A-to-Z Deck #388995 — Yu-Gi-Oh! TCG

44 Main, 15 Extra, incl. Ancient Gear Wyvern x3, Ancient Gear Advance x3, Ancient Gear Fortress x3.

Created by: Mr Midnight (62350714)

Created On: 12/13/2024

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Jul 30, 2026
27± 12/ 100
Power Score
Structural 39
Reliability 30
Going First 35
Going Second 45

Deck — Deck Power Evaluation

Final Contextual Deck Power: 27/100 (±12 · Confidence: Low)

Overall score Value
Structural Deck Power 39
Going First 35
Going Second 45
Meta Power provisional
Tournament Reliability 30
  • Primary strategy: Combo
  • Secondary strategies: Midrange
  • Format: tcg

Legality

Main 44 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Summon high‑ATK Ancient Gear Fusion monsters (e.g., Chaos Ancient Gear Giant); Control the board with hand traps and flood‑gate effects
  • Turn 1 (going first): Normal Summon an Ancient Gear monster (e.g., Ancient Gear Golem) and set hand traps while searching for key spells
  • Turn 2 (going second): Play hand traps (Infinite Impermanence, Forbidden Droplet) then use Super Polymerization or Ancient Gear Fusion to bring out a boss Fusion monster
  • Recovery: Use Forbidden Droplet, draw engines (Ancient Gear Advance, Triple Tactics Talent) and searchers to rebuild a monster field
  • After siding: No side deck; rely on remaining hand traps and draw power to stabilize after the first turn

Why it scores here

The deck can occasionally spin up a powerful Ancient Gear Fusion boss using its many draw and search engines, but the lack of a clear, single‑card starter makes the opening highly volatile. Hand traps and flood‑gate style spells give decent going‑second pressure, yet the illegal triple copy of Triple Tactics Talent and the wide spread of sub‑archetypes raise brick risk dramatically. Without a side deck and with no recorded combo data, the system is fragile and hard to pilot, resulting in a low overall power assessment.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 35 Hypergeometric P(≥1 of any 3‑copy key card) ≈ 0.31, but no single starter is guaranteed (Inferred)
D2 Opening-Hand Quality & Brick Management 30 44‑card main deck with many 3‑copy cards and an over‑limit card raises brick probability (Inferred)
D3 Combo Conversion & Ceiling 45 Best conceivable line involves Fusion Summon of a 4500‑ATK monster, but no board data (Inferred)
D4 Combo Floor & Median Output 30 Typical play only reaches a mid‑ATK monster due to starter inconsistency (Inferred)
D5 Interruption Resilience & Route Redundancy 40 Three hand traps (Infinite Impermanence, Forbidden Droplet, Lightning Storm) provide some resilience (Observed)
D6 Resource Economy, Recovery & Grind 45 Draw engines (Ancient Gear Advance, Triple Tactics Talent) plus Forbidden Droplet give moderate resource flow (Inferred)
D7 End-Board & Interaction Quality 40 Several negation and removal texts (10 negation, 9 removal) create interaction options (Verified)
D8 Going-Second & Board-Breaking Power 55 Hand‑trap group P(≥1 in 6‑card hand) ≈ 0.363, supporting solid going‑second board breaking (Inferred)
D9 Offensive Pressure & Closing Power 50 High‑ATK Fusion monsters (up to 4500) are present, but require multiple steps (Inferred)
D10 Main Deck Efficiency & Flexibility 35 Main deck size 44, 21 distinct cards, low archetype purity, many unrelated sub‑archetypes (Inferred)
D11 Extra Deck Efficiency & Coverage 45 Extra deck holds 15 cards spanning Fusion, Link, XYZ; many are situational (Inferred)
D12 Side Deck Adaptability 20 No side deck slots used, eliminating post‑side adaptability (Verified)
D13 Matchup Coverage & Format Fit 30 No tournament context or usage stats; cannot assess format fit (Provisional)
D14 Pilotability & Error Tolerance 35 Complex multi‑step combo with limited cards; high error tolerance needed (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 39, Going First ≈ 35, Going Second ≈ 45, Meta = provisional, Tournament Reliability ≈ 30. Modifiers: Illegal copy limit penalty (-10). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) - Illegal copy limit penalty

Probability & combo summary

  • Opening a starter: P(≥1) ≈ — · key two-card combo ≈ — · full-brick estimate ≈ 0.45 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Strong hand‑trap suite (Infinite Impermanence, Forbidden Droplet, Lightning Storm)
  • Access to very high ATK Fusion monsters

Weaknesses

  • Illegal copy of Triple Tactics Talent (3 copies over limit)
  • High brick potential due to many 3‑copy cards and lack of a single‑card starter
  • No side deck for post‑side adaptation
  • No recorded combo data; reliance on complex multi‑step lines

Critical choke points

  • Triple Tactics Talent copy limit
  • Assembling Ancient Gear Golem / Fusion boss
Priority Remove Add Reason
1 Triple Tactics Talent (reduce to 1 copy) Ancient Gear Golem (1 copy) or another consistent starter Brings the deck into legal range and adds a reliable engine starter
2 Some generic non‑Archetype cards (e.g., Clockwork Knight) Additional hand traps or tech cards that fit the Ancient Gear plan Improves deck purity and reduces brick rate
3 None (side deck is empty) A 15‑card side deck with anti‑control and banish options (e.g., Droll & Lock Bird, Cosmic Cyclone) Provides post‑side adaptability against control decks

Evidence & confidence

  • Verified: Legality status and violation data; Card text excerpts for role identification; Copy counts per card
  • Observed: Hand‑trap counts from role counts
  • Inferred: Engine accessibility probabilities derived from hypergeometric data; Brick risk assessment from copy histogram and illegal card; Combo ceiling/floor estimates based on card capabilities; Resource economy from draw/search card counts; Going‑second power from hand‑trap group probability
  • Provisional: Matchup and format fit due to lack of tournament data
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no archetype usage statistics — core/meta-standard comparison unavailable 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

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