Atlantean Deck #528306 — Yu-Gi-Oh! TCG

57 Main, 15 Extra, incl. Abyssrhine, the Atlantean Spirit x3, Artifact Lancea x3, Atlantean Dragoons x3. Created Jul 31, 2025 by YGO Mod.

Deck Atlantean TCG

Created by: YGO Mod (20517634)

Created On: 07/31/2025

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 31, 2026
35± 10/ 100
Power Score
Structural 52
Reliability 46
Going First 58
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 52.4
Going First 58
Going Second 60
Meta Power provisional
Tournament Reliability 46
  • Primary strategy: Midrange
  • Secondary strategies: Control
  • Format: tcg

Legality

Main 57 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 6 violation(s).

Identity & game plan

  • Win condition: Atlantean and Mermail boards built from Level 7 WATER monsters that go into Xyz and Link payoffs (Abysstrite, Poseidra Abyss is absent, Mermail Abyssgaios is single-copy, Poseidra, Mermail Abyssleed) and close with 2500+ ATK attackers (Inferred from card text; no recorded boards); Direct attacks from Atlantean Dragoons and Level 3 or lower Sea Serpents, plus Moulinglacia Special Summon control swings (Inferred)
  • Turn 1 (going first): Open a starter such as Abyssrhine, Neptabyss or Mermail Abyssteus, search or summon a second WATER engine piece, then keep Ash Blossom, Infinite Impermanence or Ghost Ogre up for the opponent's first answer (Inferred)
  • Turn 2 (going second): Hold a six-card hand with hand traps (Ash Blossom, Droll & Lock Bird, Ghost Ogre & Snow Rabbit, Ghost Belle, Infinite Impermanence, Evenly Matched) to stop the opponent's first board, then rebuild through Atlantean GY recursion (Inferred)
  • Recovery: Recursion from the graveyard through Atlantean Dragoons, Mermail Shadow Squad and Atlantean Heavy Infantry, plus Mulcharmy Fuwalos draw when the hand is empty (Inferred from card text)
  • After siding: Not available: the deck has no Side Deck, so no post-side plan exists

Why it scores here

The deck is scored as a system, not as an average of its cards. Its archetype core (26 copies of Atlantean, Mermail and Abyss- names) gives a 0.96 chance of at least one core card in the opening five, and each 3-copy starter has about a 0.24 chance of appearing in that hand (Inferred), so the engine is reasonably accessible. Twenty hand traps and about 10 negation effects give it real interaction, especially going second (0.94 for at least one hand trap in six cards, Inferred). Graveyard recursion through Dragoons, Shadow Squad and Heavy Infantry supports recovery after an interruption. The list is held back by three Forbidden cards in the Main and Extra Decks, two over-limit copies, 18.1% exact-name archetype purity, and no Side Deck, so it cannot adapt after siding. No recorded boards, tournament record, or guides exist, so the floor, median, and ceiling are text-only inferences. Popularity of the archetype was not credited, and the Illegal status caps the final score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one of a 3-copy starter in 5 cards) = 0.24; archetype core group P(>=1 in opening 5) = 0.96; 26 core copies (Inferred)
D2 Opening-Hand Quality & Brick Management 48 20 hand traps, 22 tech cards and 10 negation-text cards compete for hand slots; 9 singletons; several dead-in-hand interaction cards (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards, so the ceiling rests on card text such as Poseidra and Abysstrite board-wide ATK effects (Inferred, text-only)
D4 Combo Floor & Median Output 40 No recorded boards; median output cannot be measured and is inferred from the Level 7 WATER and recursion engine (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Four or more negate or hand-trap answers (Ash Blossom, Infinite Impermanence, Ghost Ogre, Ghost Belle) plus GY recursion effects (Inferred)
D6 Resource Economy, Recovery & Grind 60 17 searcher-text cards and graveyard recursion from Atlantean and Mermail monsters; no float engine verified (Inferred)
D7 End-Board & Interaction Quality 65 Interaction breadth: Abysstrite and Abyssgaios negation effects, Droll & Lock Bird, Evenly Matched and Ghost Ogre; no floodgate (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 60 Going-second hand-trap coverage 0.94 in six cards plus Chaos Hunter and Droll interaction; no going-second recorded data (Inferred)
D9 Offensive Pressure & Closing Power 58 Swordsoul Chengying 3000 ATK, Poseidra 2800 ATK and direct-attack text from Atlantean Dragoons (Verified card stats, Inferred closing)
D10 Main Deck Efficiency & Flexibility 42 57 Main cards with 27 distinct names and 18.1% exact archetype purity; over-limit copies lower efficiency (Verified composition)
D11 Extra Deck Efficiency & Coverage 55 15 Extra slots with 8 Xyz, 5 Link and 2 Synchro, including one Forbidden Synchro (Trishula) that is not legal (Verified)
D12 Side Deck Adaptability 10 Zero Side Deck cards, so there is no post-side plan at all (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link and no archetype meta-share in the export, so format fit is Provisional and needs a dated meta sample
D14 Pilotability & Error Tolerance 45 Many hand-trap timing decisions and chained GY recursion; moderate step count (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 52.4, Going First ≈ 58, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 46. Modifiers: banlist exposure (-8); no side deck (-4). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*52.4 + 0.20*46 - 12 = 39; Illegal cap applied (legality status Illegal), final set to 35 (theoretical/structural-only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.24 · 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 (26 copies) gives a high chance of a live engine opening
  • Twenty hand traps and about 10 negate effects provide layered interaction, especially going second
  • Graveyard recursion through Atlantean and Mermail monsters supports recovery after disruption
  • Extra Deck covers Xyz, Link and Synchro payoffs with several distinct boss monsters

Weaknesses

  • Illegal list: three Forbidden cards and two over-limit copies
  • No Side Deck, so no post-side plan and no matchup adaptability
  • Low exact-name purity (18.1%) with many splash and staple cards dilutes the engine
  • Hand-trap-heavy hands risk dead cards when no starter is present

Critical choke points

  • Forbidden Called by the Grave and Triple Tactics Talent cannot be legally played in TCG
  • The Level 7 WATER starter line depends on a small number of multi-copy engine pieces
  • Hand traps are dead when the opponent does not activate effects
Priority Remove Add Reason
1 Called by the Grave, Triple Tactics Talent, Trishula, Dragon of the Ice Barrier Legal TCG replacements from the Atlantean core (for example additional Abyss- or Mermail staples within the banlist) Required for legality; the deck cannot be scored as a normal legal list until these leave
2 One copy each of Droll & Lock Bird and Ash Blossom & Joyous Spring Legal copy-limit counts (Droll 1, Ash 2) Brings copy-limit violations to zero
3 A few non-engine tech cards A 3 to 5 card Side Deck with Mermail or Atlantean hand traps and a floodgate-style card Gives the deck a post-side plan, which it currently lacks entirely

Evidence & confidence

  • Verified: Main 57, Extra 15, Side 0 are inside the TCG size rules; Called by the Grave, Triple Tactics Talent and Trishula are Forbidden in TCG (BanList); Ash Blossom & Joyous Spring (3 copies, 2 legal) and Droll & Lock Bird (3 copies, 1 legal) exceed copy limits; Zero Side Deck cards; 18.1% exact-name archetype purity; 26 archetype-core copies
  • Inferred: Starter accessibility from hypergeometric odds (0.24 per 3-copy card, 0.96 for the core group); Hand-trap coverage 0.94 going second; Interaction and recursion breadth from card text; Going-first and going-second plans from card text
  • Provisional: Format fit and matchup coverage (no tournament link or dated meta sample); Floor and median output (no recorded boards)
  • 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 (going-first/second, matchup, brick and starter rates) exists in YGOVN Meta Power is Provisional because no dated metagame sample was supplied No guides for the archetype and no title on the deck

More TCG Info

Atlantean

Atlantean Breakdown

 
 

 

 

 

 

 

 
 

 

 
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