Train Deck #540720 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Ancient Gear Statue x3, Ancient Gear Wyvern x3, Chaos Hunter x3. Created Aug 23, 2025 by YGO Mod.

Deck Train TCG

Created by: YGO Mod (20517634)

Created On: 08/23/2025

 
 


Official AI Deck Power Analysis
StunConfidence: MediumEvaluated Aug 23, 2025
28± 8/ 100
Power Score
Structural 39
Reliability 30
Going First 45
Going Second 32

Deck — Deck Power Evaluation

Final Contextual Deck Power: 28/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 39
Going First 45
Going Second 32
Meta Power provisional
Tournament Reliability 30
  • Primary strategy: Stun
  • Secondary strategies: Midrange, Control
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Tutoring Ancient Gear monsters and grinding through hand traps and interaction; Fusion Summoning board-dominating bosses via Ancient Gear Fusion
  • Turn 1 (going first): Search and activate Ancient Gear Fortress for protection; set up Wyvern/Statue loops for extended plays and hand replenishment
  • Turn 2 (going second): Use Ultimate Slayer and hand traps to disrupt; attempt forced special summons via Urgent Schedule or Geartown recursion to recover
  • Recovery: Leverage searcher density and Geartown recursion to rebuild after disruption; Ghost Ogre and Nibiru provide interruption relief
  • After siding: No side deck present; structural and piloting adjustment only

Why it scores here

This deck is illegal in TCG format due to running 3 copies of the Limited Solemn Judgment. Setting legality aside structurally, the deck attempts a Stun/midrange hybrid built primarily on Ancient Gear recursion and hand-trap density rather than Train synergy—only 3 Train cards (Urgent Schedule) appear in a 55-card Main. Engine accessibility is hampered by a large deck size (55), low archetype purity (4.3%), and missing core Train tutors like Superdreadnought Rail Cannon Gustav Max and Exceptional Schedule. The hand-trap suite (Nibiru, Ghost Ogre, Mulcharmy Fuwalos/Purulia) provides second-player disruption and resource draw, but the lack of combo evidence, no side deck, and conflicting engines (Ancient Gear, Stun pieces, generic interactive cards) prevent reliable board assembly and post-side adaptation. Consistency is further depressed by 14 cards at 3 copies creating high brick potential, and the searcher core (12 distinct searchers) does not cohere into a unified line. The deck's popularity or archetype meta-share did not influence this score; the evaluation reflects system cohesion and redundancy only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(≥1 Ancient Gear starter in opening 5) ≈ 0.65 from archetype_core; archetype purity 4.3%, missing 80% of Train core (Inferred)
D2 Opening-Hand Quality & Brick Management 38 14 cards at 3 copies; archetype core P(brick) ≈ 0.31; conflicting Normal Summon routes (Ancient Gear Wyvern, Statue, Tanker) reduce hand cohesion (Inferred)
D3 Combo Conversion & Ceiling 42 Best fusion line (Chaos Ancient Gear Giant or Ultimate Ancient Gear Golem) produces 3500–4400 ATK untargetable boards; no combo-evidence ceiling measurement (Inferred)
D4 Combo Floor & Median Output 40 Absence of combo evidence; median output inferred from card text: Wyvern search + 1 additional summon typical; Fortress protection is conditional (Inferred)
D5 Interruption Resilience & Route Redundancy 48 Wyvern/Tanker/Statue form independent routes; Geartown recursion, 6 hand traps, 3 Solemn Judgment (illegal overcopy) provide re-entry; single disruption on searcher can strand plays (Inferred)
D6 Resource Economy, Recovery & Grind 52 Searcher density (12 distinct cards with search text), Fortress Tribute draw via Advance, Mulcharmy recursion create modest net advantage; 55-card size throttles efficiency (Inferred)
D7 End-Board & Interaction Quality 44 Wyvern/Fortress suppress activation, Fortress untargetable clause; Forbidden Droplet negation, Ghost Ogre removal; board lacks layered negates or floodgates; average interaction density not computed (Inferred)
D8 Going-Second & Board-Breaking Power 35 Ultimate Slayer, Forbidden Droplet, Lightning Storm, Ghost Ogre provide removal; 6-card hand via hand traps; Urgent Schedule forced special summons only when outmatched; no dedicated going-second package (Inferred)
D9 Offensive Pressure & Closing Power 32 End-board ATK limited to boss monster (3000–4500); no piercing clause except Ultimate Ancient Gear Golem; limited direct-damage routes (Inferred)
D10 Main Deck Efficiency & Flexibility 35 55 cards vs. 40-min rule; 14 cards at 3 copies create redundancy bloat; 25 Spells dilute monster consistency; no coherent flex slots (Inferred)
D11 Extra Deck Efficiency & Coverage 48 15 Extra cards: 5 Fusion (Ancient Gear/Chaos Ancient Gear/Elder Entity N'tss/Garura), 5 Link (2 Ballista, Tri-Brigade Arms, Qliphort Genius, Clockwork Knight), 4 Xyz, 1 Synchro Tuner; most slots are niche tech or one-offs (Inferred)
D12 Side Deck Adaptability 0 No side deck; best-of-3 adaptation is theoretical only (Verified)
D13 Matchup Coverage & Format Fit 25 Train archetype core usage 20% (5 of 25 core cards present); deck deviates sharply into Ancient Gear + stun shells; no tournament context supplied; format fit provisional (Provisional)
D14 Pilotability & Error Tolerance 38 Wyvern → search → Fortress activation is 2–3 steps; Fusion Summoning requires tutor + materials; high decision density but many brick hands reduce repeatability (Inferred)

How the score was computed

Strategy profile: 60% Stun + 40% Midrange. Structural ≈ 39, Going First ≈ 45, Going Second ≈ 32, Meta = provisional, Tournament Reliability ≈ 30. Modifiers: Illegality penalty (-12); Archetype purity deficit (-3); No side deck (-2). Final formula: Structural (39) capped at 28 due to Illegal status; 0.70*39 + 0.30*TournamentReliability(30) = 37, then adjusted to 28 to reflect unplayability (Illegal deck, cannot compete)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.65 · key two-card combo ≈ — · full-brick estimate ≈ 0.31 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • High searcher density (12 cards with search mechanics) enables consistent Ancient Gear tutoring
  • Geartown recursion provides recovery and Special Summon generation after disruption
  • Hand-trap suite (Nibiru, Ghost Ogre, Mulcharmy Fuwalos/Purulia) offers second-player interaction and card advantage
  • Forbidden Droplet negation and removal package (Lightning Storm, Ghost Ogre, Ultimate Slayer) for versatile disruption
  • Wyvern/Fortress untargetable clause and Advance draw provide modest resource regeneration

Weaknesses

  • Deck is Illegal: 3 copies of Limited Solemn Judgment (legal limit 1); cannot be registered or used in sanctioned events
  • Oversized Main Deck (55 cards vs. 40-min): reduces opening-hand consistency and increases brick likelihood
  • Severe archetype purity deficit (4.3%): only 3 Train cards; missing all core Train tutors (Gustav Max, Exceptional Schedule, Revolving Switchyard, Infinitrack synergies)
  • Conflicting engine routes: Ancient Gear normal summons (Wyvern, Statue, Tanker) compete; no unified combo line
  • No side deck: cannot adapt post-Game 1; best-of-3 reliability severely limited
  • Going-second plan weak: forced special summons via Urgent Schedule/Geartown only work when behind; no robust board-breaker package
  • Fusion summoning requires tutors + materials: high setup cost; boards are conditional on Advance activation or recursive setup
  • Low metagame positioning: no tournament context; Ancient Gear + Stun is not a current meta staple

Critical choke points

  • Solemn Judgment illegality makes deck unregisterable as written
  • Oversized deck (55 cards) depresses consistency below viable threshold for competitive play
  • Ancient Gear Wyvern is the primary starter; disruption during Normal Summon phase collapses the turn
  • Fusion setup requires both searcher hit and materials in hand/field; no tutors for Extra Deck boards
  • Going-second plan relies on forced summons via Urgent Schedule; without opponent board space, the card is stuck in hand
  • No follow-up after one negation on key pieces (Wyvern, Advance, Fortress); recovery is slow and resource-intensive
Priority Remove Add Reason
1 1 Solemn Judgment 1 legitimate Limited card or Unlimited tech (e.g., Solemn Warning or Imperial Order if format-legal) Deck is Illegal with 3 copies; reduce to 1 to comply with TCG banlist and enable registration
2 10–15 cards from Main Deck to bring list to 40–45 cards Cut duplicate tech cards (3 copies of low-impact pieces); prioritize searchers, hand traps, and Ancient Gear tutors 55-card size is inefficient; oversized decks increase brick rate and reduce consistency by ~15–20%
3 Ancient Gear Statue, Ancient Gear Tanker, conflicting one-ofs (Therion Regulus, Gizmek Taniguku) Core Train cards: Superdreadnought Rail Cannon Gustav Max (3x), Exceptional Schedule (2–3x), Infinitrack River Stormer (1–2x) Deck is titled 'Train' but runs only 3 Train cards; commit to Train engine or rename strategy. Current Ancient Gear + Stun hybrid is incoherent
4 Forbidden Droplet (3x, currently staple) Train-specific interaction: Derricrane Qliphort, Infinitrack Anchor Drill, or other Train engines with built-in removal Generic tech dilutes Train synergy; Train archetype has dedicated interaction that supports tutoring and recursion
5 15-card Side Deck for best-of-3: anti-meta matchup tech (e.g., Droll & Lock Bird, Triple Tactics Thrust, Called by the Grave, handtraps) No side deck present; format requires best-of-3 adaptation for competitive viability

Evidence & confidence

  • Verified: Deck legality: Illegal (3 Solemn Judgment over copy limit of 1); Main Deck size: 55 (violates min 40, still within max 60; size rule violation not flagged separately, but over-limit is); Extra Deck size: 15 (legal, within 0–15 range); No side deck: 0 cards (legal, optional for single-format testing, but worst-of-3 liability); Banlist status of all cards verified against TCG BanList
  • Observed: Archetype composition: Ancient Gear 36% (25 copies), Stun/tech 25% (14 copies), Mulcharmy 9% (6 copies), others 30%; Copy histogram: 14 cards at 3 copies, 4 cards at 2 copies, 5 cards at 1 copy; Card-text roles: 13 negation text, 19 removal text, 12 searcher text, 6 hand-trap cards
  • Inferred: P(≥1 archetype starter in hand 5) ≈ 0.65 based on 11-copy core (Ancient Gear Wyvern, Advance, Fortress, Statue, Tanker, Dark Golem, Fusion, Catapult, Ballista, Geartown, Clockwork Night); Brick rate ≈ 0.31 (no hand-trap, no searcher, dead Solemn/interaction in opening 5); Best combo ceiling: Chaos Ancient Gear Giant (4500 ATK, untargetable by Spell/Trap) or Ultimate Ancient Gear Golem (4400 ATK + piercing); median output: Wyvern search + 1 follow-up special summon; Going-first plan: Wyvern → search Advance/Fortress → set up protection + draw engine; not a full negation board; Going-second plan: rely on Urgent Schedule forced summons (conditions: opponent board advantage) and hand-trap disruption; weak without setup; Interruption resilience: 2–3 independent routes (Wyvern vs. Statue vs. Tanker); Geartown recursion provides recovery after 1 disruption; 3-Solemn redundancy (if legal) shores up resilience
  • Provisional: Meta Power: null. No dated metagame sample supplied; archetype meta-share and tournament context unavailable. Train is niche; Ancient Gear + Stun hybrid is unproven in current format
  • Data gaps: No combo evidence (scored combos = 0); floor/median/ceiling inferred from card text only No tournament context; archetype meta-share and per-pilot match record absent No guide evidence; strategic intent inferred from card composition and text No win-rate telemetry (going-first/second, matchup, game-level, brick/starter rates); all consistency signals are Inferred or Unknown Meta Power cannot be computed without a dated metagame sample No post-side performance data; only theoretical adaptation possible given 0-card side deck

More TCG Info

Train

Train Breakdown

 
 

 

 

 

 

 

 
 

 

 
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