Train Deck #398294 — Yu-Gi-Oh! TCG

57 Main, 15 Extra, incl. Ancient Gear Tanker x3, Ancient Gear Wyvern x3, Mulcharmy Fuwalos x3.

Created by: YGO Mod (20517634)

Created On: 12/29/2024

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Dec 30, 2024
17± 5/ 100
Power Score
Structural 39
Reliability 30
Going First 40
Going Second 45

Deck — Deck Power Evaluation

Final Contextual Deck Power: 17/100 (±5 · Confidence: Low)

Overall score Value
Structural Deck Power 39
Going First 40
Going Second 45
Meta Power provisional
Tournament Reliability 30
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Control
  • Format: tcg

Legality

Main 57 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Summoning Level 8+ Ancient Gear bosses like Golem and Chaos Ancient Gear Giant; Stalling with Spells/Traps until draw phase
  • Turn 1 (going first): Draw Golem/Dark Golem or set multiple STs
  • Turn 2 (going second): Hand trap into Droplet/Crossout to break opponent board
  • Recovery: Searchers to rebuild Golem line or use remaining hand traps
  • After siding: None (side deck empty)

Why it scores here

This deck scores extremely low because it is structurally illegal, running forbidden cards and exceeding copy limits, which caps its viability. The 57-card main deck heavily conflicts between Train and Ancient Gear engines while flooding the hand with 17 generic tech and hand-trap copies, resulting in severe brick risk. Without a functional side deck or recorded combo data, the system cannot reliably convert draws into pressure or adapt post-side. Popularity and individual card strength do not compensate for these foundational flaws, keeping the final contextual score well below average.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 35 P(≥1 starter in 5) ≈ 0.24; 57-card list dilutes consistency (Inferred)
D2 Opening-Hand Quality & Brick Management 25 17 hand-trap/tech copies in 57 cards cause severe redundancy and brick risk (Inferred)
D3 Combo Conversion & Ceiling 40 Text-only inference; Ancient Gear searchers enable Golem lines but lack recorded combo data (Speculation)
D4 Combo Floor & Median Output 30 Median output relies on drawing one boss monster or setting basic interaction (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Multiple independent hand traps and removal provide moderate recovery from disruption (Inferred)
D6 Resource Economy, Recovery & Grind 45 Searchers exist but large deck size and non-engine cards drain resource economy (Inferred)
D7 End-Board & Interaction Quality 60 High face-down ST density (Impermanence, Lightning Storm) and removal spells ensure solid endboards (Verified)
D8 Going-Second & Board-Breaking Power 55 Droplet, Crossout Designator, and Feather Duster give reliable board-breaking tools going second (Verified)
D9 Offensive Pressure & Closing Power 55 Boss monsters like Ancient Gear Golem and Chaos Ancient Gear Giant deliver strong closing power when summoned (Verified)
D10 Main Deck Efficiency & Flexibility 20 57-card main deck with conflicting Train/Ancient Gear engines and excessive tech slots reduces efficiency (Verified)
D11 Extra Deck Efficiency & Coverage 45 15-slot Extra mixes Fusion/XYZ/Link without clear synergy to main deck strategy (Inferred)
D12 Side Deck Adaptability 0 Side deck count is zero, preventing any post-side adaptation (Verified)
D13 Matchup Coverage & Format Fit 30 Missing core Train staples and running forbidden cards severely limits format alignment (Provisional)
D14 Pilotability & Error Tolerance 25 Bloated list, illegal status, and complex decision trees lower pilotability significantly (Inferred)

How the score was computed

Strategy profile: Balanced. Structural ≈ 39, Going First ≈ 40, Going Second ≈ 45, Meta = provisional, Tournament Reliability ≈ 30. Modifiers: Illegal Status (-10); No Side Deck (-5); Engine Conflict (-5). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.24 · key two-card combo ≈ — · full-brick estimate ≈ 0.62 (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 density for disruption
  • Multiple powerful boss monsters (Golem, Chaos Giant)
  • Reliable board-breaking spells (Droplet, Crossout, Feather Duster)

Weaknesses

  • Illegal list with Forbidden cards and copy limit violations
  • 57-card main deck causes severe brick risk
  • Conflicting Train/Ancient Gear engines reduce consistency
  • Zero side deck prevents adaptation
  • No recorded combo data or tournament results

Critical choke points

  • Drawing a functional Ancient Gear starter in a 57-card deck
  • Avoiding redundant hand traps in opening hand
  • Finding a way to summon Ancient Gear Golem consistently
Priority Remove Add Reason
1 Abyss Dweller, Dimensional Barrier, Crossout Designator (excess) Core Train staples (Infinitrack Harvester, Gustav Max, Night Train Blue Traveler) Restore legality, fix engine conflict, and align with archetype standards
2 Mulcharmy Fuwalos, Gizmek Taniguku, Therion Regulus Ancient Gear specific support (Geartown, Ancient Gear Fortress) Remove off-archetype tech that dilutes consistency and brick management

Evidence & confidence

  • Verified: Legality violations; Card counts and banlist status; ST and removal text roles
  • Inferred: Consistency estimates from hypergeometric probabilities; Brick risk calculation; Resource economy assessment
  • Provisional: Matchup format fit without metagame data
  • 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 Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Train

Train Breakdown

 
 

 

 

 

 

 

 
 

 

 
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