Train Deck #460213 — Yu-Gi-Oh! TCG
40 Main, 15 Extra, incl. Ancient Gear Statue x3, Ancient Gear Wyvern x3, Ash Blossom & Joyous Spring x3.
Created by: YGO Mod (20517634)
Created On: 04/08/2025
Main Deck (40)
- Ancient Gear Commander x1
- Ancient Gear Dark Golem x2
- Ancient Gear Frame x1
- Ancient Gear Statue x3
- Ancient Gear Tanker x1
- Ancient Gear Wyvern x3
- Gizmek Taniguku, the Immobile Intellect x1
- Ash Blossom & Joyous Spring x3
- Ancient Gear Advance x3
- Ancient Gear Catapult x1
- Ancient Gear Fortress x3
- Ancient Gear Fusion x1
- Forbidden Droplet x3
- Geartown x1
- Lightning Storm x2
- Triple Tactics Talent x1
- Triple Tactics Thrust x3
- Ultimate Slayer x3
- Urgent Schedule x3
- Ancient Gear Duel x1
Extra Deck (15)
- Ancient Gear Megaton Golem x1
- Chaos Ancient Gear Giant x2
- Ultimate Ancient Gear Golem x1
- Accesscode Talker x1
- Ancient Gear Ballista x1
- I:P Masquerena x1
- Knightmare Unicorn x1
- Qliphort Genius x1
- S:P Little Knight x1
- Golden Cloud Beast - Malong x1
- Mereologic Aggregator x1
- Number 41: Bagooska the Terribly Tired Tapir x1
- Number 60: Dugares the Timeless x1
- Super Starslayer TY-PHON - Sky Crisis x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 58/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 68 |
| Going First | 75 |
| Going Second | 68 |
| Meta Power | provisional |
| Tournament Reliability | 55 |
- Primary strategy: Midrange
- Secondary strategies: Control, Stun
- Format: tcg
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Boss monster assault with protection; Resource attrition via GY recursion
- Turn 1 (going first): Establish Ancient Gear board with Fortress/Dark Golem protection, set backrow, summon fusion/link bosses
- Turn 2 (going second): Use Urgent Schedule + hand traps to stabilize, then break board with Ballista/Tanker
- Recovery: Recycle destroyed monsters via Tanker, Catapult, and UAGG to rebuild resources
- After siding: No side deck provided; forced to rely on main deck tuning
Why it scores here
This deck operates as a resilient Ancient Gear midrange system rather than a pure Train archetype, leveraging heavy spell/trap coverage and robust GY recursion to control the pace. Its strength lies in durable end-boards protected by Fortress and Duel, paired with high-ATK fusion bosses that close out games quickly. However, the complete absence of a side deck severely cripples adaptability across matches, and the lack of parseable combo data forces reliance on structural inference. Popularity metrics do not inflate this score; the evaluation reflects the actual mechanical cohesion, brick risk, and turn-order balance of this specific list.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 75 | P(≥1 searcher in hand 5) ≈ 0.92; strong bootstrap via Ancient Gear/Wyvern/Advance (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 70 | 24 Spells/Traps vs 16 Monsters creates a functional opening but risks brick if draw order mismatches (Inferred) |
| D3 | Combo Conversion & Ceiling | 65 | Best-line inference shows Fortress + Golem chain yielding 4+ monster board with negation/protection (Inferred) |
| D4 | Combo Floor & Median Output | 68 | Median output typically establishes 2-3 monsters plus a protective Spell/Trap wall (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 72 | Independent lines via Statue, Dark Golem, and Commander ensure recovery after initial disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 74 | Strong GY recursion (Tanker, Catapult, UAGG) maintains resource advantage through grind phases (Inferred) |
| D7 | End-Board & Interaction Quality | 76 | End-board layers Fortress protection, Ballista/Tanker removal, and hand traps create durable interaction (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 65 | Going-second relies on Urgent Schedule and removal spells; lacks dedicated board-breakers beyond Ballista (Inferred) |
| D9 | Offensive Pressure & Closing Power | 78 | Boss monsters (UAGG, Chaos Giant, Megaton Golem) deliver massive piercing/direct damage potential (Verified) |
| D10 | Main Deck Efficiency & Flexibility | 70 | 40-card main with 24 Spells/Traps is compact for its archetype but skews heavy on backrow (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 72 | 15-slot extra deck covers Fusion, Link, XYZ, and Synchro roles efficiently without dead weight (Inferred) |
| D12 | Side Deck Adaptability | 10 | Side deck count is 0, completely eliminating post-match adaptability and forcing reliance on pre-side tuning (Verified) |
| D13 | Matchup Coverage & Format Fit | 55 | No dated metagame sample available; archetype share absent, making format fit provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 68 | Moderate decision complexity regarding tribute costs and spell timing reduces error tolerance slightly (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 68, Going First ≈ 75, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: Zero side deck (-5); Deviant archetype composition (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.64 · key two-card combo ≈ — · full-brick estimate ≈ 0.36 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Durable board protection via Fortress and Duel
- Strong GY recursion maintaining resource advantage
- High-ATK fusion bosses deliver closing power
- Heavy spell/trap coverage enables flexible interaction
Weaknesses
- Complete absence of a side deck limits adaptability
- Lacks dedicated board-breakers beyond Ballista/Tanker
- Skewed toward Ancient Gear over Train archetype reduces synergy
- No parseable combo data requires structural inference
Critical choke points
- Opening hand must contain at least one Ancient Gear searcher or starter to avoid brick
- Tribute costs for Golem summons can stall early turns
- Dependence on Fortress/Duel setup leaves early game vulnerable to immediate disruption
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Multiple generic tech cards | Side deck cards (e.g., Effect Veiler, Crossout Designator) | A 0-card side deck prevents adapting to diverse matchups and significantly lowers tournament reliability. |
Evidence & confidence
- Verified: Legality check passed; Card text confirms Fortress protection and Golem recursion; Side deck count is 0
- Inferred: Consistency estimates from hypergeometric probabilities; Combo floor/median/ceiling derived from card interactions; End-board durability and interaction quality assessed structurally
- Provisional: Matchup format fit without dated metagame 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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