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.

Deck Runick (Mysterune) TCG

Created by: YGO Mod (20517634)

Created On: 09/18/2025

 
 


Official AI Deck Power Analysis
ControlConfidence: LowEvaluated Jul 30, 2026
35± 5/ 100
Power Score
Structural 48
Reliability 45
Going First 45
Going Second 55

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
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

More TCG Info

Runick (Mysterune)

Runick (Mysterune) Breakdown

 
 

 

 

 

 

 

 
 

 

 
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