Heroic Deck #772089 — Yu-Gi-Oh! OCG

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

Deck Heroic OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
41± 10/ 100
Power Score
Structural 55
Reliability 45
Going First 52
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 41/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 55
Going First 52
Going Second 60
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Stun
  • Format: ocg

Legality

Main 57 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Destiny HERO and HERO fusion boards (Destiny HERO - Dusktopia, Dominance, Destroyer Phoenix Enforcer, Dreadnought Master) pressured by Destro-Dogma and Plasma; Ecclesia and the Dark Dragon and Alba-Lenatus recurring boss pressure off Polymerization and Fusion Destiny
  • Turn 1 (going first): Open Dark City at Midnight or a Destiny HERO searcher, Fusion Destiny or Polymerization into a Destiny HERO fusion, and keep Ash Blossom and Ghost Ogre up for the opponent's answer
  • Turn 2 (going second): Hold Ash Blossom, Ghost Ogre, Nibiru, Evenly Matched and Dominus Impulse as hand traps against the opponent's first Special Summon or search, then rebuild through Destiny HERO - Denier and Masked HERO Dusk Crow
  • Recovery: Mulcharmy Fuwalos and Purulia draw on a board-empty state and Destiny HERO - Dark Angel recovers Destiny HERO monsters from the GY, but recovery depends on card text and is not verified in a recorded line
  • After siding: Not evaluable: the deck has no side deck (side_count 0), so there is no post-side plan

Why it scores here

The deck's Structural score comes from how the system behaves, not from averaging its cards: 20 copies of the core archetype give about a 0.90 chance of opening at least one core card in a going-first hand of five (Inferred), and 12 hand traps plus 11 negation-text cards give a strong going-second interaction shell (Inferred from card text). Ceiling and floor are scored separately: the Destiny HERO fusion boards and Destro-Dogma suggest a high ceiling, but the deck has no recorded boards, so the median is a text-only guess and is scored low. Brick risk is moderate because 27 distinct main-deck cards include many off-archetype tech and hand traps, which weakens the engine's coherence. Popularity and archetype usage stats were not credited as power. The score is capped to the theoretical range because three cards exceed their OCG copy limit, and the deck has no side deck and no meta or win-rate data.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one of 20 archetype-core cards in a going-first hand of 5) ≈ 0.90, but starter density depends on 27 distinct main cards (Inferred)
D2 Opening-Hand Quality & Brick Management 50 12 hand traps, 15 searcher-text cards and 13 tech cards compete for hand space; brick proxy ≈ 0.10 from the core-group draw table (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable recorded boards; the ceiling is a semantic read of Destiny HERO fusion boards and Destro-Dogma pressure from card text (Inferred)
D4 Combo Floor & Median Output 40 No combos supplied, so the median output is unknown and scored low by default (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Multiple independent starters (Ash Blossom, Ghost Ogre, Nibiru, Mulcharmy, Dark Angel) give some route redundancy after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Polymerization and Fusion Destiny provide redundant fusion routes, and Mulcharmy draws offer some grind, but recovery is only text-based (Inferred)
D7 End-Board & Interaction Quality 72 12 hand traps plus 11 negation-text and 29 removal-text cards give a broad interaction shell; resolution quality is read from card text (Inferred)
D8 Going-Second & Board-Breaking Power 68 Hand traps are strong on the going-second side, and Dominus Impulse and Evenly Matched add board-breaking breadth from text (Inferred)
D9 Offensive Pressure & Closing Power 62 Destro-Dogma at 3400 ATK and Dusktopia at 3000 ATK provide closing bosses, but the deck has no recorded win-line data (Inferred)
D10 Main Deck Efficiency & Flexibility 45 57 main cards across 27 distinct entries with a 3/2/2 copy spread and 72 off-archetype copies (Verified composition, scored Inferred)
D11 Extra Deck Efficiency & Coverage 55 15 Extra cards with 12 Fusion, 2 Link and 1 Synchro; access is mostly through Polymerization and Fusion Destiny (Verified composition, Inferred access)
D12 Side Deck Adaptability 20 The deck has no side deck (side_count 0), so post-side adaptability has no evidence and is scored at the floor (Provisional)
D13 Matchup Coverage & Format Fit 50 Archetype share and tournament data are absent; only the usage-statistics core inclusion is available (Provisional)
D14 Pilotability & Error Tolerance 40 Many multi-step Destiny HERO fusion and Mask Change lines with several decision points increase pilot load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 55, Going First ≈ 52, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: copy-limit violation (banlist exposure) (-12). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); illegal deck, so the result is theoretical/structural-only


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