Atlantean Deck #526131 — Yu-Gi-Oh! TCG
58 Main, 14 Extra, incl. Abyssrhine, the Atlantean Spirit x3, Artifact Lancea x3, Atlantean Dragoons x3. Created Jul 28, 2025 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 07/28/2025
Main Deck (58)
- Abyssrhine, the Atlantean Spirit x3
- Artifact Lancea x3
- Atlantean Dragoons x3
- Atlantean Heavy Infantry x1
- Barrier Statue of the Torrent x1
- Droll & Lock Bird x3
- Friller Rabca x1
- Mermail Abysspike x2
- Mermail Abyssteus x3
- Mermail Shadow Squad x3
- Moulinglacia the Elemental Lord x1
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x2
- Neptabyss, the Atlantean Prince x3
- Nibiru, the Primal Being x2
- Poseidra, the Storming Atlantean x3
- Silent Wobby x1
- Superancient Deepsea King Coelacanth x1
- Ash Blossom & Joyous Spring x3
- Deep Sea Minstrel x2
- Gluttonous Reptolphin Greethys x1
- Anti-Magic Arrows x3
- Called by the Grave x1
- Crossout Designator x1
- One for One x1
- Triple Tactics Talent x1
- Dominus Impulse x3
- Infinite Impermanence x3
Extra Deck (14)
- Haggard Lizardose x1
- Marincess Coral Anemone x1
- Mermail Abyssalacia x1
- Mermail King - Neptabyss x1
- Adamancipator Risen - Dragite x1
- Icejade Gymir Aegirine x1
- Trishula, Dragon of the Ice Barrier x1
- White Aura Monoceros x1
- Deep Sea Prima Donna x1
- Abysstrite, the Atlantean Spirit x1
- LeVirtue Dragon x1
- Mermail Abyssgaios x1
- Poseidra Abyss, the Atlantean Dragon Lord x2
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 55 |
| Going First | 55 |
| Going Second | 60 |
| Meta Power | provisional |
| Tournament Reliability | 50 |
- Primary strategy: Midrange
- Secondary strategies: Control
- Format: tcg
Legality
Main 58 / Extra 14 / Side 0 — status: Illegal. 8 violation(s).
Identity & game plan
- Win condition: Atlantean and Mermail monsters recurse through WATER-monster GY costs into Poseidra-line and Extra Deck boss monsters that attack through a hand-trap-protected board.; Direct-attack pressure from Atlantean Dragoons and Sea Serpent beaters once the opponent's interaction is spent.
- Turn 1 (going first): Open on an Atlantean or Mermail starter, use the WATER-GY recursion loop to set up one Extra Deck boss, and hold Ash Blossom or Droll for the opponent's first answer. Going first is weaker because the hand-trap density is only partly useful on the opponent's turn.
- Turn 2 (going second): Hold 2 to 3 hand traps (Ash Blossom, Dominus Impulse, Infinite Impermanence, Droll and Lock Bird, Artifact Lancea, Nibiru) to blank the opponent's first Special Summon or search chain, then rebuild through Neptabyss and Mermail Abyssteus recursion.
- Recovery: Recover from a disrupted board through Mermail Shadow Squad and Atlantean Dragoons GY effects, plus Mulcharmy draw effects when the hand is empty.
- After siding: Not evaluable: the deck runs no Side Deck, so there is no post-side plan. Best-of-3 play would require building one.
Why it scores here
The deck reliably opens an Atlantean or Mermail starter: the archetype core has about a 97% chance of at least one card in a 5-card opening hand (hypergeometric, Inferred), and the searchers and recursion effects keep the engine running after a single interruption. Its interaction density is high, with 14 hand traps and 13 negation-text cards, which makes the going-second hand strong on paper. Conversion, however, is only partly evidenced: there are no recorded boards, so the combo ceiling and median are text-only inference. The score is pulled down by the legality problem: 8 cards break the copy or banlist rules, including five Forbidden cards, so the deck is capped as a theoretical structural read. Popularity and archetype usage did not earn points, and no card scores were averaged into the deck score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 62 | P(at least one archetype-core card in a 5-card hand) ≈ 0.97; a starter is live on T1 in most hands; exact-name purity only 18% (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 58 | Hand-trap density (14 cards) gives about 0.83 chance of one going second, but many hands will be a hand trap with no starter; copy histogram is heavy at 3-of (Inferred) |
| D3 | Combo Conversion & Ceiling | 50 | No parseable boards; ceiling inferred from text: Poseidra Abyss, Abysstrite and Moulinglacia plus WATER recursion (Inferred, text-only) |
| D4 | Combo Floor & Median Output | 45 | No combo evidence, so median output is unknown; scored low for lack of evidence rather than proven weakness (Inferred, low confidence) |
| D5 | Interruption Resilience & Route Redundancy | 60 | Multiple independent starters, GY recursion and several hand traps give alternate routes after one disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 62 | Searcher text in 14 cards and GY-cost recursion (Abyssteus, Shadow Squad, Dragoons) regenerate resources (Inferred from card text) |
| D7 | End-Board & Interaction Quality | 66 | Interaction density is high: 16 removal-text and 13 negation-text cards; the deck runs the Forbidden Crossout Designator and Called by the Grave, which cannot stay (Inferred semantic read) |
| D8 | Going-Second & Board-Breaking Power | 64 | Going-second hand-trap coverage of about 0.83 is strong for disrupting a board; no going-second recorded split (Inferred) |
| D9 | Offensive Pressure & Closing Power | 60 | Boss monsters reach 2800 to 3000 ATK (Poseidra Abyss, Coelacanth, Nibiru), but direct-attack and closing text is limited (Verified stats, Inferred closing) |
| D10 | Main Deck Efficiency & Flexibility | 40 | 58 main cards with only 18% exact-name archetype purity and 59 off-archetype copies, plus 17 tech cards; coherence is weak (Verified composition) |
| D11 | Extra Deck Efficiency & Coverage | 55 | 14 Extra cards across Xyz, Synchro and Link, with Poseidra Abyss at 2 copies as the main boss; a reasonable spread (Verified composition) |
| D12 | Side Deck Adaptability | 10 | No Side Deck is listed, so there is no post-side construction to judge (Verified, no data) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link or dated meta sample; the archetype is a niche-to-mid theme; Provisional |
| D14 | Pilotability & Error Tolerance | 50 | Many decision points across hand traps, GY costs and chain timing; a high-skill deck to pilot (Inferred) |
How the score was computed
Strategy profile: Midrange primary, Control secondary (Midrange weights used; Control not blended into the numbers). Structural ≈ 55, Going First ≈ 55, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist_exposure (-5); engine_conflicts_low_purity (-2); no_side_deck (-2). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*55 + 0.20*50 - 9 = 45; Illegal-deck cap applied to 30 (theoretical/structural only). Meta provisional.
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.97 · 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
- Archetype core is almost always reachable in the opening hand (Inferred)
- High hand-trap and negation density gives strong going-second interaction (Inferred)
- Recursion through WATER GY costs keeps resources flowing after disruption (Inferred)
- Extra Deck has Xyz, Synchro and Link boss options, with 2800 to 3000 ATK threats (Verified stats)
Weaknesses
- Illegal list: copy limits broken on three cards and five Forbidden cards present (Verified)
- Weak archetype purity (18%), so the engine is conflicted across sub-archetypes (Verified composition)
- No Side Deck (Verified)
- No combo evidence, so conversion and median output rest on text inference (Inferred)
Critical choke points
- Forbidden Crossout Designator, Called by the Grave and Triple Tactics Talent are removed in any legal build, so their interaction slots must be rebuilt
- WATER-monster GY count is the Moulinglacia and Abysstrite enabler; losing the GY loop removes the boss line (Inferred)
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Barrier Statue of the Torrent, Called by the Grave, Triple Tactics Talent, Crossout Designator, Trishula | Legal interaction and an archetype-consistent replacement, such as an extra copy of Atlantean/Mermail starters or a legal hand trap | Makes the list legal so it can receive a normal score |
| 2 | One copy each of Ash Blossom & Joyous Spring and Dominus Impulse, and one copy of Droll & Lock Bird | Cards from the core engine (Mermail or Atlantean searchers) | Brings Semi-Limited and Limited cards within their legal copy counts |
| 3 | Off-archetype tech cards with low engine value | A small Side Deck of legal hand traps and matchup cards | Enables best-of-3 adaptability (D12) and raises purity |
Evidence & confidence
- Verified: Illegal status: 8 violations and 5 Forbidden cards in the main/extra deck; Main 58, Extra 14, Side 0 against the TCG size rules; Exact archetype purity 18.1%; Atlantean and Mermail core cards present with copy counts
- Inferred: Starter access about 0.97 from the hypergeometric estimate; Going-second hand-trap coverage about 0.83; Recursion-based resource regeneration from card text; Board-breaking and closing power from stats and text
- Provisional: Meta power (null); Matchup and format fit (D13 = 50)
- 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 are absent No win-rate telemetry exists in YGOVN for this deck No dated metagame sample, so Meta Power stays provisional Deck has no Side Deck, so post-side adaptability cannot be measured
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