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

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Apr 8, 2025
58± 5/ 100
Power Score
Structural 68
Reliability 55
Going First 75
Going Second 68

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
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

More TCG Info

Train

Train Breakdown

 
 

 

 

 

 

 

 
 

 

 
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