Heroic Deck #774350 — Yu-Gi-Oh! Master Duel

41 Main, 15 Extra, incl. Miracle Ejector x3, Mulcharmy Fuwalos x3, Ash Blossom & Joyous Spring 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
61± 6/ 100
Power Score
Structural 64
Reliability 60
Going First 65
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 61/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 64
Going First 65
Going Second 62
Meta Power provisional
Tournament Reliability 60
  • Primary strategy: Combo
  • Secondary strategies: Toolbox, Fusion
  • Format: master-duel

Legality

Main 41 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Fusion Summon a HERO boss (Contrast HERO Chaos, Favorite HERO Shining Flare Wingman, Elemental HERO Sunrise is not run) through Polymerization-family spells and Miracle Fusion, backed by HERO searchers; Vision/Destiny HERO and Mulcharmy board pressure with Fusion Destiny and recursion from the GY
  • Turn 1 (going first): Turn 1 searcher (Vision HERO Vyon, Masked HERO Dusk Crow, E - Emergency Call or Elemental HERO Stratos) into Polymerization or Super Polymerization for a 2-3 card board, keeping Ash Blossom and Maxx C for the opponent's first activation
  • Turn 2 (going second): Hand traps (Ash Blossom, Droll & Lock Bird, Nibiru, Infinite Impermanence, Maxx C) to stop the opponent's board, then Fusion Summon through the surviving board
  • Recovery: Recover from the GY with Destiny HERO - Malicious, Destiny HERO - Drawhand, Masked HERO Furnace and Masked HERO Dusk Crow, which all re-summon from the GY or Deck
  • After siding: Not applicable: Master Duel is single-game with no side deck (side_count 0 is within the 0-15 rule)

Why it scores here

The deck is scored as a system: 14 searcher-text cards give P(at least one searcher in an opening 5) of about 0.89 (Inferred), and the 19-copy archetype core gives about 0.96 for at least one core card in hand. Going-first and going-second interaction (Ash Blossom, Droll & Lock Bird, Nibiru, Maxx C, Infinite Impermanence, Crossout Designator) carries the score, since seven hand traps and roughly 16 removal-text cards cover most turn-1 and turn-2 disruption. Fusion conversion is real but thin: only about five Fusion-enabling spells back nine Fusion monsters, and the core boss Elemental HERO Sunrise and Destroyer Phoenix Enforcer are absent. No combo boards were recorded, so the ceiling and median are text-only inference and are kept moderate. Popularity and the archetype's usage stats confirm the list is real, but they added no points, and card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(at least one searcher in opening 5) ~0.89 from 14 searcher-text cards; 3-copy starters ~0.33 each; Fusion enablers are thin (Inferred)
D2 Opening-Hand Quality & Brick Management 60 21 singletons and 14 searchers keep hands functional, but 10 tech and 7 hand traps are non-engine cards that can brick (Inferred)
D3 Combo Conversion & Ceiling 66 No recorded boards; ceiling read from text: Contrast HERO Chaos and Shining Flare Wingman need only two HERO materials (Inferred)
D4 Combo Floor & Median Output 58 No recorded boards, so the median is unmeasured; Stratos and Vyon searchers give a reliable low-end board (Inferred)
D5 Interruption Resilience & Route Redundancy 66 Ash, Maxx C, Droll and Nibiru give several independent responses, and GY recursion (Malicious, Drawhand, Furnace) gives route redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 66 Recursion from GY (Malicious, Drawhand, Furnace, Dusk Crow) and float-to-search text recover resources; Fusion Destiny and Polymerization spend cards quickly (Inferred)
D7 End-Board & Interaction Quality 72 Seven hand traps plus Crossout Designator, Impermanence and the Chaos negation text give layered interaction (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 62 Going-second hand of six supports traps and searchers, but the board-breaker bosses Sunrise and Dark Law are not in the list (Inferred)
D9 Offensive Pressure & Closing Power 66 End-board peaks at Chaos 3000 and Shining Flare Wingman 2500, but no piercing or direct-damage line is confirmed (Inferred)
D10 Main Deck Efficiency & Flexibility 64 41 main with 21 singletons and 9 HERO copies at 3 each; compact enough for a Master Duel engine (Inferred)
D11 Extra Deck Efficiency & Coverage 58 Extra Deck holds 9 Fusion, 3 Link and 3 Xyz, but roughly 6 of 15 slots (Lswarm, D/D, Predaplant, Cross-Sheep, Requiem, Dugares) are off-plan flex (Inferred)
D12 Side Deck Adaptability 45 No side deck in Master Duel, so no post-side data exists; scored as provisional neutral-low (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; archetype usage is context only, so this is provisional (Provisional)
D14 Pilotability & Error Tolerance 58 Multi-step Fusion turns with many optional triggers and a few decision points; repeatable for an experienced pilot (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 64, Going First ≈ 65, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: banlist exposure (-1); engine conflicts (-2); searcher density (1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional, no dated sample)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.89 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense HERO searcher coverage (14 searcher-text cards) gives reliable turn-1 access
  • Seven hand traps plus Droll, Maxx C and Crossout cover a wide range of interruptions
  • Recursion from the GY (Malicious, Drawhand, Furnace, Dusk Crow) gives route redundancy
  • Legal under the Master Duel size and copy rules

Weaknesses

  • Only about five Fusion-enabling spells for nine Fusion monsters
  • Core bosses Elemental HERO Sunrise, Destroyer Phoenix Enforcer and Masked HERO Dark Law are absent
  • Around six Extra Deck slots are off-plan (Lswarm, D/D, Predaplant, Cross-Sheep, Requiem, Dugares)
  • No recorded combo boards, so the ceiling and median are unmeasured

Critical choke points

  • Polymerization-family access: Polymerization, Super Polymerization x2, Miracle Fusion and Fusion Destiny are the only Fusion routes
  • Limited and Semi-Limited copies (Maxx C, Reinforcement, Droll) cannot be replaced past the cap
Priority Remove Add Reason
1 Dugares the Timeless or Cross-Sheep (off-plan Extra Deck slot) Elemental HERO Sunrise (100% core inclusion in usage stats) Restores the core Sunrise boss and the attribute-based board pressure the archetype is built around
2 Mulcharmy Purulia Destiny HERO - Destroyer Phoenix Enforcer Replaces a splash with the 100% core boss that clears boards and adds pressure

Evidence & confidence

  • Verified: Legal under Master Duel size rules (41 main, 15 extra, 0 side) and copy limits; Usage stats show 14 of 25 core cards present; core Sunrise and Destroyer are missing
  • Inferred: P(at least one searcher in opening 5) ~0.89; Interaction density from hand traps and removal text; Fusion route count of about five enablers
  • Provisional: Meta Power (no dated meta sample); Matchup fit (no tournament data)
  • 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 and matchup signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More Master Duel Info

Heroic

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