Prank-Kids Deck #456702 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Prank-Kids Dropsies x3, Prank-Kids Fansies x3, Prank-Kids Lampsies x3.

Created by: YGO Mod (20517634)

Created On: 03/30/2025

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Nov 9, 2026
30± 10/ 100
Power Score
Structural 55
Reliability 50
Going First 55
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 55
Going First 55
Going Second 58
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Combo
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Prank-Kids Link and Fusion monsters (Battle Butler at 3000 ATK, Rip-Roarin-Roaster at 3000 ATK) closing through the board; Repeated Prank-Kids recursion from the Graveyard feeding further Link and Fusion summons
  • Turn 1 (going first): Open with Prank-Kids Place or a 3-copy Prank-Kids monster, then use the Graveyard-send effects of Lampsies, Rocksies, Dropsies and Fansies to special summon further Prank-Kids monsters and set up a Link or Fusion boss
  • Turn 2 (going second): Hold Ash Blossom, Effect Veiler, Infinite Impermanence or Nibiru to interrupt the opponent's first engine, then rebuild through Prank-Kids Pranks and the Graveyard recursion effects
  • Recovery: Recover from the Graveyard through Prank-Kids Dodo-Doodle-Doo and Bow-Wow-Bark, which return Prank-Kids cards from the Graveyard to the hand; Pranks shuffles three from the Graveyard back for a card
  • After siding: Not evaluable: the deck runs no Side Deck cards

Why it scores here

The deck reliably opens its Prank-Kids engine: 21 core copies make at least one core card likely in an opening hand, and three-copy starters give a consistent first turn. Its conversion depends on Link and Fusion summons out of the Extra Deck, so the score rests on the structure of those lines rather than on any recorded boards, of which there are none. Interaction is its strongest area, with 11 hand traps and about 9 removal or negation effects that can answer a first engine on either turn. The score is capped because the list is illegal in the OCG format: three Forbidden cards are run, and Ash Blossom, Maxx C and Called by the Grave exceed their copy limits. Popularity of the archetype did not earn points, and the card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 P(at least one core Prank-Kids card in an opening hand of 5) is about 0.98 and P(at least one searcher in 5) is about 0.58; three-copy starters each show 0.34 (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Nine singleton cards and 11 hand traps add dead-draw risk when the Prank-Kids core is missing; the proxy for no core in hand is about 0.02 (Inferred)
D3 Combo Conversion & Ceiling 48 Link and Fusion bosses reach 3000 ATK through Graveyard-fed summons, but no recorded boards exist to confirm the ceiling (Inferred)
D4 Combo Floor & Median Output 42 No recorded boards exist, so the typical output is estimated from card text alone and kept low (Provisional)
D5 Interruption Resilience & Route Redundancy 58 Ash Blossom, Effect Veiler, Infinite Impermanence and Nibiru give several answers to a single interruption, while Prank-Kids recursion adds a second line (Inferred)
D6 Resource Economy, Recovery & Grind 60 Graveyard recursion through Dodo-Doodle-Doo, Bow-Wow-Bark, Pranks and Pandemonium regenerates resources (Inferred from card text)
D7 End-Board & Interaction Quality 68 11 negation-text cards and 9 removal-text cards cover both the Main Phase and the opponent's turn (Inferred from card text)
D8 Going-Second & Board-Breaking Power 60 Hand traps and Nibiru can challenge an established board on the opponent's turn, but Called by the Grave is Forbidden and cannot be run (Inferred)
D9 Offensive Pressure & Closing Power 62 Battle Butler and Rip-Roarin-Roaster both reach 3000 ATK, and Link Monsters add direct pressure (Inferred from card text)
D10 Main Deck Efficiency & Flexibility 50 Only 56.4% of the Main Deck is exact Prank-Kids, and 24 copies are off-archetype or generic, which dilutes the engine (Verified count)
D11 Extra Deck Efficiency & Coverage 55 All 15 Extra Deck slots are used, with 10 Link and 4 Fusion monsters, and the Forbidden Link copies take slots that the legal cards cannot fill (Verified count)
D12 Side Deck Adaptability 10 The deck runs no Side Deck cards, so there is no post-side plan (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament context or dated metagame sample is supplied, so format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 50 Multi-step Link and Fusion lines, Graveyard-send triggers and hand-trap timing create many decision points (Inferred)

How the score was computed

Strategy profile: Combo primary with Stun secondary for hand-trap interaction; the Structural score is shown for theory only. Structural ≈ 55, Going First ≈ 55, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist exposure (-8); dependence_on_one_extra_card (-2). Final formula: Illegal list: theoretical structural score only (Combo profile, Structural about 55); the standard Final formula is withheld and the Final score is capped at 30 for the three Forbidden cards and copy-limit violations

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.98 · key two-card combo ≈ — · full-brick estimate ≈ 0.02 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • 21 core Prank-Kids cards make a live opening hand very likely
  • 11 hand traps and about 9 removal or negation effects cover both turns
  • Graveyard recursion gives several ways to rebuild after an interruption
  • Battle Butler and Rip-Roarin-Roaster give 3000-ATK closing threats

Weaknesses

  • Three Forbidden cards and three copy-limit violations make the list illegal
  • Only 56.4% of the Main Deck is exact archetype, so the engine is diluted
  • No Side Deck, so there is no post-side adaptation
  • No recorded boards, so the combo ceiling and median cannot be confirmed

Critical choke points

  • Prank-Kids Place and the Lampsies/Dropsies/Fansies/Rocksies starter set, whose removal would leave the deck without a first turn
  • The Forbidden Link 1 Meow-Meow-Mu, which the Prank-Kids Link lines depend on
Priority Remove Add Reason
1 Called by the Grave (2 copies), Triple Tactics Talent (1 copy), Prank-Kids Meow-Meow-Mu (3 copies in Extra Deck) Legal, non-Forbidden cards only These are Forbidden in OCG, so the list cannot be played as built
2 One copy of Ash Blossom & Joyous Spring and one copy of Maxx C Legal filler, or cards from the Side Deck once one is built Reduces Semi-Limited and Limited copy violations to the allowed limits
3 Off-archetype or generic copies (24 total) More exact Prank-Kids cards or Prank-Kids Link and Fusion monsters Raises the exact-archetype share and makes the engine more consistent
4 None A Side Deck of up to 15 legal cards No Side Deck cards are run, so the deck cannot adapt between games

Evidence & confidence

  • Verified: Legality status Illegal with five copy-limit violations, three of them Forbidden; Main Deck 40 and Extra Deck 15 meet the OCG size rules; Archetype purity is 56.4%, with 24 off-archetype copies; The deck runs no Side Deck cards; Extra Deck breakdown is 10 Link, 4 Fusion and 1 Xyz
  • Inferred: Opening-hand probability of at least one core Prank-Kids card is about 0.98; Interaction density from hand-trap and removal card text; Recursion and resource regeneration from card text; Going-second interaction strength from hand traps and Nibiru
  • Provisional: Median output and ceiling, because no recorded boards exist; Format fit, because no dated metagame or tournament sample exists
  • Data gaps: No recorded combos are supplied, so the median and ceiling are estimated from card text only No tournament link, so archetype meta-share and per-pilot results are absent No win-rate telemetry for going first, going second, matchups or brick rate; these are Inferred or Unknown Meta Power is provisional because no dated metagame sample is supplied The deck has no title and no guides are attached

More OCG Info

Prank-Kids

Prank-Kids Breakdown

 
 

 

 

 

 

 

 
 

 

 
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