Destiny HERO Deck #774500 — 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
ComboConfidence: LowEvaluated Oct 30, 2026
40± 10/ 100
Power Score
Structural 64
Reliability 55
Going First 62
Going Second 66

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 64
Going First 62
Going Second 66
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Combo
  • Secondary strategies: Midrange, 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: Fusion Summon Destiny HERO boss monsters (Dusktopia, Dominance, Dreadnought Master, Destro-Dogma) through Fusion Destiny and Polymerization / Mask Change lines; Recursion-driven Destiny HERO rebuilds from GY (Malicious, Denier, Dark Angel, Dreadnought Servant)
  • Turn 1 (going first): Dark City at Midnight or Doom Overlord search, then Fusion Destiny or Mask Change into a Destiny HERO Fusion Monster; hold Ash Blossom and Solemn for the first response
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Ogre, Droll and Lock Bird, Nibiru) to break the opposing turn, then rebuild a board with Fusion Destiny and HERO recursion
  • Recovery: Re-summon Destiny HERO monsters from GY via Malicious, Denier and Dreadnought Servant; Xtra HERO Cross Crusader and Denier provide extra access
  • After siding: Not evaluable: Side Deck size is 0, so there is no post-side plan

Why it scores here

The deck reliably opens its Destiny HERO engine: the archetype core is present in about 98.8% of opening 5-card hands (Inferred), and multiple searchers (Dark City at Midnight, Fusion Destiny, Doom Overlord, Denier) feed the Fusion line. Conversion relies on a large ceiling of Destiny HERO Fusion boss monsters, and the GY recursion from Malicious, Denier and Dark Angel supports a second rebuild after a single disruption. Interaction is layered with Ash Blossom, Ghost Ogre, Droll and Lock Bird, Solemn Judgment, Dominus Impulse and Nibiru, which earns credit on the system rather than on individual card scores. No combo data, tournament record, or side deck exists, so floor and median are text-only inference, and the score does not reflect popularity or any averaging of card scores. The deck is Illegal in TCG (two cards over their copy limit), so this is a structural-only read, capped low.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 74 P(at least one core Destiny HERO card in 5-card hand) ≈ 0.99; three searchers (Dark City, Fusion Destiny, Doom Overlord) support the Fusion line (Inferred)
D2 Opening-Hand Quality & Brick Management 60 21 level-0 spell/trap slots plus 11 tech and 9 hand traps create some dead or conflicting draws in the opening hand (Inferred)
D3 Combo Conversion & Ceiling 72 Ceiling reaches 3000+ ATK Fusion bosses (Dusktopia, Dominance, Destro-Dogma) from a Fusion Destiny or Mask Change starter; no recorded boards, so text-only (Inferred)
D4 Combo Floor & Median Output 58 No combo data, so median output cannot be measured; estimated from starter diversity and Fusion access (Provisional)
D5 Interruption Resilience & Route Redundancy 64 Independent lines via Fusion, Mask Change, GY recursion and hand traps give redundancy; text-based only (Inferred)
D6 Resource Economy, Recovery & Grind 62 GY recursion from Malicious, Denier, Dark Angel and Dreadnought Servant regenerates resources; no resource profile data (Inferred)
D7 End-Board & Interaction Quality 74 Interaction density is high: 11 negation-text cards, 33 removal-text cards, Ash Blossom, Solemn Judgment, Dominus Impulse and Nibiru (Inferred, semantic read)
D8 Going-Second & Board-Breaking Power 66 Going-second relies on hand traps and Droll and Lock Bird to break the opposing board; no going-second combo split exists (Inferred)
D9 Offensive Pressure & Closing Power 72 Multiple 2900 to 3400 ATK Fusion bosses and direct damage from Dystopia / Destro-Dogma text; no end-board observations (Inferred)
D10 Main Deck Efficiency & Flexibility 50 55 main-deck cards within 40 to 60 range, but only 28.6% exact-archetype purity with 50 off-archetype copies, so coherence is mixed (Verified composition, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck slots: 9 Fusion, 3 Synchro, 3 Link; core Fusion access is present, but Synchro and Link slots add flex more than mandatory value (Verified breakdown, Inferred use)
D12 Side Deck Adaptability 10 Side Deck size is 0, so there is no post-side adaptability at all (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament data or dated meta sample; matchup fit is Provisional
D14 Pilotability & Error Tolerance 40 Multi-step Fusion lines, GY recursion and numerous hand-trap timings give a high decision load (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 64, Going First ≈ 62, Going Second ≈ 66, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: banlist exposure (-12). Final formula: Illegal deck: 0.80*Structural(64) + 0.20*TournamentReliability(55) = 62, with -12 banlist modifier = 50, then capped at 40 as a structural-only read (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.99 · 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

  • Archetype core present in about 99% of 5-card openings (Inferred)
  • Layered interaction: negations, hand traps and removal (Inferred)
  • Strong Fusion boss ceiling with GY recursion for a second rebuild (Inferred)

Weaknesses

  • Illegal copy limit on Ash Blossom and Dominus Impulse (Verified)
  • No sideboard, so no post-side adaptability (Verified)
  • Low exact-archetype purity; many off-archetype tech and Synchro/Link slots (Verified composition)

Critical choke points

  • Fusion Destiny and Polymerization / Mask Change as the sole Fusion-access route (Inferred)
  • Dark City at Midnight as a key searcher and GY trigger (Inferred)
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring none (legalize the deck) Brings the copy count to the Semi-Limited limit of 2, removing the Illegal status
2 1 copy of Dominus Impulse none (legalize the deck) Brings the copy count to the Semi-Limited limit of 2, removing the Illegal status
3 none a 15-card side deck A side deck of 0 leaves no post-side plan; adding a side deck would lift D12 and the post-side plan

Evidence & confidence

  • Verified: Illegal status: Ash Blossom and Dominus Impulse each run 3 copies against a limit of 2; Main 55 / Extra 15 / Side 0 sizes; Archetype purity 28.6%; Core archetype presence about 98.8% in 5-card hands
  • Inferred: Consistency estimates from hypergeometric draws; Interaction density and semantic read of negations; Going-first and going-second splits from card text
  • Provisional: Meta Power (no dated sample); Matchup and format fit (D13)
  • Data gaps: no combos supplied: floor, median and ceiling are text-only inference no tournament link: archetype meta-share and match record absent no win-rate telemetry exists in YGOVN side deck is empty, so post-side is not evaluable Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Destiny HERO

Destiny HERO Breakdown

 
 

 

 

 

 

 

 
 

 

 
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