Vision HERO Deck #774033 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Chaos Hunter x3, Destiny HERO - Doom Overlord x3, Mulcharmy Fuwalos x3. Created Oct 25, 2026 by YGO Mod.

Deck Vision HERO TCG

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
30± 10/ 100
Power Score
Structural 57
Reliability 45
Going First 60
Going Second 56

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 57
Going First 60
Going Second 56
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Control, Tempo
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Fusion, Synchro and Link boss monsters (Destro-Dogma, Dreadnought Master, Dusktopia, Dominance, Dystopia) made through Fusion Destiny, Polymerization and the Destiny HERO graveyard engine; Chaos Hunter and Gallant Bandit beatdown after hand-trap and trap interaction clears the board
  • Turn 1 (going first): Open a Destiny HERO starter (Doom Overlord, Dark City or Fusion Destiny) and extend or Fusion Summon into a boss while holding Solemn Judgment and hand traps
  • Turn 2 (going second): Hold Ash Blossom, Ghost Ogre, Nibiru or Droll to disrupt the opponent's first summon or search, then rebuild through the GY-recursion Destiny HERO monsters
  • Recovery: Destiny HERO monsters recur from the GY (Dark Angel, Malicious, Denier) and Masked HERO Furnace or Fountain re-set the Mask Change and Polymerization pieces
  • After siding: Not evaluable: the deck runs 0 side cards, so no post-side plan exists in the evidence

Why it scores here

The deck has a real engine: three copies each of Doom Overlord, Dark City and Fusion Destiny give a hypergeometric chance of about 0.61 of at least one of them in a going-first opening five (computed from the list, Inferred). Its interaction density is high, with 9 hand traps, Solemn Judgment, Typhoon and two Dominus traps, and that density and the late boss package (Destro-Dogma at 3400 ATK, Dreadnought Master and Dusktopia) drive most of the closing and resilience scores. Those scores come from the system as a whole, not from averaging card power, and the Destiny HERO and Dominus names do not earn points from popularity. The deck is not a legal list: Ash Blossom and Dominus Impulse each run 3 copies against a Semi-Limited limit of 2, so it gets the structural score only and its final score is capped at 30. No combos, tournament data or side deck exist in the evidence, so the combo, meta and post-side dimensions are low-confidence Inferred or Provisional estimates.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one of Doom Overlord, Dark City or Fusion Destiny in a going-first hand of 5) ≈ 0.61 from hypergeometric over the 3-copy cards; 2-card bootstrap still needed (Inferred)
D2 Opening-Hand Quality & Brick Management 50 9 hand traps plus situational traps (Dominus Spark, Typhoon, Mulcharmy Fuwalos) raise dead-draw risk; going-second hand-trap hit ≈ 0.68 (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards; ceiling read only from boss text such as Destro-Dogma 2000 damage and Fusion Destiny into Dreadnought Master (Inferred)
D4 Combo Floor & Median Output 48 No recorded boards, so median output is unknown and rated conservatively (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Multiple independent starters, GY recursion from Dark Angel, Malicious and Denier, and 9 hand traps give several routes after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Destiny HERO GY recursion and Masked HERO Furnace/Fountain re-setting give some recovery; Solemn Judgment costs LP (Inferred)
D7 End-Board & Interaction Quality 72 Removal_text 33 and negation_text 11 across Ash, Ghost Ogre, Nibiru, Solemn, Typhoon, Dominus Impulse, Gallant Bandit and Chaos Hunter (Verified card text; Inferred quality)
D8 Going-Second & Board-Breaking Power 66 Going-second hand-trap coverage of 0.68 and Denier/Dark Angel negation reads (Inferred)
D9 Offensive Pressure & Closing Power 72 Boss ATK/DEF from card data: Destro-Dogma 3400 ATK, Dusktopia 3000, Dominance 2900, Dreadmaster 2800 DEF; direct damage on Destro-Dogma (Verified stat / Inferred use)
D10 Main Deck Efficiency & Flexibility 48 55 main with 29 distinct cards; 70 of 118 main copies are off-archetype and 22 are generic (Verified composition)
D11 Extra Deck Efficiency & Coverage 62 15 Extra slots across Synchro 3, Fusion 9 and Link 3 with 10 distinct cards; access via Fusion Destiny and Polymerization (Verified breakdown / Inferred use)
D12 Side Deck Adaptability 8 0 side cards in the list, so no post-side adaptation exists (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament_context or dated meta sample; neutral placeholder excluded from the structural score (Provisional)
D14 Pilotability & Error Tolerance 42 Many once-per-turn chains, conditional hand traps and Fusion/Mask Change sequencing raise decision load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 57, Going First ≈ 60, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist_exposure (-3); engine_conflicts (-4); no_side_deck (-2); no_combo_evidence (-1). Final formula: Theoretical 0.80*Structural(57) + 0.20*TournamentReliability(45) + modifiers(-10) ≈ 45; capped to 30 because the list is Illegal (copy-limit violations). Meta Provisional.


More TCG Info

Vision HERO

Vision HERO Breakdown

 
 

 

 

 

 

 

 
 

 

 
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