Ninjitsu Art Deck #390715 — Yu-Gi-Oh! TCG
52 Main, 17 Extra, incl. Imsety, Glory of Horus x3, Ninja Grandmaster Hanzo x3, Noble Knight's Shield-Bearer x3.
Created by: YGO Mod (20517634)
Created On: 12/16/2024
Main Deck (52)
- Baku the Beast Ninja x2
- Destiny HERO - Celestial x1
- Destiny HERO - Dasher x1
- Dinowrestler Pankratops x1
- Green Ninja x1
- Hapi, Guidance of Horus x1
- Imsety, Glory of Horus x3
- Jioh the Gravity Ninja x2
- Kagero the Cannon Ninja x1
- Mitsu the Insect Ninja x1
- Ninja Grandmaster Hanzo x3
- Noble Knight's Shield-Bearer x3
- The Winged Dragon of Ra - Sphere Mode x1
- Tobari the Sky Ninja x3
- Twilight Ninja Getsuga, the Shogun x1
- Yellow Dragon Ninja x1
- Amorphage Goliath x1
- Ash Blossom & Joyous Spring x1
- Called by the Grave x1
- Fusion Destiny x2
- Hidden Village of Ninjitsu Arts x1
- King's Sarcophagus x2
- Lightning Storm x2
- Ninjitsu Art Notebook of Mystery x2
- Ninjitsu Art Tool - Iron Digger x1
- Pot of Prosperity x1
- Reinforcement of the Army x1
- Super Polymerization x2
- Triple Tactics Talent x1
- Triple Tactics Thrust x1
- Eradicator Epidemic Virus x1
- Evenly Matched x2
- Ninjitsu Art of Dancing Leaves x2
- Ninjitsu Art of Duplication x1
- Ninjitsu Art of Super-Transformation x1
Extra Deck (17)
- Ace★Spades Speculation x1
- Destiny HERO - Destroyer Phoenix Enforcer x1
- Garura, Wings of Resonant Life x1
- Meizen the Battle Ninja x3
- Mudragon of the Swamp x1
- Yaguramaru the Armor Ninja x2
- Borrelsword Dragon x1
- Cross-Sheep x1
- Ninja Grandmaster Saizo x1
- S:P Little Knight x1
- Abyss Dweller x1
- Number 90: Galaxy-Eyes Photon Lord x1
- Super Starslayer TY-PHON - Sky Crisis x1
- The Zombie Vampire x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 25/100 (±10 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 42 |
| Going First | 40 |
| Going Second | 42 |
| Meta Power | provisional |
| Tournament Reliability | 30 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox, Fusion/Synchro/Xyz/Link
- Format: tcg
Legality
Main 52 / Extra 17 / Side 0 — status under the rules at evaluation time: Illegal. 6 violation(s).
Identity & game plan
- Win condition: Ninja-engine board of Fusion, Link and Xyz monsters with 2500-3000 ATK (Yellow Dragon Ninja, Zombie Vampire, Borrelsword Dragon) pressuring a summon-heavy board; Attrition through Tobari, Hanzo and Jioh searches plus Ninjitsu Art Continuous Spell/Trap recursion
- Turn 1 (going first): Normal Summon a Ninja-engine starter (Tobari, Noble Knight's Shield-Bearer, Imsety or Hanzo; ~27% to hold at least one copy in a 5-card hand), then search or recur through Ninja text
- Turn 2 (going second): Six-card hand with Ash Blossom or Evenly Matched (~31% for at least one hand trap in 6 cards) to interrupt the opponent, then summon through the board
- Recovery: Re-use the searcher text (14 cards, ~81% to hit at least one in 5 cards) and Ninjitsu Art recursion to rebuild after a single removal or hand trap
- After siding: Not evaluable: the Side Deck is empty (0 cards), so there is no post-side plan
Why it scores here
The list is Illegal: five Forbidden cards are run at 1 copy each (Called by the Grave, Triple Tactics Talent, Amorphage Goliath, Abyss Dweller, Cross-Sheep) and the Extra Deck holds 17 cards against a 15-card cap, so the rubric caps the contextual score and this evaluation is structural-only. Structurally the deck has a real Ninja engine: three-copy starters (Tobari, Noble Knight's Shield-Bearer, Imsety, Hanzo) have about a 27% chance each of appearing in a 5-card opening hand, and 14 searcher-text cards give about an 81% chance of at least one search in 5 cards. The deck is not a coherent single-archetype build: exact Ninjitsu Art purity is 7.2% (64 off-archetype copies across Horus, Noble Knight, Destiny HERO, Amorphage, Greed, Egyptian God and others), which lowers consistency and brick scores. No combos, guides, tournament results, or side cards exist, so floor, median, ceiling, post-side and matchup scores are inferred from card text only and are set low. The score was not produced by averaging card scores or by the archetype's popularity; it reflects the system-level structure, capped for legality.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 52 | P(at least one 3-copy starter in 5 cards) about 0.27 per starter; searcher-text group P(>=1 in 5) about 0.81; engine split across several archetypes (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 38 | 22 singleton main-deck cards and 6+ distinct archetype lines in the main deck; 0 side deck to fix hands; no brick estimate from combos (Inferred) |
| D3 | Combo Conversion & Ceiling | 45 | No parseable boards; ceiling inferred only from card text (3000-ATK Fusion/Xyz/Link bosses, recursion) (Inferred) |
| D4 | Combo Floor & Median Output | 30 | No recorded boards, so median and floor cannot be measured; set low by absence of data (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 48 | Three hand traps (Ash Blossom, Evenly Matched x2) and searcher density give some redundancy; no independent-line data (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 40 | Pot of Prosperity and Ninja recursion are present, but Pot banishes 3 or 6 Extra Deck cards at real cost (Inferred) |
| D7 | End-Board & Interaction Quality | 55 | 22 removal-text cards, 3 negation-text cards, and boss monsters with 2500+ ATK; quality of durability not measured (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 45 | P(>=1 hand trap in 6 cards going second) about 0.31; no going-second board data (Inferred) |
| D9 | Offensive Pressure & Closing Power | 55 | Several 3000-ATK boss monsters (Yellow Dragon Ninja, Zombie Vampire, Borrelsword Dragon, Imsety); no closing-damage data (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 40 | 52 main cards with 22 singletons and multiple off-archetype cards; within the 40-60 size window but containing 3 illegal cards (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 35 | 17 Extra Deck cards against a 15-card cap; 2 Forbidden Extra cards; a 14-card distinct Extra spread (Verified) |
| D12 | Side Deck Adaptability | 5 | Side Deck is empty, so no post-side adaptability is possible (Verified) |
| D13 | Matchup Coverage & Format Fit | 25 | No tournament link, meta-share or match record; matchup fit cannot be measured (Provisional) |
| D14 | Pilotability & Error Tolerance | 40 | Multi-archetype engine with many conditional Ninja and Ninjitsu Art triggers; high decision load, but no step data (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 42, Going First ≈ 40, Going Second ≈ 42, Meta = provisional, Tournament Reliability ≈ 30. Modifiers: banlist exposure (-5); extra_deck_size (-2); archetype_incoherence (-1). Final formula: Uncapped: 0.80*Structural(42) + 0.20*TournamentReliability(30) + modifiers(-8) = about 31; capped at 25 because legality is Illegal. Meta Power is null (Provisional). Theoretical/structural-only.
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.27 · 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
- Three-copy Ninja-engine starters with a high searcher density (14 cards, about 81% to hit one in 5 cards)
- Hand-trap and negation text (Ash Blossom, Evenly Matched x2, Ninja negation) gives some going-second interaction
- High-power boss monsters at 3000 ATK (Yellow Dragon Ninja, Zombie Vampire, Borrelsword Dragon, Imsety)
Weaknesses
- Illegal list: five Forbidden cards and an over-size Extra Deck
- Low archetype purity (7.2%); engine spread across at least 6 unrelated archetypes
- No Side Deck, so there is no post-side adaptability
- No recorded boards, guides, or tournament data to confirm any line
Critical choke points
- The Forbidden cards are removed from the list, so the deck cannot be played as-is in a legal event
- Starter access depends on 3-copy starters at about 27% each in a 5-card hand; a single starter miss leaves the Ninja engine without a turn-1 play
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Called by the Grave, Triple Tactics Talent, Amorphage Goliath (Forbidden) | Legal Ninja or Ninjitsu Art replacements (copies must not exceed the legal limit) | Removes the copy-limit violations so the list can be legal |
| 2 | Abyss Dweller, Cross-Sheep (Forbidden Extra Deck cards) | Legal Extra Deck Ninja or Ninjitsu Art Fusion/Link cards | Removes the copy-limit violations and brings the Extra Deck to 15 or fewer |
| 3 | Off-archetype cards with no Ninja or Ninjitsu Art role | Ninja and Ninjitsu Art cards | Raises archetype purity so the engine is coherent and starters are more consistent |
| 4 | Empty Side Deck slots | A 5-15 card Side Deck with hand traps and matchup-specific answers | Provides post-side adaptability (D12 is currently 5) |
Evidence & confidence
- Verified: Status is Illegal: 5 Forbidden cards run at 1 copy each, 0 legal copies; Extra Deck is 17 against a 15-card maximum; Main Deck is 52 (within 40-60); Side Deck is empty; Exact archetype purity is 7.2% (5 exact copies of Ninjitsu Art, 64 off-archetype copies)
- Inferred: P(>=1 3-copy starter in a 5-card opening hand) about 0.27; searcher group about 0.81; Hand-trap access going second about 0.31; Structural score derived from text, composition and probabilities; Midrange weights
- Provisional: Meta Power is null; matchup fit (D13) cannot be measured without a dated meta sample; Going-first and going-second power values are derived estimates
- Data gaps: No combos supplied: floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot match record absent No win-rate, brick-rate or matchup telemetry exists in YGOVN Side Deck is empty: no post-side plan can be assessed Meta Power is provisional without a dated metagame sample
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