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.

Deck Heroic Master Duel

Created by: YGO Mod (20517634)

Created On: 10/27/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 29, 2026
64± 7/ 100
Power Score
Structural 66
Reliability 62
Going First 68
Going Second 64

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.
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

More Master Duel Info

Heroic

Heroic Breakdown

 
 

 

 

 

 

 

 
 

 

 
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