Gouki Deck #56257 — Yu-Gi-Oh! TCG
46 Main, 15 Extra, incl. Blue Mountain Butterspy x3, Gouki Headbatt x3, Gouki Suprex x3.
Created by: YGO Mod (20517634)
Created On: 03/14/2023
Main Deck (46)
- Blue Mountain Butterspy x3
- Codebreaker Zero Day x1
- Gouki Guts x1
- Gouki Headbatt x3
- Gouki Iron Claw x1
- Gouki Moonsault x1
- Gouki Octostretch x1
- Gouki Riscorpio x1
- Gouki Suprex x3
- Gouki Twistcobra x2
- Junk Forward x3
- Nibiru, the Primal Being x3
- The Phantom Knights of Ancient Cloak x1
- The Phantom Knights of Silent Boots x1
- Ash Blossom & Joyous Spring x3
- Axe of Despair x1
- Gouki Face Turn x1
- Gouki Finishing Move x1
- Gouki Re-Match x3
- Monster Reborn x1
- Moon Mirror Shield x1
- Psychic Blade x1
- Raigeki x1
- Reinforcement of the Army x1
- Solitary Sword of Poison x1
- Infinite Impermanence x3
- Phantom Knights' Fog Blade x2
- The Phantom Knights of Shade Brigandine x1
Extra Deck (15)
- Codebreaker Virus Berserker x1
- Codebreaker Virus Swordsman x1
- Gouki Jet Ogre x1
- Gouki The Giant Ogre x1
- Gouki The Great Ogre x1
- Gouki The Master Ogre x1
- Gouki The Powerload Ogre x1
- Gouki Thunder Ogre x1
- Isolde, Two Tales of the Noble Knights x2
- Knightmare Cerberus x1
- Knightmare Gryphon x1
- Knightmare Phoenix x1
- Knightmare Unicorn x1
- The Phantom Knights of Rusty Bardiche x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 48/100 (±7 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 65 |
| Going First | 60 |
| Going Second | 70 |
| Meta Power | provisional |
| Tournament Reliability | 55 |
- Primary strategy: Combo
- Secondary strategies: Toolbox
- 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 a high‑ATK Gouki Link Monster (e.g., Gouki The Giant Ogre) and attack for lethal damage; Board‑clear with Nibiru, the Primal Being or Raigeki to reset the field and then summon a Gouki finisher
- Turn 1 (going first): Normal Summon Gouki Suprex or Headbatt, trigger their search effects, then Link‑summon a Gouki Link monster while protecting with Infinite Impermanence
- Turn 2 (going second): Set multiple hand traps, use Nibiru or Ash Blossom to disrupt the opponent’s turn, then on turn two Link‑summon a Gouki boss monster
- Recovery: Use Gouki Re‑Match or Gouki Face Turn to bring back Gouki monsters from the GY, supplemented by searchers like Reinforcement of the Army
- After siding: No side deck; rely on hand‑trap disruption and flexible Extra‑Deck choices to adapt after side‑boarding
Why it scores here
The deck can reliably open a Gouki engine thanks to a very high chance of drawing at least one core card, and it has strong board‑breaking tools such as Nibiru and numerous hand traps. However, the inclusion of forbidden cards makes it illegal, and the main‑deck purity is low, causing inefficiency and a lack of side‑deck adaptation. Interaction is decent via Infinite Impermanence and removal spells, but the reliance on specific Gouki links and the illegal cards creates a serious choke point. Overall the system shows moderate combo potential but is hampered by legal and consistency issues, resulting in a low contextual power.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 80 | P(at least one core card in opening hand) = 0.9612, three‑card starters like Gouki Suprex present (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 85 | Full‑brick probability = 0.0388; hand‑trap density high, reducing dead draws (Inferred) |
| D3 | Combo Conversion & Ceiling | 70 | Potential to summon 3000‑ATK Gouki links in a turn, but no recorded boards (Inferred) |
| D4 | Combo Floor & Median Output | 60 | Typical Gouki play reaches 2–3 links and a finisher; median ATK ~2000 (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 55 | Multiple redundant starters (Suprex, Headbatt, Re‑Match) and hand traps give some resilience (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 65 | Searchers (Reinforcement of the Army, many Gouki cards) offset cost of 46‑card deck (Inferred) |
| D7 | End-Board & Interaction Quality | 70 | Eight hand traps + Infinite Impermanence provide solid interaction layering (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 75 | Nibiru and 9 hand traps give strong going‑second board‑break capability (Inferred) |
| D9 | Offensive Pressure & Closing Power | 70 | High‑ATK links (Giant Ogre 3000) and Gouki Finishing Move add closing power (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 45 | Only 39% archetype purity; 46 cards exceeds minimum, causing filler and inefficiency (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 55 | 15 link slots filled, but two are forbidden and many are generic Knightmare links (Inferred) |
| D12 | Side Deck Adaptability | 20 | Side deck empty, no post‑side plan (Inferred) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament data; archetype meta‑share unavailable (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Complexity with many optional effects and hand‑trap decisions raises error tolerance (Inferred) |
How the score was computed
Strategy profile: Combo. Structural ≈ 65, Going First ≈ 60, Going Second ≈ 70, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: Forbidden cards present (-6); Over copy limit (-4); No side deck (-2); Low archetype purity (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) - penalties for illegality
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
- Very high chance to draw a core Gouki starter
- Strong hand‑trap suite for going‑second disruption
- Robust extra deck with multiple high‑ATK Gouki links
Weaknesses
- Contains illegal forbidden cards, rendering the deck unplayable in the format
- Low deck purity and many off‑archetype cards reduce efficiency
- No side deck limits adaptability to opponent strategies
Critical choke points
- Reliance on forbidden cards (Isolde, Knightmare Gryphon) for key combos
- Heavy dependence on specific Gouki link monsters for win condition
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Isolde, Two Tales of the Noble Knights | Gouki The Powerload Ogre (if not already) or an additional Gouki link monster | Eliminate forbidden card to make the deck legal |
| 2 | Knightmare Gryphon | Knightmare Phoenix or another legal Knightmare link | Replace illegal extra‑deck slot with functional tech |
| 3 | Several off‑archetype filler cards (e.g., Axe of Despair, Solitary Sword of Poison) | More core Gouki searchers or hand traps | Increase archetype purity and deck efficiency |
Evidence & confidence
- Verified: legality status and copy limits; card text excerpts for core Gouki cards; probabilities table
- Inferred: engine accessibility from hypergeometric probabilities; brick rate from core group absence; combo potential from link monster ATK values; interaction density from hand‑trap counts; resource economy from searcher counts; deck purity from composition spreads
- 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
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