Runick (Mysterune) Deck #558124 — Yu-Gi-Oh! TCG
56 Main, 15 Extra, incl. Fantastical Dragon Phantazmay x3, K9-17 Izuna x3, K9-66a Jokul x3. Created Sep 18, 2025 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 09/18/2025
Main Deck (56)
- Beat, Bladesman Fur Hire x1
- Donpa, Marksman Fur Hire x1
- Fantastical Dragon Phantazmay x3
- K9-17 Izuna x3
- K9-66a Jokul x3
- K9-66b Lantern x1
- K9-ØØ Lupis x1
- Mulcharmy Fuwalos x3
- Nibiru, the Primal Being x3
- Rafale, Champion Fur Hire x1
- Rex, Freight Fur Hire x3
- Rex, Ride Fur Hire x3
- "A Case for K9" x1
- Dark Ruler No More x3
- Fandora, the Flying Fighting Furtress x1
- Fossil Dig x3
- K9-X Forced Release x1
- Rookie Fur Hire x1
- Runick Destruction x3
- Runick Flashing Fire x3
- Runick Fountain x2
- Runick Freezing Curses x3
- Runick Slumber x3
- Runick Tip x3
- Evenly Matched x3
Extra Deck (15)
- Geri the Runick Fangs x1
- Hugin the Runick Wings x2
- Munin the Runick Wings x1
- Donner, Dagger Fur Hire x1
- Folgo, Justice Fur Hire x2
- I:P Masquerena x1
- Keel, Shipwright Fur Hire x1
- CXyz N.As.Ch. Knight x1
- K9-17 "Ripper" x1
- K9-X "Werewolf" x1
- N.As.H. Knight x1
- Number C104: Umbral Horror Masquerade x1
- Super Starslayer TY-PHON - Sky Crisis x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 35/100 (±5 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 48 |
| Going First | 45 |
| Going Second | 55 |
| Meta Power | provisional |
| Tournament Reliability | 45 |
- Primary strategy: Control
- Secondary strategies: Midrange
- Format: tcg
Legality
Main 56 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).
Identity & game plan
- Win condition: Runick board control via Quick-Play spells that negate and summon Runick Extra Deck monsters, then press with high‑ATK bosses; Hand‑trap disruption and token generation (e.g., Nibiru) to cripple opponent fields
- Turn 1 (going first): Open with Runick Freezing Curses or Runick Tip to negate a monster and summon a Runick boss, then set up hand‑traps and draw engines
- Turn 2 (going second): Use hand‑traps such as Evenly Matched, Nibiru, or Dark Ruler No More to reset the board, then follow with Runick Flashing Fire to summon a boss and apply banish effects
- Recovery: Runick Fountain draws, Mulcharmy Fuwalos draws on opponent special summons, and Runick Slumber for protection and extra draws
- After siding: No side deck; the plan relies on the main‑deck's built‑in resilience and hand‑trap versatility
Why it scores here
The deck reliably opens with a Runick Quick‑Play spell that both negates a monster and summons a powerful Runick boss, giving a solid start (high engine accessibility). Hand‑traps and draw engines provide decent interruption resilience and resource recovery, but the abundance of three‑copy staples creates a notable brick risk, reducing overall consistency. Interaction density is moderate thanks to many removal and banish effects, yet the lack of recorded combo lines and an oversized, off‑archetype main deck limits closing power and pilotability. Because the list exceeds the limited copy of K9‑66a Jokul, it is illegal, which further penalises its practical score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 70 | Archetype core group (20 copies) opens at least one card 90.13% of the time → high starter reliability (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 45 | Copy histogram shows 15 cards with 3 copies, creating a high garnet/brick potential (Inferred) |
| D3 | Combo Conversion & Ceiling | 40 | No parsed combo boards; ceiling inferred from card effects only (Inferred) |
| D4 | Combo Floor & Median Output | 35 | No median data; floor inferred as modest due to hand‑trap reliance (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 55 | Hand‑trap count 6 and 10 negation‑text cards give redundancy against disruption (Observed) |
| D6 | Resource Economy, Recovery & Grind | 60 | Mulcharmy Fuwalos and Runick Fountain provide draw engines; many cards have draw text (Observed) |
| D7 | End-Board & Interaction Quality | 50 | Card text includes multiple removal, banish, and boss summons; interaction density not quantified (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 65 | Hand‑trap group probability of at least one in a 6‑card hand is 51.06% → good going‑second pressure (Inferred) |
| D9 | Offensive Pressure & Closing Power | 40 | Boss monsters have low or zero ATK; win condition relies on effects rather than raw power (Observed) |
| D10 | Main Deck Efficiency & Flexibility | 30 | 56‑card main deck uses the full allowed range but is 71 off‑archetype copies, reducing efficiency (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 35 | 15‑card Extra Deck mixes many unrelated XYZ/Link/Fusion monsters, limiting focused usage (Inferred) |
| D12 | Side Deck Adaptability | 20 | Side deck count is 0; no post‑side plan present (Observed) |
| D13 | Matchup Coverage & Format Fit | 30 | Tournament context unavailable; archetype meta‑share not provided (Provisional) |
| D14 | Pilotability & Error Tolerance | 40 | Many Quick‑Play spells with skip‑battle‑phase penalties and multiple decision branches increase error tolerance (Inferred) |
How the score was computed
Strategy profile: Control. Structural ≈ 48, Going First ≈ 45, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Illegal overcopy penalty (-12). Final formula: 0.80*Structural + 0.20*TournamentReliability - 12 (Illegal overcopy penalty)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.9 · key two-card combo ≈ — · full-brick estimate ≈ 0.1 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High probability of drawing at least one core Runick card
- Strong hand‑trap and negation suite for disruption
- Multiple draw engines (Runick Fountain, Mulcharmy Fuwalos) for recovery
Weaknesses
- Illegal due to K9‑66a Jokul over‑copy
- Heavy reliance on three‑copy staples → brick risk
- Sparse combo data; median output likely low
- Large, off‑archetype main deck reduces efficiency
Critical choke points
- K9‑66a Jokul limit violation – removal needed for legality
- Lack of a concrete combo line; losing the starter can stall the plan
- No side deck to adapt to specific match‑ups
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | K9-66a Jokul (reduce to 1 copy) | additional Runick core monsters or more Runick Quick‑Play spells | Brings deck to legal status and reduces brick risk |
| 2 | Some 3‑copy generic cards | more Runick or Fur Hire synergy cards | Improves archetype purity and main‑deck efficiency |
Evidence & confidence
- Verified: legality status and copy limits from legality object; card text excerpts for draw, removal, negation; copy histogram and copy counts
- Observed: role counts hand trap 6, negation_text 10; side deck count 0
- Inferred: engine accessibility from core group probability 0.9013; brick estimate from copy histogram; combo ceiling/floor lack of data; resource economy from draw engine cards; interaction quality from removal/banish text; going‑second pressure from hand_trap_group probability 0.5106; off‑archetype dilution impact on efficiency; pilotability complexity from many Quick‑Play spells with skip‑battle penalties
- Provisional: matchup format fit due to missing tournament data
- 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
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