Paleozoics Deck #56732 — Yu-Gi-Oh! Duel Links
20 Main, 8 Extra, incl. Deep Sea Diva x3, Paleozoic Canadia x3, Paleozoic Marrella x3 - Skill: Territory of the Sharks.
Created by: Ljkad (12473560)
Created On: 03/17/2023
Territory of the Sharks
Main Deck (20)
- Atlantean Heavy Infantry x2
- Wightprincess x1
- Deep Sea Diva x3
- Mirror Force x1
- Paleozoic Canadia x3
- Paleozoic Hallucigenia x2
- Paleozoic Marrella x3
- Paleozoic Olenoides x3
- Paleozoic Pikaia x2
Extra Deck (8)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 57/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 57 |
| Going First | 55 |
| Going Second | 55 |
| Meta Power | provisional |
| Tournament Reliability | 58 |
- Primary strategy: Control
- Secondary strategies: Toolbox
- Format: duel-links
Legality
Main 20 / Extra 8 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Control the board with Paleozoic trap removal and XYZ finishers; Close with Abyss Dweller or Hope Woven Dragon as a high‑ATK finisher
- Turn 1 (going first): Normal summon Deep Sea Diva, use Atlantean Heavy Infantry's extra normal summon to XYZ summon Paleozoic Opabinia, fetch a Paleozoic trap, flip to get a monster, then set additional traps and prepare an XYZ finisher.
- Turn 2 (going second): Set multiple Paleozoic traps, use Canadia to flip opponent monsters, activate Mirror Force on attack, then XYZ summon a finisher like Abyss Dweller or Hope Woven Dragon.
- Recovery: If the engine is disrupted, use Paleozoic trap special‑summon effects from the GY to rebuild monster presence and continue control.
- After siding: No side deck; rely on the deck’s intrinsic flexibility and trap‑based recursion.
Why it scores here
The deck reliably opens with a Paleozoic trap in most hands (≈87% chance) and can quickly bring two Level‑2 monsters to XYZ summon Opabinia, which fetches more traps. Its control loop of removal, flip effects and multiple XYZ finishers gives solid interaction depth, while the trap‑heavy main deck limits flexibility and side‑deck adaptability. No combo data were supplied, so median output is modest, and the lack of a side deck reduces adaptability. Overall the system scores moderately on consistency and interaction but is penalized for inefficiency and limited recovery options.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 70 | Paleozoic core (6 copies) opens in 87% of opening 5‑card hands; high starter probability (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 65 | Full‑brick (no core Paleozoic) occurs ~13% and trap‑heavy hand can still flip to monsters, giving moderate opening quality (Inferred) |
| D3 | Combo Conversion & Ceiling | 65 | Best plausible turn‑2 line uses Opabinia to fetch a trap then XYZ to Abyss Dweller for ATK boost, yielding a strong but not extreme board (Inferred) |
| D4 | Combo Floor & Median Output | 55 | Typical games resolve only a few removal traps and a single Level‑2 monster, giving modest median output (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 60 | Multiple independent lines (traps, Opabinia search, various XYZs) allow recovery after a single disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 55 | Traps can special summon themselves as 2‑ATK monsters and Pikaia provides draw, giving moderate resource regeneration (Inferred) |
| D7 | End-Board & Interaction Quality | 70 | Board includes many removal and ATK‑reduction effects (Mirror Force, Hope Woven, Phantom Knights), providing solid interaction depth (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 60 | With six‑card hand you can set traps and flip opponent monsters; however lack of dedicated board‑breaker reduces second‑player power (Inferred) |
| D9 | Offensive Pressure & Closing Power | 55 | Finisher XYZs like Abyss Dweller or Hope Woven give decent closing power but limited raw ATK (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 40 | 20‑card main deck is 70% traps, creating high garnet and low flexibility (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 55 | Extra deck packs 7 XYZ and 1 Link covering various utilities, but many require specific materials, yielding moderate coverage (Inferred) |
| D12 | Side Deck Adaptability | 10 | No side deck limits adaptability after a side‑step (Inferred) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament data; Paleozoic control is generally viable in Duel‑Links but unconfirmed (Provisional) |
| D14 | Pilotability & Error Tolerance | 55 | Sequence involves trap activation timing and XYZ summons, moderate complexity for average player (Inferred) |
How the score was computed
Strategy profile: Control. Structural ≈ 57, Going First ≈ 55, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: No side deck (-2); Trap‑heavy main deck (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.87 · key two-card combo ≈ — · full-brick estimate ≈ 0.13 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High consistency of Paleozoic core traps
- Versatile removal and flip effects
- Multiple XYZ finishers for different situations
- Self‑summoning trap monsters provide resource recycling
Weaknesses
- Main deck is 70% traps, leading to hand flood and low flexibility
- No side deck reduces adaptability after a side step
- Reliance on two specific Level‑2 monsters to summon Opabinia
- Limited offensive pressure compared to more aggressive archetypes
Critical choke points
- Getting Paleozoic Opabinia on the field (requires two Level‑2 monsters)
- Having a Paleozoic trap in hand before turn 2 to start the engine
- Loss of key trap when opponent negates or banishes it
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Paleozoic Hallucigenia | Effect Veiler | Provides a hand‑trap disruption to improve early game and reduces trap overload |
Evidence & confidence
- Verified: Legality status Legal; Card copy limits and banlist status; Hypergeometric probability numbers in evidence
- Inferred: Engine accessibility based on core trap probability; Brick management from core absence probability; Combo ceiling and floor inferred from plausible lines; Interruption resilience from multiple independent lines; Resource economy from trap self‑summon and draw effects; Interaction quality from listed removal and negation cards; Going‑second power inferred from hand size and trap set potential; Closing power inferred from XYZ finisher stats; Main deck efficiency inferred from trap proportion; Extra deck coverage inferred from variety of XYZ/Link; Pilotability inferred from sequence complexity
- Provisional: Matchup coverage 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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