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.
Created by: YGO Mod (20517634)
Created On: 02/27/2025
Main Deck (55)
- Blackwing - Sirocco the Dawn x2
- Caius the Shadow Monarch x2
- Card Trooper x1
- Cyber Dragon x2
- Cyber Valley x3
- D.D. Crow x3
- Fossil Dyna Pachycephalo x1
- Gorz the Emissary of Darkness x1
- Kycoo the Ghost Destroyer x2
- Lyla, Lightsworn Sorceress x1
- Machina Force x3
- Machina Fortress x3
- Neo-Spacian Grand Mole x1
- Ryko, Lightsworn Hunter x3
- Super-Nimble Mega Hamster x3
- Plaguespreader Zombie x1
- Machina Gearframe x3
- Brain Control x1
- Charge of the Light Brigade x1
- Heavy Storm x1
- Lightning Vortex x1
- Mind Control x1
- Pot of Avarice x2
- Bottomless Trap Hole x2
- Compulsory Evacuation Device x2
- Dimensional Prison x3
- Dust Tornado x2
- Mirror Force x1
- Torrential Tribute x1
- Trap Stun x2
Extra Deck (15)
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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
Recommended changes
| 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
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