Ninjitsu Art Deck #51308 — Yu-Gi-Oh! TCG

54 Main, 15 Extra, incl. Mitsu the Insect Ninja x3, Ninja Grandmaster Hanzo x3, Tobari the Sky Ninja x3.

Created by: YGO Mod (20517634)

Created On: 02/23/2023

 
 


Official AI Deck Power Analysis
ToolboxConfidence: MediumEvaluated Oct 22, 2026
20± 8/ 100
Power Score
Structural 40
Reliability 30
Going First 38
Going Second 40

Deck — Deck Power Evaluation

Final Contextual Deck Power: 20/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 40
Going First 38
Going Second 40
Meta Power provisional
Tournament Reliability 30
  • Primary strategy: Toolbox
  • Secondary strategies: Midrange
  • Format: tcg

Legality

Main 54 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Ninja Extra Deck fusion, link and Xyz monsters (Meizen, Yaguramaru, Yellow Dragon Ninja, Saizo) reached through Ninja searchers and Ninjitsu Art summon effects; Hand-trap and negation exchanges followed by a single Extra Deck board
  • Turn 1 (going first): Open on Ninja Grandmaster Hanzo, Green Ninja or Iron Digger to search or summon a Ninja, then extend into a Fusion or Link monster if the line is live
  • Turn 2 (going second): Hold Ash Blossom, Infinite Impermanence or Evenly Matched in hand to stop the opponent's first starter, then rebuild through Ninja summons
  • Recovery: Use Ninjitsu Art of Dancing Leaves and Ninja summon effects to recover board presence from the GY
  • After siding: Not evaluable: the deck runs no Side Deck (Side Deck size 0), so there is no post-side plan

Why it scores here

The deck is scored as a system, not as an average of its card scores. Its archetype core is thin: only 6 of 25 usage-core Ninjitsu Art cards are present, and just 9 of 69 non-Extra copies carry the exact archetype name. Of the 54 Main Deck cards, 34 are level-0 spells and traps, and the list leans on 9 hand traps and 13 tech cards, which gives it real interaction but also a substantial brick risk. There are no recorded combos, so every conversion and ceiling claim is text-based and Inferred. Popularity and archetype usage were not counted toward the score. The list is Illegal under TCG rules (three Forbidden cards and two Semi-Limited cards over their limits), so the final score is capped at 20 and is a theoretical, structural-only read.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 Archetype core P(at least one in 5-card hand) ~0.79 across 14 copies, but only 6 of 25 usage-core cards are present; starter access is mixed (Inferred)
D2 Opening-Hand Quality & Brick Management 40 9 hand traps and 13 tech cards compete with 34 level-0 spells and traps for hand space; P(at least one hand trap in 6 cards going second) ~0.68 (Inferred)
D3 Combo Conversion & Ceiling 30 No parseable boards; ceiling is inferred from text only, where Meizen, Yaguramaru and Yellow Dragon Ninja give a Fusion and Link ceiling (Inferred)
D4 Combo Floor & Median Output 25 No recorded combos, so the median and floor are unknown and set low by default (Inferred)
D5 Interruption Resilience & Route Redundancy 45 Nine hand traps and two negation-text spells can answer a first disruption, but a second independent line is not evidenced (Inferred)
D6 Resource Economy, Recovery & Grind 40 Six searcher-text cards (Hanzo, Iron Digger, Reinforcement of the Army and others) and Ninja recursion provide some resource regrowth (Inferred)
D7 End-Board & Interaction Quality 50 Dimensional Barrier, Eradicator Epidemic Virus, Harpie's Feather Duster and Book of Moon give layered interaction, but Dimensional Barrier is Forbidden (Verified for banlist, Inferred for quality)
D8 Going-Second & Board-Breaking Power 45 Hand-trap and negation density is high going second, but no going-second board-breaking data exists (Inferred)
D9 Offensive Pressure & Closing Power 45 Extra Deck top-end (Yellow Dragon Ninja 3000 ATK, Meizen 2500, Yaguramaru 2000, Jioh 2300 on field) gives closing power, with one copy each of the highest-impact pieces (Verified stats, Inferred)
D10 Main Deck Efficiency & Flexibility 35 54 Main cards with 25 distinct names and a 13% exact archetype purity; 60 off-archetype copies lower coherence (Verified composition)
D11 Extra Deck Efficiency & Coverage 45 Extra Deck is 7 Fusion, 6 Link and 2 Xyz, with Bagooska and Cross-Sheep Forbidden and Ninja summon access only partly present (Verified composition)
D12 Side Deck Adaptability 15 No Side Deck is run, so there is no post-side adaptation (Verified)
D13 Matchup Coverage & Format Fit 35 No tournament link or dated metagame sample; matchup fit is Provisional and excluded from the structural weight
D14 Pilotability & Error Tolerance 40 Multiple Ninja summon chains and Extra Deck material rules create a moderate decision load (Inferred)

How the score was computed

Strategy profile: Toolbox (meta-neutral: D13 dropped and remaining weights renormalized over 95). Structural ≈ 40, Going First ≈ 38, Going Second ≈ 40, Meta = provisional, Tournament Reliability ≈ 30. Modifiers: banlist exposure (-6). Final formula: Uncapped: 0.80*Structural(40) + 0.20*TournamentReliability(30) + Modifiers(-6) = 32; Illegal-list cap applied, final 20 (theoretical/structural only). Meta Power provisional/null.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.79 · 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

  • Legal main and extra sizes (54 / 15 / 0)
  • Dense hand-trap and negation suite (9 hand traps, 12 negation-text cards)
  • Extra Deck carries high-ATK closers (Yellow Dragon Ninja 3000, Ultimate Great Insect 3000 slot is absent; Meizen 2500, Yaguramaru 2000)

Weaknesses

  • Illegal list: three Forbidden cards and two Semi-Limited cards over the copy limit
  • Only 6 of 25 usage-core Ninjitsu Art cards are present (24%)
  • Exact archetype purity 13%; 60 off-archetype copies
  • No Side Deck, so no post-side plan
  • No recorded combos to validate the engine

Critical choke points

  • Ash Blossom and the other hand traps are the only early interaction, so a single missed starter leaves the deck with no board
  • Ninja summon chains depend on a small number of searchers (Hanzo, Iron Digger)
Priority Remove Add Reason
1 Dimensional Barrier (x3), Cross-Sheep, Number 41: Bagooska Legal Ninja or Ninjitsu Art Extra Deck or interaction replacements Forbidden cards make the list Illegal; no structural score can be given until they are removed
2 one copy each of Ash Blossom & Joyous Spring and Pot of Extravagance Legal copies only (2 each) Both exceed their Semi-Limited limit of 2
3 Off-archetype tech cards that do not continue a Ninja line Additional Ninja core cards (Garura, Blade Armor Ninja, Ninja Grandmaster Saizo) if the format allows Raises archetype purity and the chance a starter leads into a real line (Inferred)

Evidence & confidence

  • Verified: Main 54 / Extra 15 / Side 0 is within TCG size rules; Dimensional Barrier, Cross-Sheep and Bagooska are Forbidden in TCG; Ash Blossom and Pot of Extravagance are over their Semi-Limited limit; Exact archetype purity is 13%; 14 copies of the usage-core set are present
  • Inferred: Starter access ~0.79 for the archetype core in a 5-card hand; Hand-trap brick and interaction estimates from text roles; Closing power from Extra Deck ATK/DEF values and text
  • Provisional: Meta Power is null; no dated metagame sample; Matchup fit (D13) is excluded from the structural weight
  • Data gaps: no combos supplied; combo floor, median and ceiling are text-only inference no tournament link; archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN Meta Power is Provisional unless a dated metagame sample is supplied no Side Deck, so post-side scoring is not possible

More TCG Info

Ninjitsu Art

Ninjitsu Art Breakdown

 
 

 

 

 

 

 

 
 

 

 
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