Prank-Kids Deck #486207 — Yu-Gi-Oh! OCG

48 Main, 15 Extra, incl. King of the Swamp x3, Prank-Kids Dropsies x3, Prank-Kids Fansies x3.

Created by: YGO Mod (20517634)

Created On: 05/13/2025

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Nov 9, 2026
30± 8/ 100
Power Score
Structural 51
Reliability 40
Going First 50
Going Second 48

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 51
Going First 50
Going Second 48
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Toolbox
  • Format: ocg

Legality

Main 48 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Link and Fusion Summon Prank-Kids boss monsters (Battle Butler, Rip-Roarin-Roaster) from a Place/Plan-driven engine, then close with 3000 ATK bodies; Recursion of Prank-Kids monsters from the Graveyard through Link and Fusion material effects to rebuild the board
  • Turn 1 (going first): Open with a Prank-Kids starter and a searcher (Prank-Kids Place, Prank-Kids Pandemonium, Dropsies or Lampsies), then Link or Fusion Summon a boss using Prank-Kids material
  • Turn 2 (going second): Use the hand traps (Ash Blossom, Infinite Impermanence) to stop the opponent's first play, then rebuild the engine through the Graveyard recursion effects
  • Recovery: Recover from a disrupted opening by searching again with the Prank-Kids searchers and re-summoning from the Graveyard through the material-triggered effects
  • After siding: No Side Deck is registered, so there is no post-side plan to evaluate

Why it scores here

The Prank-Kids core is dense: 30 of 48 Main Deck cards are Prank-Kids-named, so an opening hand almost always contains a playable starter (about 99.5% by the core-group estimate, Inferred). The engine converts into 3000 ATK Link and Fusion bosses, and the searchers give the deck a 0.81 chance of finding a searcher in the opening five (Inferred). The list is weakened by 31 off-archetype copies (Adventurer, Roid, generic staples) and by no recorded boards, so the conversion and median output scores rest on card text alone. Interaction is real, with six hand traps and eight negation effects, but the deck cannot be legally played as built. The score is capped at 30 because the list is Illegal: three Ash Blossom copies exceed the OCG limit and Called by the Grave is Forbidden. The score was not raised by Prank-Kids being a popular archetype, and card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 P(at least one Polymerization in 5) about 0.29 with 3 copies; Prank-Kids core present in 30 of 48 cards, opening-hand access about 0.995 (Inferred)
D2 Opening-Hand Quality & Brick Management 45 22 spell and trap cards and several non-Link monsters that only function as material; 31 off-archetype copies create some conflicting or dead draws (Inferred)
D3 Combo Conversion & Ceiling 50 Ceiling read from card text only: a Link or Fusion boss with 3000 ATK plus material recursion; no recorded boards exist (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so the typical output is unknown; the Fusion-dependent starters create a likely median below the ceiling (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Six hand traps, multiple Prank-Kids searchers and Graveyard recursion provide some independent routes after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 50 Recursion and search text in the Graveyard and Deck regenerate resources, but the deck has no recorded resource data (Inferred)
D7 End-Board & Interaction Quality 55 Eight negation texts and six hand traps, but one negation card is Forbidden and cannot be used (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 55 Hand traps have about 0.57 chance of one in a six-card going-second hand (Inferred); board-breaking is limited to Battle Butler's destruction effect (Verified text)
D9 Offensive Pressure & Closing Power 60 3000 ATK on Battle Butler and Rip-Roarin-Roaster gives the deck a strong closing threat (Verified stat from card text)
D10 Main Deck Efficiency & Flexibility 40 48 Main Deck cards with 20 distinct names and six single-copy tech cards; compactness is moderate and the illegal copy counts are not compact (Inferred)
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck cards split into 9 Link, 5 Fusion and 1 Xyz, all mostly Prank-Kids; flexible but heavy on Link and Fusion materials (Verified composition)
D12 Side Deck Adaptability 10 No Side Deck cards are registered, so post-side adaptability cannot be measured (Verified composition, scored low)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated metagame sample; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Link and Fusion lines and many decision points on each turn raise the pilot skill requirement (Inferred)

How the score was computed

Strategy profile: Combo primary, Midrange secondary (approximately 80/20 by intent; used the Combo profile as written). Structural ≈ 51, Going First ≈ 50, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-10). Final formula: Uncapped: 0.80*51 + 0.20*40 + modifiers(-10) = 39. Illegal list, so capped at 30 as theoretical/structural-only. Meta Power provisional (null).

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.29 · 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 archetype core gives reliable access to starters
  • Two 3000 ATK bosses and Link and Fusion recursion give closing power
  • Six hand traps and multiple searchers give interaction and redundancy

Weaknesses

  • Illegal list: three Ash Blossom copies and one Forbidden card
  • No Side Deck, so no post-side adaptability
  • 31 off-archetype copies dilute the engine and create dead draws

Critical choke points

  • Fusion Summon Prank-Kids Battle Butler depends on Polymerization and Pandemonium access, which is about 0.29 in a five-card hand for each copy count
  • Link Summon lines depend on Prank-Kids material on the field
Priority Remove Add Reason
1 1 copy of Called by the Grave (Forbidden in OCG) A legal OCG card with the same role A Forbidden card makes the list illegal; no legal copy can be run
2 1 copy of Ash Blossom & Joyous Spring Any legal Prank-Kids support card Three copies exceed the OCG Semi-Limited limit of 2
3 Off-archetype Adventurer or Roid cards with low synergy A Side Deck of 15 cards Registering a Side Deck gives post-side adaptability and reduces dead draws

Evidence & confidence

  • Verified: Deck is Illegal: Ash Blossom over copy limit (3 vs 2) and Called by the Grave Forbidden; Main Deck 48 cards and Extra Deck 15 cards are within OCG size rules; No Side Deck registered; no combo records; no tournament link
  • Observed: No recorded boards exist for this deck
  • Inferred: Hypergeometric starter and searcher estimates; Hand-trap and negation quality from card text; Recursion-based recovery from card text
  • Provisional: Meta Power and matchup fit: no dated metagame sample
  • Data gaps: No recorded boards or combos for this deck No tournament link, so no archetype meta share or pilot record No Side Deck cards registered No win-rate telemetry exists in YGOVN

More OCG Info

Prank-Kids

Prank-Kids Breakdown

 
 

 

 

 

 

 

 
 

 

 
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