Destiny HERO Deck #774459 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Chaos Hunter x3, Destiny HERO - Doom Overlord x3, Mulcharmy Fuwalos x3. Created Oct 27, 2026 by YGO Mod.

Deck Destiny HERO TCG

Created by: YGO Mod (20517634)

Created On: 10/27/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 30, 2026
40± 10/ 100
Power Score
Structural 56
Reliability 48
Going First 55
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 40/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 56
Going First 55
Going Second 58
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • 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: Destiny HERO fusion and link boss (Destro-Dogma, Dominance, Dusktopia, Destroyer Phoenix Enforcer) reached through Fusion Destiny and Dreadmaster-to-Dreadnought Master recursion; Chaos Hunter and Masked HERO Dark Law board presence after hand-trap disruption
  • Turn 1 (going first): Dark City at Midnight or Destiny HERO - Doom Overlord searches a Destiny HERO monster, then Fusion Destiny or Polymerization reaches a Destiny HERO fusion boss; hand traps are held back for the opponent's first answer
  • Turn 2 (going second): Hand traps (Ash Blossom, Ghost Ogre and Snow Rabbit, Nibiru, Droll and Lock Bird) break the opponent's first combo, then Destiny HERO recursion from the GY rebuilds the board
  • Recovery: Destiny HERO monsters recycle from the GY through Denier and Dreadnought Servant, and Mulcharmy Fuwalos adds card draw
  • After siding: No side deck is registered, so there is no post-side plan

Why it scores here

The deck reliably opens on its archetype core, with the Destiny HERO core group present in about 99% of opening hands (hypergeometric, Inferred), and it has several independent starters (Doom Overlord, Dark City at Midnight, Fusion Destiny, Dreadnought Servant). Its ceiling is high because Destro-Dogma (3400 ATK) and the Dreadmaster to Dreadnought Master loop convert the board, and its Extra Deck covers Fusion, Synchro and Link lines. Median output and matchup fit are not measured because no recorded boards, guides or tournament data exist, so those scores are structural estimates. The deck is scored as a connected system and not as an average of card scores, and archetype popularity earned no points. The list is illegal: Ash Blossom and Dominus Impulse each run 3 copies against a Semi-Limited limit of 2. That caps the score at 40, and the evaluation is theoretical and structural only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 65 P(at least one archetype core card in opening 5) about 0.99; several independent starters at 3 copies each (Inferred)
D2 Opening-Hand Quality & Brick Management 55 9 hand traps and 3-copy non-starters add dead-draw risk; 0 side deck; estimate only (Inferred)
D3 Combo Conversion & Ceiling 68 Destro-Dogma and the Dreadmaster loop give a high ceiling; no recorded boards to confirm (Inferred)
D4 Combo Floor & Median Output 50 Median output unmeasured; combos_evidence is empty, so this is a structural estimate (Provisional)
D5 Interruption Resilience & Route Redundancy 55 Recursion through Denier, Dreadnought Servant and GY Destiny HEROes gives some redundancy; no independent-line data (Inferred)
D6 Resource Economy, Recovery & Grind 60 Dark City, Denier and Mulcharmy give recovery and card flow; no resource telemetry (Inferred)
D7 End-Board & Interaction Quality 58 Ash Blossom x3, Ghost Ogre, Nibiru, Droll, Solemn and Dominus Impulse give broad interaction, but the copy-limit breach lowers the score (Inferred)
D8 Going-Second & Board-Breaking Power 55 Going-second hand traps are plentiful but there is little board-breaking beyond Typhoon and Dominus Spark (Inferred)
D9 Offensive Pressure & Closing Power 62 Destro-Dogma (3400 ATK) and Dusktopia (3000 ATK) give closing power on a stable board (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 50 55 main with 28.6% exact-name archetype purity and a broad mix of splashed generics (Verified composition)
D11 Extra Deck Efficiency & Coverage 70 15 Extra cards across Fusion, Synchro and Link with 3 Synchro and 3 Link types give strong coverage (Verified composition)
D12 Side Deck Adaptability 10 No side deck registered (side_count 0) so no post-side plan can be scored (Verified)
D13 Matchup Coverage & Format Fit 50 No dated metagame sample or tournament link; archetype fit is a provisional placeholder (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step fusion and link chains with hand-trap timing make the deck demanding to pilot (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 56, Going First ≈ 55, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: banlist_copy_limit_breach (-8); no_side_deck (-2); illegal_cap (-2). Final formula: No reliable metagame: 0.80*Structural(56) + 0.20*TournamentReliability(48) = 54.4, modifiers -12 gives 42.4, then the Illegal cap sets the final to 40 (theoretical/structural-only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.99 · key two-card combo ≈ — · full-brick estimate ≈ 0.01 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Several independent starters at 3 copies each
  • Extra Deck covers Fusion, Synchro and Link lines
  • Strong hand-trap suite for going second
  • High-ATK closers (Destro-Dogma 3400, Dusktopia 3000)

Weaknesses

  • Illegal copy limits on Ash Blossom and Dominus Impulse
  • No side deck
  • Low exact-name archetype purity (28.6%)
  • Multi-step fusion chains are error-prone

Critical choke points

  • Fusion Destiny and Polymerization access to the Destiny HERO fusion boss
  • Dreadmaster and Dreadnought Master loop depends on a single Dreadmaster copy
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring and 1 Dominus Impulse Legal non-copy-limited replacements (e.g. a 1-of hand trap or staple) Restores legality; without it the list is Illegal and cannot be scored normally
2 Off-archetype generics with weak synergy A small side deck (2-4 targeted cards) Gives post-side adaptability (D12 is 10 without a side deck)

Evidence & confidence

  • Verified: Main 55, Extra 15, Side 0 counts from the legality check; Ash Blossom and Dominus Impulse copy-limit violations; Banlist status for Droll, Reinforcement, Solemn and Terraforming (Limited, 1 copy each, legal); Extra Deck breakdown (9 Fusion, 3 Synchro, 3 Link)
  • Inferred: Archetype core opening probability about 0.99; Starter and brick estimates from the hypergeometric table; Interaction density from text roles
  • Provisional: Meta Power (null); Matchup and format fit (D13); Tournament reliability
  • Data gaps: Illegal list: copy-limit violations on Ash Blossom & Joyous Spring and Dominus Impulse; scored as theoretical/structural only No combos supplied; combo floor, median and ceiling are text-only inference No tournament link; archetype meta-share and per-pilot record absent No win-rate telemetry; going-first, going-second and matchup rates are unknown Meta Power is provisional without a dated metagame sample usage_statistics marks Destiny HERO - Dominance, Dystopia, Dusktopia and Xtra HERO Cross Crusader as not in deck, but the cards list has all four in the Extra Deck; the usage join is inconsistent and missing_core is overstated No side deck registered (side_count 0)

More TCG Info

Destiny HERO

Destiny HERO Breakdown

 
 

 

 

 

 

 

 
 

 

 
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