Abyss- Deck #454682 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Abyssrhine, the Atlantean Spirit x3, Artifact Lancea x3, Atlantean Dragoons x3.

Created by: YGO Mod (20517634)

Created On: 03/20/2025

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Nov 9, 2026
25± 8/ 100
Power Score
Structural 51
Reliability 35
Going First 52
Going Second 56

Deck — Deck Power Evaluation

Final Contextual Deck Power: 25/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 51
Going First 52
Going Second 56
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Midrange
  • Secondary strategies: Stun
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 6 violation(s).

Identity & game plan

  • Win condition: Large Atlantean and Mermail boards that push 2800–3000 ATK attackers such as Poseidra, the Storming Atlantean and Poseidra Abyss, the Atlantean Dragon Lord, supported by Mermail Abyssgaios and Abysstrite; Chip damage from Atlantean Dragoons, which lets Level 3 or lower Sea Serpent monsters attack directly
  • Turn 1 (going first): Open a Water starter such as Mermail Abyssteus, Neptabyss or Abyssrhine, search or summon a second Atlantean or Mermail body, and hold Ash Blossom or Infinite Impermanence for the opponent's first response
  • Turn 2 (going second): Use the hand traps (Ash Blossom, Infinite Impermanence, Ghost Sister & Spooky Dogwood, Artifact Lancea) to slow the opponent's first summon, then rebuild the Water board from the Graveyard
  • Recovery: Recover through Mermail and Atlantean recursion from the Graveyard (Mermail Abyssteus, Atlantean Dragoons, Atlantean Heavy Infantry) and Xyz or Synchro summons from the Extra Deck
  • After siding: No plan: the list has an empty Side Deck and cannot adapt after siding

Why it scores here

The score reflects the deck as a system, not an average of its card scores, and it is capped low because the list is Illegal under the TCG banlist: four Forbidden cards (Called by the Grave, two Bahamut Shark, Abyss Dweller, Trishula) are present, and Ash Blossom and Dominus Impulse are each run three times against a limit of two. The Water core is internally coherent. Atlantean and Mermail searchers and recursion, backed by ten hand traps and around twenty removal or negation effects, give it a reasonable chance of reaching a working board, and the core group is open in the opening hand in about 83% of cases. Output is hard to verify because no recorded boards exist, so median and ceiling are text-only reads and the combo dimensions are Inferred. Archetype popularity and usage data confirm the list is a real build but earn no power points, and the deck has no Side Deck, which removes any post-side adaptability.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one 3-copy starter in a 5-card opening hand) ≈ 0.25 each; P(at least one of the 16-card archetype core in hand) ≈ 0.83 (Inferred)
D2 Opening-Hand Quality & Brick Management 50 13 cards at three copies and 10 singletons; many Level 0 spells and Atlantean-gated monsters create conflicting or dead hands (Inferred)
D3 Combo Conversion & Ceiling 50 No recorded boards exist; the ceiling is read from card text only, through Poseidra and Mermail Abyssgaios lines (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards exist, so the median is unknown and is set near the midpoint of the text-based range (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Ten hand traps plus Mermail and Atlantean recursion give several independent routes after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Thirteen searcher-text cards and Graveyard recursion regenerate resources across turns (Inferred)
D7 End-Board & Interaction Quality 65 About 20 removal-text and 12 negation-text effects; Ash Blossom and Impermanence are layered but over the copy limit (Inferred, semantic read)
D8 Going-Second & Board-Breaking Power 55 Hand-trap density is strong on the going-second turn, but the board-breaking end is limited to a few removal effects (Inferred)
D9 Offensive Pressure & Closing Power 55 Several 2800–3000 ATK Extra Deck attackers, but few are reliably in the deck and Poseidra is run only twice (Verified card stats, Inferred conversion)
D10 Main Deck Efficiency & Flexibility 50 55 Main Deck cards with 18 Level 0 spells and 26 distinct cards; compact but the spells are weak as engine pieces (Inferred)
D11 Extra Deck Efficiency & Coverage 40 Extra Deck has 15 cards, and four of them (Bahamut Shark x2, Abyss Dweller, Trishula) are Forbidden, so the Extra Deck is effectively unusable as built (Verified legality)
D12 Side Deck Adaptability 10 Side Deck is empty; no post-side plan can be evaluated (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament context or dated meta sample is supplied, so the score is Provisional
D14 Pilotability & Error Tolerance 50 Dense decision points on hand traps and Graveyard recursion, with no recorded combos to show repeatable sequencing (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 51, Going First ≈ 52, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist exposure (-10); semi_limited_overage (-2). Final formula: 0.80*Structural(51) + 0.20*TournamentReliability(35) = 48, plus context modifiers (-12) = 36, then capped at 25 because the list is Illegal (theoretical/structural only). Meta Power is Provisional (null).

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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

  • Ten hand traps and about 20 removal or negation effects give repeated disruption
  • Atlantean and Mermail searchers and Graveyard recursion regenerate resources
  • Strong 2800–3000 ATK Extra Deck threats for closing

Weaknesses

  • Illegal list: Forbidden cards and copy-limit overages
  • Extra Deck slots are wasted on cards that cannot be played
  • Three-copy hand traps and spells leave the opening hand exposed to bricks
  • No Side Deck, so there is no post-side adaptability

Critical choke points

  • Dependence on Forbidden or unplayable Extra Deck cards for the closing board
  • Ash Blossom and Dominus Impulse above their legal copy limit
  • No Side Deck, so matchup problems cannot be answered after siding
Priority Remove Add Reason
1 Called by the Grave, Bahamut Shark x2, Abyss Dweller, Trishula, Ash Blossom & Joyous Spring x1, Dominus Impulse x1 Mermail Abyssalacia (link, listed in archetype usage) and legal Extra Deck replacements Makes the list legal under the TCG banlist and removes the Extra Deck slots that cannot be played
2 One Level 0 spell from the Main Deck Fifteen Side Deck cards A Side Deck is required for best-of-three play and removes the post-side gap

Evidence & confidence

  • Verified: Legality: the list is Illegal, with four Forbidden cards and two Semi-Limited cards over the copy limit; Card text and stats for the listed Extra Deck cards; Empty Side Deck (0 cards)
  • Inferred: Consistency estimates from hypergeometric calculations on the Main Deck; Ceiling and floor reads from card text, since no recorded boards exist; Interaction and resilience reads from the removal, negation and hand-trap text
  • Provisional: Meta Power (null) and matchup fit, since no dated metagame sample or tournament data exists
  • Data gaps: No recorded boards, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot records are absent No win-rate telemetry exists for going-first, going-second, matchups or brick rates Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Abyss-

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