Heroic Deck #774323 — Yu-Gi-Oh! Master Duel
60 Main, 15 Extra, incl. Destiny HERO - Malicious x3, Elemental HERO Stratos x3, Miracle Ejector x3. Created Oct 27, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/27/2026
Main Deck (60)
- Destiny HERO - Denier x1
- Destiny HERO - Malicious x3
- Destiny HERO - Plasma x1
- Droll & Lock Bird x1
- Elemental HERO Blazeman x1
- Elemental HERO Shadow Mist x1
- Elemental HERO Stratos x3
- Masked HERO Dusk Crow x1
- Masked HERO Fountain x1
- Masked HERO Furnace x1
- Miracle Ejector x3
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x2
- Neo-Spacian Aqua Dolphin x1
- Nibiru, the Primal Being x2
- Vision HERO Faris x3
- Vision HERO Increase x2
- Vision HERO Vyon x2
- Winged Kuriboh Sabatiel LV10 x3
- Elemental HERO Neos x1
- Ash Blossom & Joyous Spring x3
- A Hero Lives x3
- E - Emergency Call x3
- EN Shuffle x1
- Foolish Burial x1
- Forbidden Crown x1
- Forbidden Droplet x3
- Fusion Destiny x3
- Mask Change x1
- Miracle Fusion x1
- Polymerization x2
- Reinforcement of the Army x1
- Favorite Contact x1
Extra Deck (15)
- Contrast HERO Chaos x2
- Destiny HERO - Destroyer Phoenix Enforcer x1
- Elemental HERO Aqua Neos 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
- Masked HERO Dark Law x1
- Vision HERO Trinity x1
- Xtra HERO Cross Crusader x2
- Xtra HERO Dread Decimator x1
- Xtra HERO Infernal Devicer x1
- Xtra HERO Wonder Driver x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 64/100 (±7 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 65.9 |
| Going First | 68 |
| Going Second | 64 |
| Meta Power | provisional |
| Tournament Reliability | 62 |
- Primary strategy: Combo
- Secondary strategies: Midrange, Tempo
- Format: master-duel
Legality
Main 60 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Fusion or Link Summon a large HERO boss (Elemental HERO Shining Neos Wingman, Contrast HERO Chaos, Elemental HERO Sunrise, Vision HERO Trinity) off searched Polymerization or Miracle Fusion lines.; Destiny HERO - Destroyer Phoenix Enforcer and Xtra HERO link monsters as follow-up pressure once the first boss lands.
- Turn 1 (going first): Turn 1 search through Elemental HERO / Vision HERO / Masked HERO searchers (E - Emergency Call, Miracle Ejector, Vision HERO Vyon, Masked HERO Dusk Crow) into Polymerization, Miracle Fusion or Mask Change, then convert into a fusion or link boss.
- Turn 2 (going second): Hold Ash Blossom & Joyous Spring, Droll & Lock Bird and Forbidden Droplet for the opponent's first interaction or search, then rebuild the same searcher-to-fusion line on turn 2.
- Recovery: Vision HERO Increase and Vision HERO Vyon recur from the GY, Destiny HERO - Malicious and Elemental HERO Shadow Mist re-enter from the GY, and Reinforcement of the Army and Foolish Burial rebuild the hand.
- After siding: Not applicable: Master Duel has no Side Deck, so the deck cannot adapt between games of a match.
Why it scores here
The deck reliably opens a functional Heroic line: P(at least one searcher in a 5-card opening hand) is about 0.86 and P(at least one archetype-core card) is about 0.96, so the engine is live on turn 1 for most hands. Conversion is real but unmeasured: the ceiling comes from fusion and link bosses (Shining Neos Wingman, Chaos, Sunrise, Trinity) that the text supports, while the median is scored lower because no recorded boards exist and the line depends on several sequential steps. Interaction is a strength for a combo deck, with three Ash Blossom, three Forbidden Droplet, Droll & Lock Bird, Forbidden Crown and Destiny HERO - Plasma giving layered answers, though the hand-trap density is only moderate. Popularity and the single archetype guide did not earn points, and the score was built from the system's consistency, conversion and interaction rather than an average of card scores. No win rates, meta share or side plan exist for this format, so Meta Power is null and the final score is provisional.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 78 | P(>=1 searcher in hand5) ≈ 0.86; P(>=1 archetype-core in hand5) ≈ 0.96; core copies run at typical counts (Inferred from hypergeometric, usage stats Verified) |
| D2 | Opening-Hand Quality & Brick Management | 60 | Proxy brick rate ≈ 3.7% (no core card in hand5); 17 single-copy slots and several non-engine interaction cards add redundancy risk (Inferred) |
| D3 | Combo Conversion & Ceiling | 70 | Fusion and link bosses with real text (Shining Neos Wingman, Chaos, Sunrise, Trinity) reachable through Polymerization / Miracle Fusion; no recorded boards (Inferred semantic read) |
| D4 | Combo Floor & Median Output | 58 | No recorded combo boards; median output inferred from the multi-step fusion route and interruption points (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 65 | Three Ash Blossom and two negate/search-disruption cards give interruption coverage; GY recursion from Vision HERO Increase and Destiny HERO - Malicious gives a second route (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 66 | Recursion via Vision HERO Increase, Destiny HERO - Malicious and Elemental HERO Shadow Mist, plus Reinforcement of the Army and Foolish Burial for rebuilding (Inferred from card text) |
| D7 | End-Board & Interaction Quality | 72 | Three Ash Blossom, three Forbidden Droplet, Forbidden Crown, Destiny HERO - Plasma negate and Droll & Lock Bird give layered end-board and continuous interaction (Inferred from text and flags) |
| D8 | Going-Second & Board-Breaking Power | 62 | Going-second relies on Ash Blossom, Droplet and Droll & Lock Bird to challenge an established board; no going-second split is recorded (Inferred) |
| D9 | Offensive Pressure & Closing Power | 72 | Boss ATK reaches 3000 to 3100 (Shining Neos Wingman, Contrast HERO Chaos) and Trinity doubles its ATK with multi-attack; no end-board recorded (Verified stat plus Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 60 | 60 main cards with 33 distinct; 20 spells and one trap give a coherent HERO core, but 75 off-exact-archetype copies lower the purity read (Verified composition, Inferred efficiency) |
| D11 | Extra Deck Efficiency & Coverage | 70 | 15 Extra Deck slots, 10 Fusion and 5 Link, with multi-copy Contrast HERO Chaos and Xtra HERO Cross Crusader; flexible enough for the main boss routes (Verified composition) |
| D12 | Side Deck Adaptability | 40 | No Side Deck exists in Master Duel, so no post-side plan can be scored; placed at a low-provisional value (Provisional) |
| D13 | Matchup Coverage & Format Fit | 50 | Archetype share, tournament record and dated metagame are absent, so format fit cannot be measured (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Multi-step fusion sequencing, several optional searches and interaction timing create many decision points for the pilot (Inferred) |
How the score was computed
Strategy profile: Combo. Structural ≈ 65.9, Going First ≈ 68, Going Second ≈ 64, Meta = provisional, Tournament Reliability ≈ 62. Modifiers: banlist exposure (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); 0.80*65.9 + 0.20*62 = 65.1, then modifiers -1 = 64
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.86 · key two-card combo ≈ — · full-brick estimate ≈ 0.04 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High searcher density (19 texts) makes the engine live on turn 1 for most opening hands.
- Layered interaction: three Ash Blossom, three Forbidden Droplet, Droll & Lock Bird, Forbidden Crown and Destiny HERO - Plasma.
- Multiple fusion and link bosses with high ATK and multi-attack or attribute-scaling text give real closing power.
Weaknesses
- No recorded combo boards, so conversion and median output rest on text inference.
- Multi-step fusion sequencing is demanding to pilot and punishes misplays.
- No Side Deck in Master Duel, so the deck cannot adapt between games.
Critical choke points
- Polymerization and Miracle Fusion (two copies and one copy) are the main fusion enablers; losing them to a single interruption leaves the Extra Deck bosses unreachable.
- Searcher-to-fusion lines that depend on a single Elemental HERO or Masked HERO searcher surviving the opponent's first interaction.
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Reinforcement of the Army | A second Polymerization-style fusion enabler or an additional searcher that stays in the archetype | Reinforcement only searches a Warrior, while the fusion route needs more reliable access to Polymerization and HERO searchers. This is a judgment from the composition, not a measured result. |
Evidence & confidence
- Verified: Deck is Legal in master-duel: 60 main, 15 extra, 0 side, no violations.; Foolish Burial, Reinforcement of the Army and Droll & Lock Bird are restricted and run at legal counts.; Archetype usage shows the core cards run at typical counts.
- Inferred: P(>=1 searcher in hand5) ≈ 0.86 and archetype-core ≈ 0.96 from hypergeometric draws.; Going-second hand-trap access ≈ 0.48 for the six hand traps.; Interruption resilience and recovery from GY recursion read from card text.
- Provisional: Meta Power is null because no dated metagame sample exists.; Matchup coverage and side-deck adaptability are unscored in practice (no side deck in Master Duel).
- 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 win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied Master Duel has no Side Deck, so D12 is scored provisionally
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