Graydle Deck #445865 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Graydle Alligator x3, Graydle Cobra x3, Graydle Eagle x3.

Created by: YGO Mod (20517634)

Created On: 02/28/2025

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Nov 9, 2026
61± 8/ 100
Power Score
Structural 62
Reliability 58
Going First 64
Going Second 68

Deck — Deck Power Evaluation

Final Contextual Deck Power: 61/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 62.5
Going First 64
Going Second 68
Meta Power provisional
Tournament Reliability 58
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Tempo
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Graydle Dragon and Stardust Dragon / White Aura Whale synchro boards, backed by Charmer link monsters that recur from the Graveyard; Knightmare and Charmer link boards that take over opposing monsters or keep pressure up with recursion
  • Turn 1 (going first): Open on a Graydle Slime or Slime Jr., use the Graydle monsters for a Synchro or Link line toward Graydle Dragon or a Charmer, and keep Infinite Impermanence or Starlight Road up for the opponent's first play
  • Turn 2 (going second): Hold one or more of the six hand traps (Ash Blossom, Ghost Belle, Ghost Mourner, Effect Veiler, D.D. Crow, Nibiru) to disrupt the first board, then rebuild through Graydle Slime recursion and the Extra Deck
  • Recovery: Use Graydle Slime and Charmer recursion from the Graveyard, plus Graydle Impact's end-phase search, to rebuild after a board is cleared
  • After siding: No side deck is registered, so there is no post-side plan

Why it scores here

The deck opens reliably: 23 Graydle main-deck copies give about a 99% chance of at least one Graydle card in an opening 5, although any single three-copy starter is only about a 34% draw. Its strength is interaction and recovery rather than raw combo output: seven hand traps plus several removal and steal effects cover the first turns, and Graydle Slime and Charmer recursion rebuild after disruption. Its ceiling is set by Graydle Dragon and the link and synchro extra-deck options, but no recorded boards exist to confirm the typical output, so the median and ceiling are text-based inferences. Popularity was not used to earn points, and the score comes from the deck as one system, not from averaging individual card scores. The deck has no side deck, which caps its post-side adaptability and lowers the final score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(at least one Graydle main-deck card in opening 5) ≈ 0.99 across 23 copies; a single three-copy starter ≈ 0.34 (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Six hand traps plus five conditional traps and spells (Trap Hole, Starlight Road, Trap Tracks, Cosmic Cyclone, Compulsory Evacuation Device) can be dead when no target exists (Inferred)
D3 Combo Conversion & Ceiling 58 Graydle Dragon and Charmer link recursion suggest a strong ceiling from card text; no recorded boards confirm it (Inferred)
D4 Combo Floor & Median Output 46 No recorded boards exist, so the typical output is unknown and this score is a structural guess (Provisional)
D5 Interruption Resilience & Route Redundancy 70 Seven hand traps and Graydle Slime and Charmer recursion give several independent ways to continue after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 66 Graydle Impact searches each end phase and Charmers recur from the Graveyard; no recorded resource data (Inferred)
D7 End-Board & Interaction Quality 78 Removal and negation text is dense (28 removal-text and 7 negation-text cards), with Infinite Impermanence, Starlight Road, and Stardust Dragon for layering (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 72 Six hand-trap copies give about a 65% chance of at least one in a 6-card going-second hand; the steal monsters and Bottomless Trap Hole challenge established boards (Inferred)
D9 Offensive Pressure & Closing Power 70 Graydle Dragon (3000 ATK), Dragite (3000 ATK), and White Aura Whale (2800 ATK, piercing) give strong closing power (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 62 40 main-deck slots at the format minimum, with 20 distinct cards; only 47% are exact-name Graydle, the rest generic or staple support (Verified composition)
D11 Extra Deck Efficiency & Coverage 60 Extra Deck is 15 cards, 13 distinct: three Graydle Dragon copies plus singleton links and synchros covering several archetypes (Verified composition)
D12 Side Deck Adaptability 25 No side deck is registered, so no post-side plan exists (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or meta sample exists, so format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 55 Multiple chained Synchro and Link lines plus hand-trap timing decisions raise the skill needed to pilot (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 62.5, Going First ≈ 64, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: No side deck (-2); Shared Aqua-tuner engine (1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Structural 62.5, TR 58, modifiers -1 = 61

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.99 · 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

  • Dense hand-trap and negation package (seven hand traps) that covers both going-first and going-second turns
  • Graydle Slime and Charmer recursion rebuilds after disruption
  • Graydle Dragon and high-ATK synchros and links give real closing power

Weaknesses

  • No side deck, so the deck cannot adapt between games
  • Several singleton or staple trap and spell slots need specific targets and can dead-draw
  • Archetype cohesion is only about 47% exact-name, so engine coherence depends on the staple slots

Critical choke points

  • Only two Aqua tuners (Graydle Slime and Graydle Slime Jr.) feed Graydle Dragon, so losing both shuts down the Dragon line
Priority Remove Add Reason
1 None (no side deck is registered) A 15-card side deck with targeted answers and Graydle support A side deck is the largest gap in post-side adaptability and the single biggest score lever
2 One copy of Cosmic Cyclone or Starlight Road A second Graydle Slime Jr. or a Charmer-recursion support card Trims dead-draw risk and adds a second Aqua tuner, which would ease the Graydle Dragon choke point

Evidence & confidence

  • Verified: Legal OCG list: 40 main, 15 extra, 0 side; Ash Blossom at 1 copy of its 2-copy limit; Card text and stats are taken from the evidence pack; Archetype exact-name count is 26 (23 main plus 3 Graydle Dragon)
  • Inferred: At least one Graydle main-deck card in an opening 5 ≈ 0.99; A single three-copy starter in an opening 5 ≈ 0.34; Hand-trap coverage, layering, and recursion read from card text; Going-first and going-second reads from text and hand-trap probability
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (no tournament link)
  • Data gaps: No recorded boards exist, so combo floor, median, and ceiling are text-only inferences No tournament link, so archetype meta share and per-pilot record are absent No win-rate telemetry for going-first, going-second, or matchups The archetype usage list shows core cards from other archetypes (Mitsurugi, Ruler of the End of the World, Demise), so the 4% core-card share is not meaningful for Graydle No side deck is registered, so post-side performance cannot be assessed

More OCG Info

Graydle

Graydle Breakdown

 
 

 

 

 

 

 

 
 

 

 
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