Heroic Deck #774304 — Yu-Gi-Oh! Master Duel
44 Main, 15 Extra, incl. Destiny HERO - Malicious x3, Ash Blossom & Joyous Spring x3, A Hero Lives x3. Created Oct 27, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/27/2026
Main Deck (44)
- Destiny HERO - Denier x1
- Destiny HERO - Malicious x3
- Destiny HERO - Plasma x1
- Droll & Lock Bird x1
- Elemental HERO Shadow Mist x1
- Elemental HERO Spirit of Neos x1
- Elemental HERO Stratos x2
- Masked HERO Dusk Crow x1
- Masked HERO Fountain x1
- Masked HERO Furnace x1
- Maxx "C" x1
- Miracle Ejector x2
- Neo-Spacian Aqua Dolphin x1
- Vision HERO Vyon x1
- Winged Kuriboh Sabatiel LV10 x2
- Elemental HERO Neos x1
- Ash Blossom & Joyous Spring x3
- A Hero Lives x3
- Crossout Designator x1
- E - Emergency Call x1
- EN Shuffle x1
- Foolish Burial x1
- Forbidden Droplet x3
- Fusion Destiny x3
- Mask Change x1
- Miracle Fusion x1
- Polymerization x2
- Reinforcement of the Army x1
- Super Polymerization x1
- Favorite Contact x1
Extra Deck (15)
- Contrast HERO Chaos x2
- Destiny HERO - Destroyer Phoenix Enforcer x1
- Elemental HERO Flame Wingman - Infernal Rage x1
- Elemental HERO Shining Neos Wingman x1
- Elemental HERO Sunrise x1
- Elemental HERO Thunder Giant - Voltic Thunder x1
- Favorite HERO Flame Wingman x1
- Favorite HERO Shining Flare Wingman x1
- Masked HERO Dark Law x1
- Vision HERO Trinity x1
- Predaplant Verte Anaconda x1
- Xtra HERO Cross Crusader x1
- Xtra HERO Infernal Devicer x1
- Xtra HERO Wonder Driver x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 63/100 (±6 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 65 |
| Going First | 62 |
| Going Second | 66 |
| Meta Power | provisional |
| Tournament Reliability | 60 |
- Primary strategy: Combo
- Secondary strategies: Stun
- Format: master-duel
Legality
Main 44 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Fusion Summon a 2500-3100 ATK Elemental HERO or Contrast HERO boss (Shining Neos Wingman, Contrast HERO Chaos x2, Sunrise, Trinity) through Polymerization-family spells, Fusion Destiny and Miracle Fusion.; Masked HERO Dark Law and Destiny HERO - Destroyer Phoenix Enforcer as board-control closers once the fusion line lands.
- Turn 1 (going first): Open with a starter that searches or special-summons (Polymerization, Fusion Destiny, Mask Change, Masked HERO Furnace or Fountain reveal), then fuse into a boss while holding Ash Blossom or Forbidden Droplet for the follow-up.
- Turn 2 (going second): Use the six-card hand to hold Ash Blossom, Forbidden Droplet or Droll & Lock Bird against the opponent's first major play, then rebuild the fusion line from Deck or GY recursion (Destiny HERO - Malicious, Masked HERO Dusk Crow).
- Recovery: Recover through GY-based Special Summons (Destiny HERO - Malicious, Masked HERO Dusk Crow, Vision HERO Vyon effects) and the 13 searcher-text cards to rebuild the Extra Deck line.
- After siding: No side deck is registered (Side Deck size 0); no post-side plan can be scored, so this is treated as a single-game Master Duel build.
Why it scores here
The list reliably opens a functional starter: the archetype core is effectively always present (the 2-card proxy for at least one core card in a 5-card hand is 0.997, and searcher-text cards reach 0.84 in five cards), so consistency is solid but not elite given Limited/single-copy tech that can brick. Its strength is the system, not the average of its cards: multiple independent routes (Destiny HERO - Malicious and Dusk Crow from hand/GY, Polymerization-family spells, Fusion Destiny) let the engine continue after one disruption, and 5 hand traps plus Forbidden Droplet give real interaction on the opponent's first play. The ceiling and closing power come from 2500-3100 ATK fusions, but no recorded boards exist, so the ceiling and median are inferred from text only and not treated as observed output. Popularity of the Heroic archetype and the Vietnamese guide did not earn points, and the deck has no side deck, so the post-side dimension is scored low. The score was built from the weighted dimensions of a Combo profile (D13 removed, renormalized) and was not produced by averaging card power scores.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 72 | P(at least one searcher-text card in 5-card opener) = 0.84; archetype core proxy 0.997; 2-copy and 3-copy starter odds 0.22 and 0.31 individually (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 60 | Five single-copy tech/hand-trap cards and multiple 1-of conditional cards raise brick risk; hand-trap group 0.54 at least one in 6 going second; no side deck to fix bricks (Inferred) |
| D3 | Combo Conversion & Ceiling | 68 | No recorded boards; ceiling inferred from fusion boss ATK, Fusion Destiny/Polymerization access and Contrast HERO Chaos negation text (Inferred) |
| D4 | Combo Floor & Median Output | 55 | combo data is empty (0 boards), so median and floor are text-only inference and held near the middle of the range (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 70 | Multiple independent starters (Malicious from GY, Dusk Crow from hand, Fountain/Furnace reveals) plus Ash x3 and Droplet x3 give continuation after a single interruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 62 | GY recursion via Destiny HERO - Malicious, Masked HERO Dusk Crow and Mask Change offers some regrowth; no resource data is recorded (Inferred) |
| D7 | End-Board & Interaction Quality | 68 | Ash Blossom x3, Forbidden Droplet x3, Maxx C, Droll & Lock Bird, Crossout Designator and Destiny HERO - Plasma negation text; layering is good but several are Limited or single copies (Inferred semantic) |
| D8 | Going-Second & Board-Breaking Power | 65 | Going-second hand-trap coverage of 0.54 plus Droplet, Super Polymerization and Plasma gives board-breaking reach; no going-second split is recorded (Inferred) |
| D9 | Offensive Pressure & Closing Power | 74 | Fusion bosses at 2500-3100 ATK (Shining Neos Wingman, Chaos x2, Sunrise, Trinity) close games; Trinity cannot attack directly (verified card text, Inferred closing) |
| D10 | Main Deck Efficiency & Flexibility | 60 | 44 main with 30 distinct cards and 5 triple-copy garnets; zero-level spell/trap bulk and 21 singleton slots reduce compactness (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 72 | Full 15-card Extra Deck spanning 11 Fusion and 4 Link monsters with multiple coverage options for the 2 Chaos copies and boss targets (verified composition) |
| D12 | Side Deck Adaptability | 30 | Zero side deck cards; Master Duel ranked is single-game for this build, so no post-side plan can be credited (Provisional, scored low) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link and no dated meta sample; archetype meta-share unavailable, so the dimension is held at a neutral midpoint and excluded from Structural (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Heavy fusion sequencing, multiple optional GY effects and several Quick Effects create many decision points; repeatable with practice but unforgiving (Inferred) |
How the score was computed
Strategy profile: Combo (D13 removed, renormalized over 97). Structural ≈ 65, Going First ≈ 62, Going Second ≈ 66, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: archetype core fully present (2); banlist exposure (-1); no side deck (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional, no dated metagame sample)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.84 · key two-card combo ≈ — · full-brick estimate ≈ 0 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Archetype core is fully present and compact in its engine cards (3 copies of Fusion Destiny, Malicious, Ash and Droplet)
- Multiple independent starter routes from hand, Deck and GY
- Five hand traps plus Forbidden Droplet give real going-second interaction
- Large fusion bosses give closing power from a 15-card Extra Deck
Weaknesses
- No side deck: zero post-side flexibility
- Several single-copy conditional cards (Crossout, Foolish Burial, Maxx C, Reinforcement) add brick and dead-card risk
- No recorded combo boards, so the ceiling and median cannot be verified
- High fusion sequencing demand lowers pilotability
Critical choke points
- Fusion Destiny and Polymerization-family spells are the main fusion access; losing them to hand traps or Crossout Designator limits boss access
- Ash Blossom and Forbidden Droplet are the primary answers; a single dead hand reduces going-second stability
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Reinforcement of the Army (Limited, searcher-only) | A third Polymerization (Unlimited, 3 legal copies) | Replaces a Limited single-copy searcher with a consistent starter that is legal at three copies; Inferred from copy limits and starter density, not from match data. |
Evidence & confidence
- Verified: Legal status: 44 main, 15 extra, 0 side, all restricted cards within legal copy counts; Card text for all 44 main and 15 extra cards; Copy histogram and Extra Deck breakdown (11 Fusion, 4 Link)
- Inferred: Hypergeometric starter and hand-trap probabilities (0.84, 0.54); Ceiling and median ratings from fusion ATK and card text (no recorded boards); Going-first and going-second splits from card text and hand-trap odds; Brick and pilotability estimates
- Provisional: Dimension D13 (matchup and format fit) and Meta Power, which need a dated metagame sample; Dimension D12 (side deck adaptability), since the build has no side deck
- Data gaps: no combos supplied: combo floor, median and ceiling are text-only inference no tournament link: archetype meta-share and per-pilot match record absent usage statistics in this deck flags are inconsistent: Sunrise, Destroyer Phoenix Enforcer, Dark Law, Infernal Devicer, Vision HERO Trinity, Voltic Thunder and Flame Wingman Infernal Rage are listed as missing core cards but are present in the Extra Deck, so the 18/25 presence figure undercounts; the true core presence is 25/25 no win-rate telemetry exists in YGOVN; going-first and going-second splits are Inferred Meta Power is Provisional unless a dated metagame sample is supplied no side deck list, so post-side performance cannot be evaluated
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