Heroic Deck #775007 — Yu-Gi-Oh! OCG

60 Main, 15 Extra, incl. Miracle Ejector x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia x3. Created Oct 28, 2026 by YGO Mod.

Deck Heroic OCG

Created by: YGO Mod (20517634)

Created On: 10/28/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 31, 2026
30± 8/ 100
Power Score
Structural 56
Reliability 45
Going First 55
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 56
Going First 55
Going Second 52
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Combo
  • Secondary strategies: Toolbox, Tempo
  • Format: ocg

Legality

Main 60 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Fusion Summon Elemental HERO / Neo-Spacian boss monsters (Contrast HERO Chaos, Elemental HERO Cosmo Neos, Elemental HERO Neos line) via Polymerization-family spells and Neos Fusion / Miracle Fusion.; Link and Fusion follow-ups (Xtra HERO Infernal Devicer, Elemental HERO Sunrise) that extend pressure after a board is cleared.
  • Turn 1 (going first): Opening searchers (Elemental HERO Stratos, E - Emergency Call, Masked HERO Furnace, Vision HERO Vyon) into Polymerization or Neos Fusion for a single boss; Mulcharmy and hand traps cover the rest of the turn.
  • Turn 2 (going second): Hand traps (Ash Blossom, Ghost Ogre, Droll & Lock Bird) and Mulcharmy draw effects answer the opponent's summon, then the surviving HERO resources rebuild a Fusion boss.
  • Recovery: Recover through Polymerization / Mask Change / Fusion Destiny-style searchers from the Deck and GY, and Mulcharmy draw effects to refill the hand.
  • After siding: No side deck is registered (side_count 0), so no post-side plan exists; the deck cannot adapt between games in a best-of-3 event.

Why it scores here

The deck reliably opens a HERO starter in most hands: the archetype core group has about an 80% chance of at least one copy in a 5-card opening hand, and searchers reach about 84%. Its ceiling comes from the Fusion engine (Polymerization, Neos Fusion, Miracle Fusion) reaching high-ATK bosses such as Contrast HERO Chaos and Cosmo Neos, but no recorded boards exist, so the conversion and median scores are text-based inferences. Interaction is layered through hand traps and removal text, yet 75 of 75 non-exact-archetype copies pull the list across Mulcharmy, Greed, Kuriboh, Cyclone, Neo Space and Contact, which weakens engine coherence and raises brick risk. The deck has no side deck, no tournament link, and no win-rate data, so adaptability and matchup fit score low or provisional. Popularity of the HERO archetype did not earn points, and no individual card scores were averaged; the score reflects the system's consistency and the fact that it is illegal (Ash Blossom at 3 copies exceeds the OCG limit of 2), which caps the final score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(>=1 archetype-core card in opening hand of 5) = 0.80; P(>=1 searcher) = 0.84; 2-card bootstrap plausible (Inferred)
D2 Opening-Hand Quality & Brick Management 42 7 hand traps, 14 tech cards and 75 off-archetype copies raise dead-draw and conflict risk; 21 singletons dilute engine density (Inferred)
D3 Combo Conversion & Ceiling 68 Fusion ceiling via Polymerization / Neos Fusion to 3000+ ATK bosses; no recorded boards to confirm (Inferred semantic read)
D4 Combo Floor & Median Output 50 No recorded boards, so median output is only a text-based estimate; hand-trap-heavy starts likely trade into boards (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Ash Blossom, Ghost Ogre, Droll and Mulcharmy draw effects give several independent responses to interruption (Inferred from card text)
D6 Resource Economy, Recovery & Grind 55 Mulcharmy draw effects and Pot of Sloth regenerate resources, offset by heavy off-archetype clutter (Inferred)
D7 End-Board & Interaction Quality 60 20 removal-text and 7 negation-text cards, with multiple once-per-turn hand traps (Inferred from card text)
D8 Going-Second & Board-Breaking Power 58 Going-second hand traps plus Mulcharmy draws answer summons; no recorded going-second split (Inferred)
D9 Offensive Pressure & Closing Power 62 Cosmo Neos (3500) and Contrast Chaos (3000) give closing power if the boss lands; no recorded board data (Inferred)
D10 Main Deck Efficiency & Flexibility 40 60 main slots across 35 distinct cards with 21 singletons and mixed engines; compactness is low (Inferred)
D11 Extra Deck Efficiency & Coverage 60 14 distinct Extra Deck cards from 15 slots; Fusion-heavy and flexible, with HERO-specific access (Verified composition)
D12 Side Deck Adaptability 5 No side deck registered (side_count 0); no post-side plan possible (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; matchup fit is unknown (Provisional)
D14 Pilotability & Error Tolerance 38 Multi-step Fusion lines and many hand-trap timing decisions raise pilot load (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 56, Going First ≈ 55, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Banlist exposure (-4); Off-archetype dilution (-3); Engine conflicts (-3). Final formula: No reliable metagame: 0.80*Structural(56) + 0.20*TournamentReliability(45) = 53.8 before modifiers; capped to 30 because the deck is Illegal (Ash Blossom & Joyous Spring at 3 copies, legal limit 2). Score is theoretical/structural-only.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.8 · 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

  • Reliable HERO / searcher access (about 80% core-group access in a 5-card opening hand)
  • Layered interaction: Ash Blossom, Ghost Ogre, Droll & Lock Bird, Typhoon, Forbidden Droplet
  • Fusion engine reaches high-ATK bosses (Contrast HERO Chaos, Elemental HERO Cosmo Neos)
  • Extra Deck is flexible: 14 distinct Fusion and Link cards

Weaknesses

  • Illegal in OCG: Ash Blossom & Joyous Spring is run at 3 copies against a limit of 2
  • Off-archetype dilution across six sub-archetypes weakens engine coherence
  • No side deck (side_count 0), so no post-side adaptation
  • No recorded combos, so ceiling and median cannot be verified

Critical choke points

  • Ash Blossom copy count must drop to 2 before the list is legal to play
  • The Polymerization-family spells (Polymerization x2, Neos Fusion, Miracle Fusion) are the single path to most bosses
  • Mulcharmy draw engine depends on the hand being empty of other cards
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring Nothing; cut to the legal limit of 2 copies Fixes the only legality violation so the deck can receive a normal score.
2 Mulcharmy Purulia (3) and Winged Kuriboh Sabatiel LV10 (3) Additional HERO searchers or Fusion enablers (e.g. Miracle Fusion x2 or Polymerization-family cards already in the list) Cuts the off-archetype draw and search cards that do not feed the Fusion engine and reduces conflicts.
3 Non-engine tech singletons (EN Shuffle, Reinforcement of the Army) A 15-card side deck covering the format's common boards Adds post-side adaptability, which is currently zero.

Evidence & confidence

  • Verified: Deck is Illegal: Ash Blossom & Joyous Spring run at 3 copies, legal limit 2 (OCG Semi-Limited); Main 60 and Extra 15 are within size rules; side_count is 0; Limited cards (Droll & Lock Bird, Harpie's Feather Duster, Reinforcement of the Army) are each run at 1 copy, which is legal; Archetype composition: 25 Elemental HERO, 75 off-archetype copies
  • Inferred: Core-group access about 80% and searcher access about 84% in a 5-card opening hand; Fusion ceiling reaches 3000+ ATK bosses via Polymerization-family spells; Hand traps and Mulcharmy draws provide interruption resilience
  • Provisional: Matchup and format fit (no tournament link or dated meta sample); Meta Power is null until a dated metagame sample exists
  • 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 and brick rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied no side deck registered (side_count 0)

More OCG Info

Heroic

Heroic Breakdown

 
 

 

 

 

 

 

 
 

 

 
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