Hecahands Deck #773152 — Yu-Gi-Oh! OCG

52 Main, 18 Extra, incl. Hecahands Jauzah x5, Hecahands Gaigas x3, Hecahands Ibtel x3. Created Oct 21, 2026 by YGO Mod.

Deck Hecahands OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 21, 2026
40± 10/ 100
Power Score
Structural 54
Reliability 45
Going First 55
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 40/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 54
Going First 55
Going Second 52
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • Format: ocg

Legality

Main 52 / Extra 18 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Hecahands Fusion Monsters (Xeno, Dandalos, Jauzah) and Hecahands Breus/Godos swarming the field and taking control of opposing monsters; Synchro and Xyz boss monsters (Chaos Angel, The Zombie Vampire) after the Hecahands board is established
  • Turn 1 (going first): Reveal Hecahands Ibtel or Mankibuel from hand to Special Summon or Fusion-search a Hecahands monster, then fuse for a Fusion boss; use Yad'al/Ib'al-Hecahands as protection
  • Turn 2 (going second): Use Hecahands hand-revealing effects in response to opponent's added cards, Hecahands Gaigas/Godos special summon, then Fusion boss through the disruption
  • Recovery: Banish-based Fusion Summons and GY-based Special Summons (Hecahands Tartaros, Tao the Chanter chain, Hecahands Yadel recursion) to rebuild the Hecahands board
  • After siding: Not evaluable: the deck has no Side Deck (0 cards), so no post-side plan exists

Why it scores here

This list is Illegal (Hecahands Jauzah at 5 copies against a limit of 3, and an 18-card Extra Deck against a maximum of 15), so the score below is a theoretical, structural-only read capped by a -12 legality modifier, not a normal contextual score. Within the rubric, the deck's consistency is its strongest signal: the 13-copy Hecahands core gives roughly a 78% chance of at least one core card in a 5-card opening hand (Inferred). Its interaction count (about 10 negation-text and 14 removal-text cards) and Hecahands hand-reveal effects supply resilience on the system, not on any single card. The deck has no recorded boards, no tournament link, no guides and no Side Deck, so combo floor, median, matchup fit and post-side adaptability cannot be measured and are scored conservatively. Archetype popularity (usage stats show the core cards are commonly run) confirms the list is real but does not earn power points, and the score was not produced by averaging individual card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(at least one archetype core card in opening 5) ≈ 0.78 across 13 core copies; 2-card bootstrap plausible (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Hand quality is plausible given 13 core copies and 8 searcher-text cards, but 46 off-archetype copies and 16 singletons raise brick risk (Inferred)
D3 Combo Conversion & Ceiling 60 No parseable recorded boards; ceiling read from embedded text of Xeno/Dandalos fusion lines only (Inferred)
D4 Combo Floor & Median Output 50 No combos supplied, so median output cannot be measured; scored conservatively (Provisional)
D5 Interruption Resilience & Route Redundancy 62 Multiple Hecahands hand-reveal and GY recursion routes provide independent lines against a single disruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Tartaros, Yadel and Tao-chain recursion support rebuilding, but Fusion materials are costly (Inferred)
D7 End-Board & Interaction Quality 60 Negation-text and removal-text density across Yad'al-Hecahands, Ib'al-Hecahands, Dark Bribe and Illusion Gate is high; durability not measured (Inferred)
D8 Going-Second & Board-Breaking Power 55 Going-second plan depends on Hecahands Gaigas/Godos special summons and Fusion boss timing; no going-second split recorded (Inferred)
D9 Offensive Pressure & Closing Power 60 Hecahands Xeno (3400 ATK) and Dandalos (2900 ATK, control steal) provide closing bosses; piercing and direct text absent (Verified stat / Inferred)
D10 Main Deck Efficiency & Flexibility 45 52-card Main is within the OCG 40–60 range, but exact-archetype purity is only 34.3% and 16 singletons dilute the engine (Verified stat / Inferred)
D11 Extra Deck Efficiency & Coverage 45 Extra Deck holds 18 cards against a 15-card limit, with 3 off-archetype bosses (Chaos Angel, Black Luster Soldier, Rahamu) competing for slots (Verified)
D12 Side Deck Adaptability 10 No Side Deck (0 cards), so post-side adaptability cannot exist (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated metagame sample; archetype meta-share unavailable (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Fusion, Synchro and Xyz sequences with several once-per-turn hand effects demand precise sequencing (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 54, Going First ≈ 55, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Illegal list cap (-12). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Illegal list: 52 before the -12 legality modifier, theoretical/structural-only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.78 · key two-card combo ≈ — · full-brick estimate ≈ 0.22 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense Hecahands core (13 copies) gives high opening-hand access
  • Multiple hand-reveal and GY recursion routes provide resilience
  • Negation-text and removal-text density across the Hecahands traps and monsters

Weaknesses

  • Illegal: Jauzah at 5 copies and an 18-card Extra Deck
  • No Side Deck, so no post-side adaptability
  • Low exact-archetype purity (34.3%) with 16 singletons

Critical choke points

  • Hecahands monster needed to enable Yad'al/Ib'al-Hecahands and most Fusion lines
  • Extra Deck overflow means the list cannot be played as built
Priority Remove Add Reason
1 2 copies of Hecahands Jauzah none (reduce to 3 legal copies) Clears the copy-limit violation; the rest of the Extra Deck still needs trimming
2 3 Extra Deck cards outside the Hecahands core (e.g. Chaos Angel, Rahamu, Kerzebs) none Brings the Extra Deck from 18 to the 15-card maximum and removes off-archetype slots
3 none a Side Deck of 0–15 cards A deck with no Side Deck has no post-side plan and cannot adapt between games

Evidence & confidence

  • Verified: Legality: Jauzah 5 copies vs limit 3; Extra Deck 18 vs max 15; Main 52 cards within 40–60 range; Exact-name purity 34.3%; Usage: 13 of 13 Hecahands stat rows present; core present 63.6%
  • Inferred: P(at least one core card in opening 5) ≈ 0.78; Brick risk from 46 off-archetype copies; Interaction density from negation and removal text; Engine accessibility and recursion routes
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (no tournament link)
  • 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 unevaluable no win-rate telemetry exists in YGOVN — going-first/second, matchup and brick rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Hecahands

Hecahands Breakdown

 
 

 

 

 

 

 

 
 

 

 
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