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
Main Deck (44)
- Ancient Gear Commander x1
- Ancient Gear Dark Golem x2
- Ancient Gear Golem x1
- Ancient Gear Tanker x2
- Ancient Gear Wyvern x3
- Gizmek Taniguku, the Immobile Intellect x1
- Ancient Gear Advance x3
- Ancient Gear Catapult x1
- Ancient Gear Fortress x3
- Ancient Gear Fusion x2
- Called by the Grave x1
- Forbidden Droplet x3
- Geartown x2
- Harpie's Feather Duster x1
- Lightning Storm x2
- Super Polymerization x3
- Triple Tactics Talent x3
- Ultimate Slayer x3
- Urgent Schedule x3
- Ancient Gear Duel x1
- Infinite Impermanence x3
Extra Deck (15)
- Ancient Gear Megaton Golem x1
- Chaos Ancient Gear Giant x2
- Elder Entity N'tss x1
- Garura, Wings of Resonant Life x1
- Mudragon of the Swamp x1
- Starving Venom Predapower Fusion Dragon x1
- Ultimate Ancient Gear Golem x1
- Accesscode Talker x1
- Ancient Gear Ballista x2
- Clockwork Knight x1
- S:P Little Knight x1
- Number 41: Bagooska the Terribly Tired Tapir x1
- Number 60: Dugares the Timeless x1
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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
Recommended changes
| 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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