Machina Deck #445311 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Cyber Valley x3, D.D. Crow x3, Machina Force x3. Created Feb 27, 2025 by YGO Mod.

Deck Machina TCG

Created by: YGO Mod (20517634)

Created On: 02/27/2025

 
 


Official AI Deck Power Analysis
ControlConfidence: MediumEvaluated Jul 22, 2026
30± 5/ 100
Power Score
Structural 39
Reliability 35
Going First 35
Going Second 35

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 39.2
Going First 35
Going Second 35
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Control
  • Secondary strategies: Toolbox
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Control the board with removal and floodgates while setting up Machina Force as a late-game beatstick
  • Turn 1 (going first): Play hand traps (Dimensional Prison, Bottomless Trap Hole), establish early removal (Trap Stun, Dust Tornado), and set up a searcher like Machina Gearframe
  • Turn 2 (going second): Utilize six‑card hand to bring in Cyber Dragon or Machina Force, then use Chimeratech Fortress Dragon or other synchro options to break the opponent’s board
  • Recovery: Use draw engines (Cyber Valley, Card Trooper, Pot of Avarice) and repeat removal to regain resources after a disruption
  • After siding: No side deck present; the plan relies on the main deck alone, which is a major weakness

Why it scores here

The deck tries to control the game with a heavy suite of removal, hand traps, and floodgates, then finish with a high‑ATK Machina Force. However, it lacks a cohesive engine, contains many off‑archetype cards, and includes two forbidden cards, making it illegal and fragile. Consistency is modest (≈45 % chance to draw a core starter) and resource recovery is only average, so the system never reliably reaches a strong board. The absence of a side deck and the high brick risk further limit reliability, resulting in a low overall power rating.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 40 P(at least one core starter) ≈ 0.452 (Inferred); no clear engine cards (Inferred)
D2 Opening-Hand Quality & Brick Management 35 13 distinct cards at 3 copies each lead to high overlap; hand‑trap group P≈0.298 (Inferred)
D3 Combo Conversion & Ceiling 30 No parsed combo boards; ceiling inferred from isolated Machina Force (Inferred)
D4 Combo Floor & Median Output 30 Median output inferred low due to lack of combo evidence (Inferred)
D5 Interruption Resilience & Route Redundancy 45 Multiple independent removal and draw effects give some redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 55 Draw engines (Cyber Valley, Card Trooper, Pot of Avarice) provide modest grind (Inferred)
D7 End-Board & Interaction Quality 50 Interaction density moderate (many traps/negates) but no layered end‑board (Inferred)
D8 Going-Second & Board-Breaking Power 45 Going‑second hand trap density decent; board‑breaking relies on single‑use cards (Inferred)
D9 Offensive Pressure & Closing Power 40 Only Machina Force provides strong offense; setup is fragile (Inferred)
D10 Main Deck Efficiency & Flexibility 30 55‑card main deck with 12.9 % exact‑name purity; many off‑archetype cards (Inferred)
D11 Extra Deck Efficiency & Coverage 35 15‑card Extra Deck with many synchros but limited access routes (Inferred)
D12 Side Deck Adaptability 0 Side deck count = 0 (Verified)
D13 Matchup Coverage & Format Fit 30 No tournament context; matchup fit provisional (Provisional)
D14 Pilotability & Error Tolerance 35 High decision‑point count; many tech cards increase error tolerance (Inferred)

How the score was computed

Strategy profile: Control. Structural ≈ 39.2, Going First ≈ 35, Going Second ≈ 35, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: Illegal deck penalty (-15). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.45 · key two-card combo ≈ — · full-brick estimate ≈ 0.3 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Strong removal suite (Dimensional Prison, Bottomless Trap Hole, Trap Stun, Dust Tornado)
  • Hand‑trap density helps going second
  • Draw engines (Cyber Valley, Card Trooper, Pot of Avarice) give some grind
  • Machina Force provides a potential high‑ATK finisher

Weaknesses

  • Illegal (Forbidden) cards make deck unplayable
  • Very low archetype cohesion (12.9 % exact‑name purity)
  • No clear combo engine; high reliance on disparate tech cards
  • No side deck for post‑side adaptation
  • High brick risk due to many overlapping effects

Critical choke points

  • Machina Force requires specific material (Commander Covington) which is not in the deck
  • Core engine cards (e.g., Machina Soldier, Machina Sniper) are missing, leaving the plan fragile
  • Forbidden cards must be removed before the deck can be legal
Priority Remove Add Reason
1 Heavy Storm Legal board‑clear like Dark Hole or Twin Twist Heavy Storm is Forbidden; replace with a legal mass removal to keep board‑clear capability
2 Fossil Dyna Pachycephalo Machina Soldier / Machina Sniper Forbidden card blocks legality and the engine; add core Machina monsters to enable Machina Force
3 Several off‑archetype staples (e.g., Blackwing, Rose Dragon, X‑Saber) More Machina searchers (Machina Gearframe, Machina Peasant) and Lightsworn synergy Increase archetype purity and streamline the deck for a clearer engine
4 None side deck cards (deck has none) A side deck with anti‑metagame tools (e.g., Cosmic Cyclone, Droll & Lock Bird) Provide post‑side adaptability and matchup coverage

Evidence & confidence

  • Verified: Legality status = Illegal; Side count = 0; Card copies and banlist status from cards list
  • Inferred: Engine accessibility based on core starter probability; Brick estimate from copy histogram; Combo ceiling/floor inferred from lack of combo evidence; Resource economy from draw cards; Interaction quality from trap and floodgate counts; Going‑second power from hand‑trap probability; Offensive closing power from Machina Force presence
  • Provisional: Matchup coverage and format fit (no tournament data); Meta power (no dated meta sample)
  • 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 (going‑first/second, matchup, game‑level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Machina

Machina Breakdown

 
 

 

 

 

 

 

 
 

 

 
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