flexibility 48 55 main cards (legal 40-60) but 39 are 3-copy slots and 26 are level-0 spells/traps, with limited compactness (Inferred)
D11 Extra Deck Efficiency & Coverage 62 15 Extra cards with 4 Link and 11 Fusion monsters; Fusion access depends on Polymerization effects (Inferred)
D12 Side Deck Adaptability 10 Side deck is empty (side_count 0), so there is no side plan (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated metagame sample; archetype meta-share absent (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Fusion, Link and Extra-Deck recursion lines with many decision points (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 56, Going First ≈ 52, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 42. Modifiers: banlist_exposure (-6); illegal_cap (-17). Final formula: Illegal cap applied: 0.80*Structural(56) + 0.20*TournamentReliability(42) + modifiers(-6) = 47, capped to 30 because the list violates copy limits; theoretical/structural only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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

  • Hand-trap and negation density (12 hand traps, 14 negation-text cards) gives interaction on both turns
  • Multiple Extra Deck closers (Dusktopia, Dominance, Dystopia, Destro-Dogma) and a Link base
  • Recursion through Destiny HERO monsters in the GY

Weaknesses

  • Illegal: Ash Blossom, Dominus Impulse and Super Polymerization each run 3 copies against a limit of 2
  • Low exact-name archetype purity (30%) and many off-archetype staples
  • No Side Deck, so there is no post-side adaptability
  • No recorded boards, so the combo ceiling and floor are unverified

Critical choke points

  • Super Polymerization and Polymerization are the main Fusion access routes; if both are missing, the Extra Deck is largely dead
  • Destiny HERO bridge monsters must be in hand or Deck for the Fusion chain
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring, 1 Dominus Impulse, 1 Super Polymerization none (or a legal replacement of your choice) Brings each card to its legal limit of 2, so the list becomes legal; main deck becomes 52 cards, still within 40-60
2 a generic staple or off-archetype card an additional Destiny HERO searcher or bridge monster Raises exact-name purity and reduces brick risk without changing the Extra Deck plan (Inferred)

Evidence & confidence

  • Verified: Legality: 3 copy-limit violations (Ash Blossom, Dominus Impulse, Super Polymerization); Main 55, Extra 15, Side 0 counts; Card text and banlist status for listed cards; Usage stats: 8 of 25 core cards present
  • Inferred: Brick rate and starter probabilities from the hypergeometric table; Primary win condition and going-first/second plans from card text; Interaction density from role tags and negation text
  • Provisional: Meta power and matchup fit (no dated metagame sample); Median combo output (no recorded boards)
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and pilot records are absent No win-rate telemetry for going-first/second, matchup or brick/starter rates Meta Power is Provisional without a dated metagame sample Deck title is null in the export

More TCG Info

Destiny HERO

Destiny HERO Breakdown

 
 

 

 

 

 

 

 
 

 

 
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