Gouki Deck #56030 — Yu-Gi-Oh! TCG

46 Main, 15 Extra, incl. Blue Mountain Butterspy x3, Gouki Headbatt x3, Gouki Suprex x3. Created Mar 13, 2023 by YGO Mod.

Deck Gouki TCG

Created by: YGO Mod (20517634)

Created On: 03/13/2023

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Jul 30, 2026
30± 10/ 100
Power Score
Structural 65
Reliability 55
Going First 60
Going Second 70

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 64.65
Going First 60
Going Second 70
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Combo
  • Secondary strategies: none
  • Format: tcg

Legality

Main 46 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Summon high‑ATK Gouki Link monsters to beat down the opponent.; Use hand traps and board‑wipe effects (e.g., Nibiru, Raigeki) to control the board.
  • Turn 1 (going first): Open with a searcher (Gouki Suprex, Headbatt) and set up a Gouki Link summon.
  • Turn 2 (going second): Utilise hand traps (Infinite Impermanence, Ash Blossom) and Nibiru to disrupt, then Link‑summon a Gouki boss.
  • Recovery: Gouki Re‑Match and Graveyard recursion (Gouki Face Turn, Phantom Knights’ Fog Blade) bring back key monsters.
  • After siding: No side deck cards; the list cannot adapt after a side shuffle.

Why it scores here

The deck bundles many Gouki searchers and high‑ATK Link monsters, giving it decent engine consistency and a strong ceiling when the right pieces open. Hand‑trap density and Nibiru add reasonable board‑breaking power on the second turn. However, the list is illegal (forbidden Isolde and Knightmare Gryphon) and lacks a side deck, which severely limits real‑world reliability and adaptability, driving the final contextual score down.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 80 Core‑group draw chance 0.9612 → high starter likelihood (Inferred)
D2 Opening-Hand Quality & Brick Management 70 Copy histogram shows many 3‑copy cards, but several 1‑copy key pieces raise brick risk (Inferred)
D3 Combo Conversion & Ceiling 70 Link‑monster suite and searchers enable large boards; no concrete combo data (Inferred)
D4 Combo Floor & Median Output 55 Missing core cards (12 of 25) suggest median output is lower (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Hand traps (9) and Nibiru provide alternate lines; redundancy limited (Inferred)
D6 Resource Economy, Recovery & Grind 65 Searchers (17) and limited Reinforcement of the Army give decent recursion (Inferred)
D7 End-Board & Interaction Quality 70 Multiple Gouki and Codebreaker links with removal/negation hooks (Inferred)
D8 Going-Second & Board-Breaking Power 75 Hand‑trap group probability 0.7518 and Nibiru give strong going‑second board break (Inferred)
D9 Offensive Pressure & Closing Power 65 High‑ATK links (up to 3000) present but require multiple setups (Inferred)
D10 Main Deck Efficiency & Flexibility 55 46‑card main deck, 39% archetype purity, many off‑archetype cards (Inferred)
D11 Extra Deck Efficiency & Coverage 60 Full 15‑slot extra deck, but two slots illegal; otherwise decent coverage (Inferred)
D12 Side Deck Adaptability 30 Side deck empty → no post‑side adaptation (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament data; only provisional meta inference (Provisional)
D14 Pilotability & Error Tolerance 40 Many conditional effects and hand‑trap timing increase error tolerance needs (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 64.65, Going First ≈ 60, Going Second ≈ 70, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: Forbidden cards (-20); No side deck (-10). Final formula: Illegal deck – theoretical structural evaluation only; final capped low

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.96 · key two-card combo ≈ — · full-brick estimate ≈ 0.04 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • High density of Gouki searchers and Link monsters
  • Strong hand‑trap suite for going‑second disruption

Weaknesses

  • Illegal due to Forbidden cards
  • No side deck, limiting adaptability
  • Low archetype purity, many off‑archetype cards

Critical choke points

  • Access to Gouki Link bosses requires specific combo pieces
  • Reliance on illegal cards for core engine
Priority Remove Add Reason
1 Isolde, Two Tales of the Noble Knights Legal Gouki boss such as Gouki The Powerload Ogre Remove Forbidden card to make deck legal
2 Knightmare Gryphon Knightmare Phoenix (legal) for extra draw/removal Replace Forbidden extra‑deck slot
3 None Side deck of hand traps (e.g., Droll & Lock Bird, Solemn Judgment) for post‑side flexibility Improve adaptability after side shuffle

Evidence & confidence

  • Verified: Legality status and violation list; Side deck count 0
  • Inferred: Probability calculations for core and hand‑trap groups; Engine consistency from core draw chance; Brick estimate from copy histogram; Combo ceiling/floor from card text and extra‑deck suite
  • Provisional: Matchup fit due to lack of 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

Gouki

Gouki Breakdown

 
 

 

 

 

 

 

 
 

 

 
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