Heraldic Deck #772579 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Heraldic Beast Gryphon x3, Heraldic Beast Leo x3, Heraldic Beast Stad Whale x3. Created Oct 21, 2026 by YGO Mod.

Deck Heraldic OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 21, 2026
30± 8/ 100
Power Score
Structural 53
Reliability 45
Going First 50
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 53
Going First 50
Going Second 58
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Control, Xyz
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Xyz Summon Number 69: Heraldry Crest or Number C69: Heraldry Crest of Horror off Heraldic Beast material, then convert the board with the 4000 ATK Number C69 or the 3100 ATK Dark Matter Demolition; Recursive Heraldic Beast Xyz lines through Heraldry Reborn, Advanced Heraldry Art and Heraldic Beast Stad Whale
  • Turn 1 (going first): Charged-Up Heraldry or a Heraldic Beast Normal Summon to reach a Level 4 pair, then a Heraldic Beast Xyz; hand traps (Ash Blossom, Ghost Belle, Infinite Impermanence) protect the first engine turn
  • Turn 2 (going second): Hold Ash Blossom, Ghost Belle, Droll & Lock Bird and Infinite Impermanence against the opponent's starter, then rebuild from the Graveyard with Heraldry Reborn or Advanced Heraldry Art
  • Recovery: Stad Whale and Aberconway search Heraldry Spell/Traps and Heraldic Beasts from the Deck; Twin-Headed Eagle and Unicorn recycle Graveyard monsters into Xyz material
  • After siding: No Side Deck is registered, so there is no post-side plan; the list is theoretical only

Why it scores here

The deck is scored as a system: its Heraldic engine needs Charged-Up Heraldry or a Level 4 Heraldic Beast Normal Summon to open, which is about a one-in-three chance per three-copy starter in a 5-card opening hand (Inferred). Nine hand traps and eight searcher-text cards give it real interaction and recovery, and the Number 69 and Number C69 Xyz monsters supply end-board power. Thirty of its 55 copies are not exact Heraldic cards, which weakens engine coherence, and the list has no Side Deck and no recorded boards, so the combo ceiling and floor are inferred from card text alone. Popularity and archetype usage stats were not used as points, and card scores were not averaged. The list is Illegal because Ash Blossom & Joyous Spring is run three times against a limit of two, so the score is capped low and is theoretical only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one 3-copy starter in opening 5) = 0.34 per card; searcher-text group P = 0.69 (Inferred)
D2 Opening-Hand Quality & Brick Management 50 Nine hand traps, eight searchers, 30 off-archetype copies and 13 distinct Extra Deck Xyz cards suggest moderate brick risk (Inferred)
D3 Combo Conversion & Ceiling 60 No parseable boards; Number 69 and Number C69 Xyz lines inferred from card text (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards; median output cannot be measured and is inferred from text only (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Ash Blossom, Ghost Belle, Infinite Impermanence and Droll & Lock Bird give several independent interruption answers (Inferred)
D6 Resource Economy, Recovery & Grind 50 Graveyard recursion via Heraldry Reborn, Advanced Heraldry Art and Aberconway; no resource telemetry (Inferred)
D7 End-Board & Interaction Quality 68 Ten negation-text and fifteen removal-text cards plus Number 69 and Number C69 effects (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 65 Hand-trap group reaches P = 0.81 in a 6-card going-second hand (Inferred)
D9 Offensive Pressure & Closing Power 65 Number C69 at 4000 ATK and Dark Matter Demolition at 3100 ATK with battle protection (Verified stat)
D10 Main Deck Efficiency & Flexibility 45 40 Main cards across 19 distinct names with 30 off-archetype copies and an over-limit Ash Blossom (Verified composition)
D11 Extra Deck Efficiency & Coverage 50 15 Extra Deck Xyz across 13 distinct names, mostly flexible or off-archetype (Verified composition)
D12 Side Deck Adaptability 5 No Side Deck registered; no post-side data (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated metagame sample; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Xyz chains with many hand-trap decision points, which raises pilot demands (Inferred)

How the score was computed

Strategy profile: Midrange primary with Control secondary; structural computed with the Midrange profile, no blending applied. Structural ≈ 53, Going First ≈ 50, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Illegal copy-limit violation (-10); No Side Deck (-2). Final formula: Illegal cap applied: no-metagame formula 0.80*Structural(53) + 0.20*TournamentReliability(45) = about 51.6, then context modifiers -12 gives about 39.6, which is capped at 30 because the deck is Illegal (theoretical/structural only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.34 · 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

  • Nine hand traps and eight searchers give interaction and recovery
  • Number C69 and Number 69 Xyz monsters provide high end-board power
  • Hand-trap coverage is strong going second (P = 0.81 in a 6-card hand)

Weaknesses

  • Illegal as built: Ash Blossom & Joyous Spring is over the copy limit
  • 30 off-archetype copies weaken engine coherence
  • No Side Deck, so there is no post-side plan
  • Extra Deck has 13 distinct Xyz cards with several off-plan options

Critical choke points

  • Charged-Up Heraldry or a Level 4 Heraldic Beast Normal Summon is needed to open the Xyz engine
  • A single Ash Blossom copy beyond the limit makes the list unplayable
Priority Remove Add Reason
1 One copy of Ash Blossom & Joyous Spring A legal copy-count fix (or a non-copy-limited hand trap) Clears the only violation so the list is legal to play
2 Off-archetype Mulcharmy and Gagaga copies Heraldic Beast or Heraldry support Raises engine coherence and lowers brick risk
3 None A 3–6 card Side Deck Creates a post-side plan so D12 can be scored

Evidence & confidence

  • Verified: Main 40 / Extra 15 / Side 0 counts; Ash Blossom & Joyous Spring copy-limit violation; Number C69 ATK 4000 and Dark Matter Demolition ATK 3100
  • Inferred: Starter and searcher hypergeometric estimates; Hand-trap interaction density and going-second coverage; Combo ceiling and floor from card text only
  • Provisional: Meta power and D13 matchup fit (no dated metagame sample); Tournament reliability
  • 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 supplied — post-side plan cannot be scored no win-rate telemetry exists in YGOVN — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Heraldic

Heraldic Breakdown

 
 

 

 

 

 

 

 
 

 

 
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