Nemeses Deck #534085 — Yu-Gi-Oh! TCG
47 Main, 21 Extra, incl. Droll & Lock Bird x3, Girsu, the Orcust Mekk-Knight x3, Orcust Harp Horror x3. Created Aug 12, 2025 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 08/12/2025
Main Deck (47)
- Archnemeses Protos x1
- Droll & Lock Bird x3
- Fiendsmith Engraver x2
- Girsu, the Orcust Mekk-Knight x3
- Lacrima the Crimson Tears x1
- Mitsurugi no Mikoto, Aramasa x1
- Mitsurugi no Mikoto, Kusanagi x1
- Mitsurugi no Mikoto, Saji x1
- Nemeses Flag x1
- Nibiru, the Primal Being x2
- Night Sword Serpent x1
- Orcust Cymbal Skeleton x1
- Orcust Harp Horror x3
- Orcust Knightmare x1
- Ame no Habakiri no Mitsurugi x3
- Ame no Murakumo no Mitsurugi x1
- Futsu no Mitama no Mitsurugi x1
- Ash Blossom & Joyous Spring x3
- Called by the Grave x1
- Crossout Designator x1
- Fiendsmith's Sanct x1
- Mitsurugi Mirror x1
- Mitsurugi Prayers x3
- Mitsurugi Ritual x1
- Orcustrated Babel x1
- Pre-Preparation of Rites x3
- Triple Tactics Talent x1
- Infinite Impermanence x3
- Orcust Crescendo x1
Extra Deck (21)
- Fiendsmith's Desirae x1
- Necroquip Princess x1
- Dharc the Dark Charmer, Gloomy x1
- Dyna Mondo x1
- Enlilgirsu, the Orcust Mekk-Knight x1
- Fiendsmith's Agnumday x1
- Fiendsmith's Requiem x1
- Fiendsmith's Sequence x1
- Galatea-I, the Orcust Automaton x1
- Galatea, the Orcust Automaton x2
- I:P Masquerena x1
- Longirsu, the Orcust Orchestrator x1
- S:P Little Knight x1
- D/D/D Wave High King Caesar x1
- Dingirsu, the Orcust of the Evening Star x2
- Infernal Flame Banshee x1
- King of the Feral Imps x1
- Super Starslayer TY-PHON - Sky Crisis x1
- The Zombie Vampire x1
Couldn't load the deck
Deck — Deck Power Evaluation
Final Contextual Deck Power: 12/100 (±5 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 22 |
| Going First | 25 |
| Going Second | 20 |
| Meta Power | provisional |
| Tournament Reliability | 15 |
- Primary strategy: Control
- Secondary strategies: Hybrid Combo, Ritual
- Format: tcg
Legality
Main 47 / Extra 21 / Side 0 — status: Illegal. 5 violation(s).
Identity & game plan
- Win condition: Ritual Summoned Boss Monsters; Negation Control
- Turn 1 (going first): Search ritual monster, tribute for ritual summon, establish negation board
- Turn 2 (going second): Hand trap into disruption, attempt ritual summon if safe
- Recovery: Banish/gy effects to recycle resources
- After siding: Not applicable (0 side cards)
Why it scores here
This deck scores extremely low because it is structurally illegal (21-card extra deck, forbidden cards, copy-limit violations) and fundamentally broken as a system. It claims the "Nemeses" archetype but runs zero of its core cards, instead mixing Mitsurugi rituals, Orcust links, and Fiendsmith tech into a disjointed hybrid. Without staple draw engines like Pot of Desires or consistent starters, the ritual strategy bricks frequently, and the absence of parseable combo data confirms a lack of reliable conversion. While the hand-trap suite and negation density provide some interaction, the overall consistency, resource economy, and format alignment are severely compromised. Popularity metrics were ignored as the list deviates entirely from viable archetype standards.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 15 | P(searcher ≥1) ≈ 0.94, but core archetype absent; relies on fragmented ritual/search lines (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 20 | 11 hand traps + ritual overhead creates high brick risk against non-ritual opponents (Inferred) |
| D3 | Combo Conversion & Ceiling | 10 | No parseable combo data; ceiling limited by ritual tribute costs and missing filters (Inferred) |
| D4 | Combo Floor & Median Output | 15 | Median output drops sharply without Pot of Desires or consistent starters (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 40 | Strong hand-trap suite (Ash, Impermanence, Droll, CbG, XDesign, TTT) provides interruption resilience (Verified/Inferred) |
| D6 | Resource Economy, Recovery & Grind | 25 | Ritual dependency without draw/spread spells strains resource economy (Inferred) |
| D7 | End-Board & Interaction Quality | 45 | High negation density via Impermanence, Crescendo, Murakumo, and boss monsters yields moderate endboards (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 30 | Lacks dedicated board breakers (e.g., Twin Twisters absent); relies on single-target removal (Inferred) |
| D9 | Offensive Pressure & Closing Power | 25 | High-ATK targets exist but are difficult to consistently bring online (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 20 | 47-card main with excessive hand traps and ritual spam reduces efficiency (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 25 | 21-card extra deck exceeds format limits and contains disconnected flex slots (Verified) |
| D12 | Side Deck Adaptability | 0 | Zero side cards listed; post-side adaptability cannot be evaluated (Verified) |
| D13 | Matchup Coverage & Format Fit | 20 | Missing all standard core cards for the tagged archetype; format fit is provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 20 | Multi-engine hybrid with ritual requirements increases pilot complexity and error risk (Inferred) |
How the score was computed
Strategy profile: Balanced. Structural ≈ 22, Going First ≈ 25, Going Second ≈ 20, Meta = provisional, Tournament Reliability ≈ 15. Modifiers: Illegal Status & Copy Limit Violations (-4); Archetype Mismatch & Missing Core (-3); No Side Deck (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers
Probability & combo summary
- Opening a starter: P(≥1) ≈ — · 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
- Strong hand-trap suite (11 copies) for going-second disruption
- High negation density via traps and boss monsters
- Multiple ritual boss monsters with high ATK and protective effects
Weaknesses
- Illegal status: 21-card extra deck, forbidden cards, copy-limit violations
- Zero core cards for the tagged archetype; fragmented hybrid design
- Severe resource strain due to ritual requirements and lack of draw engines
- No side deck provided, eliminating post-side adaptability
- Absence of parseable combo data indicates unreliable board construction
Critical choke points
- Ritual Tribute Costs without Pot of Desires or consistent starters
- Missing archetype core forces reliance on disjointed search lines
- Extra deck bloat (21 cards) prevents focused play patterns
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Archnemeses Protos, King of the Feral Imps, 6 Extra Deck cards | Pot of Desires, archetype core cards, functional side deck | Restore legality, fix resource economy, and unify engine cohesion. |
Evidence & confidence
- Verified: Legality status: Illegal; Extra deck size: 21 > 15; Forbidden cards run: Archnemeses Protos, King of the Feral Imps; Core archetype presence: 0%; Side deck count: 0
- Inferred: P(searcher ≥1) ≈ 0.94; Hand trap density: 11 copies; Ritual resource strain without draw spells; Fragmented engine cohesion across Mitsurugi/Orcust/Fiendsmith
- Provisional: Matchup format fit; Meta Power
- 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
Couldn't load the combos





