Superheavy Samurai Deck #403073 — Yu-Gi-Oh! TCG
57 Main, 15 Extra, incl. Artifact Lancea x3, Droll & Lock Bird x3, Kashtira Fenrir x3.
Created by: YGO Mod (20517634)
Created On: 01/05/2025
Main Deck (57)
- Artifact Lancea x3
- Droll & Lock Bird x3
- Kashtira Fenrir x3
- Nibiru, the Primal Being x3
- Superheavy Samurai Soulpiercer x1
- Dinomight Powerload, the Dracoslayer x3
- Ignis Phoenix, the Dracoslayer x3
- Majespecter Porcupine - Yamarashi x1
- Majespecter Raccoon - Bunbuku x3
- Majesty Pegasus, the Dracoslayer x3
- Odd-Eyes Revolution Dragon x3
- Superheavy Samurai Monk Big Benkei x2
- Master Pendulum, the Dracoslayer x1
- Luster Pendulum, the Dracoslayer x1
- Superheavy Samurai Prodigy Wakaushi x3
- Ash Blossom & Joyous Spring x3
- Effect Veiler x3
- Superheavy Samurai Motorbike x3
- Called by the Grave x1
- Harpie's Feather Duster x1
- Lightning Storm x2
- Pressured Planet Wraitsoth x1
- Secret Village of the Spellcasters x1
- Sky Iris x1
- Triple Tactics Talent x2
- Dimensional Barrier x3
Extra Deck (15)
- Dinoster Power, the Mighty Dracoslayer x1
- Beyond the Pendulum x1
- Cross-Sheep x1
- Exceed the Pendulum x1
- Firewall Dragon Singularity x1
- Hieratic Seal of the Heavenly Spheres x1
- Pitknight Earlie x1
- Promethean Princess, Bestower of Flames x1
- S:P Little Knight x1
- Salamangreat Raging Phoenix x1
- Tri-Gate Wizard x1
- Worldsea Dragon Zealantis x1
- Ignister Prominence, the Blasting Dracoslayer 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: 28/100 (Confidence: Low)
- Primary strategy: Combo
- Secondary strategies: Midrange, Pendulum
- 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: Establish a Pendulum-based board using Dracoslayer and Superheavy Samurai engines to create interruption and grinding advantage; secondary plan relies on hand traps to disrupt opponent.; Grind through multiple turns leveraging searchers and recursion; beatdown via Pendulum Summoned monsters.
- Turn 1 (going first): Establish Pendulum Scales using Dracoslayer/Majespecter core, search for Superheavy Samurai engine pieces, build a mixed board of hand traps and modest interaction; vulnerable to disruption at choke points.
- Turn 2 (going second): Open with hand traps (Ash Blossom, Effect Veiler, Artifact Lancea, Droll & Lock Bird) to interrupt opponent's plays; use Lightning Storm or Harpie's Feather Duster for backrow removal; attempt to recover using searchers and grind if hand trap hits land.
- Recovery: Post-interruption, rely on searcher density and recursion from Pendulum effects; limited independent lines mean one disruption often stalls the deck significantly.
- After siding: No side deck provided; evaluation is main-deck-only.
Why it scores here
This deck is illegal in TCG format due to running3x Dimensional Barrier (Forbidden), 3x Droll & Lock Bird (max 2), and 2x Triple Tactics Talent (max 1). Structurally, it attempts to blend Dracoslayer Pendulum search with Superheavy Samurai synergy, but the core Superheavy Samurai archetype comprises only 8 cards (11% purity), while the rest is a mixture of hand traps, generic Pendulum splashes, and tech cards. Engine accessibility is weak—the archetype core itself has ~54% probability of opening at least one starter, but many draws lack coherent synergy. The deck has no combo boards recorded, so ceiling and median are text-inferred from individual card roles. The hand-trap density (15 copies) provides some going-second utility, but the main-deck consistency is undermined by conflicting Normal Sumons, an oversized 57-card list, and heavy dependence on banlist-violating cards for stun/disruption. Without Side Deck support and facing a format meta that favors tighter, more focused engines, the deck's structural power is below playable thresholds.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 42 | |
| D2 | Opening-Hand Quality & Brick Management | 38 | |
| D3 | Combo Conversion & Ceiling | 48 | |
| D4 | Combo Floor & Median Output | 35 | |
| D5 | Interruption Resilience & Route Redundancy | 32 | |
| D6 | Resource Economy, Recovery & Grind | — | |
| D7 | End-Board & Interaction Quality | 40 | |
| D8 | Going-Second & Board-Breaking Power | 48 | |
| D9 | Offensive Pressure & Closing Power | 22 | |
| D10 | Main Deck Efficiency & Flexibility | 35 | |
| D11 | Extra Deck Efficiency & Coverage | 45 | |
| D12 | Side Deck Adaptability | 0 | |
| D13 | Matchup Coverage & Format Fit | 25 | |
| D14 | Pilotability & Error Tolerance | 30 |
How the score was computed
Modifiers: none.
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