Azamina Deck #601339 — Yu-Gi-Oh! TCG
Created by: YGO Mod (20517634)
Created On: 11/24/2025
Main Deck (55)
- Diabellstar the Black Witch x3
- Diabellstar Vengeance x2
- Droll & Lock Bird x3
- Lava Golem x3
- Mulcharmy Fuwalos x3
- Queen Azamina x1
- Ash Blossom & Joyous Spring x3
- Azamina Debtors x3
- Called by the Grave x1
- Deception of the Sinful Spoils x3
- Harpie's Feather Duster x1
- Lightning Storm x2
- Pot of Prosperity x1
- Sinful Spoils of Subversion - Snake-Eye x2
- The Hallowed Azamina x3
- Triple Tactics Talent x1
- WANTED: Seeker of Sinful Spoils x3
- Azamina Determination x1
- Dominus Impulse x3
- Evenly Matched x3
- Infinite Impermanence x3
- Sinful Spoils of Betrayal - Silvera x3
- Sinful Spoils of Slumber - Morrian x1
- Solemn Judgment x1
- Solemn Warning x2
Extra Deck (15)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 58/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 58 |
| Going First | 58 |
| Going Second | 55 |
| Meta Power | provisional |
| Tournament Reliability | 50 |
- Primary strategy: Combo
- Secondary strategies: none
- Format: tcg
Legality
Main 55 / Extra 15 / Side 0 — status: Illegal. 1 violation(s). Restricted cards run: Called by the Grave (Limited), Harpie's Feather Duster (Limited), Pot of Prosperity (Limited), Solemn Judgment (Limited), Triple Tactics Talent (Limited), Droll & Lock Bird (Semi-Limited).
Identity & game plan
- Win condition: Azamina Fusion/Sinful Spoils engine to assemble and swing high-ATK beatsticks (e.g., Azamina Moa Regina, Azamina Sol Erysichthon, Snakes-Eyes Vengeance Dragon); Spell/Trap disruption and board control via hand-trap negation, resource loops through Azamina/Sinful Spoils graveyard recursion
- Turn 1 (going first): T1-2 assemble core engine (Ash Blossom, Tri-Talent, DD, Call), set disruption, establish board with 12-14 Azamina/Sinful cards, then swing with 4000+ threats while maintaining hand traps and counters
- Turn 2 (going second): Six-card hand survival, negate key plays with Ash Blossom/Imperial Order variants, answer summons with Solemn/Evenly Matched, recycle resources via DD/Sinful Spoils to close through counter traps and extra disruption
- Recovery: If bricked, mill/draw into engine with Tri-Talent, DD, or hand-trap chains; recycle disruption from GY via Sinful Spoils and Droll to regain tempo and re-establish board presence
Why it scores here
The deck runs a Combo engine with strong ceiling via Azamina/Sinful Spoils fusion lines and high-ATK finishers, but consistency is constrained by format illegality (over-limited Droll & Lock Bird, key Limited/Forbidden targets) and a pronounced brick risk in the opening hand. Disruption is present through hand traps and Solemn coverage, yet vulnerability to targeted banlists and resource denial keeps the floor modest; side adaptability is weakened by narrow answers, and the lack of a reliable post-side plan caps reliable repetition.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 55 | Core engine present (Ash Blossom 100%, Tri-Talent 100%, Call 100%, DD 100%) but legality issues reduce effective consistency (Inferred). |
| D2 | Opening-Hand Quality & Brick Management | 45 | 33% of main deck are high-impact hand-traps/tech; 21.54% probability of zero core in 5 cards raises brick risk (Inferred). |
| D3 | Combo Conversion & Ceiling | 65 | Best line reaches 4000+ board control through Azamina Moa Regina + Snakes-Eyes Vengeance Dragon (Inferred from card text). |
| D4 | Combo Floor & Median Output | 50 | Median output constrained by CBR brick rate and disruption windows (Inferred from probabilities and combo summary). |
| D5 | Interruption Resilience & Route Redundancy | 55 | Redundant answers via Ash Blossom, Evenly Matched, Solemn lines provide route recovery (Inferred). |
| D6 | Resource Economy, Recovery & Grind | 60 | Resource loop via DD/Sinful Spoils graveyard recursion supports multi-turn grind (Inferred). |
| D7 | End-Board & Interaction Quality | 65 | Negation suite (Ash Blossom, Solemn, Evenly Matched) and 27 removal-text cards supply sustained interaction (Inferred). |
| D8 | Going-Second & Board-Breaking Power | 50 | Going-second plan relies on six-card hand quality and disruption; board-breaker density is moderate (Inferred). |
| D9 | Offensive Pressure & Closing Power | 60 | Threats such as Azamina Moa Regina (3000/4000) and Snakes-Eyes Vengeance Dragon provide clear closing power (Inferred). |
| D10 | Main Deck Efficiency & Flexibility | 60 | 25 distinct main cards with 7 core present; deck is compact but legality reduces effective flexibility (Inferred). |
| D11 | Extra Deck Efficiency & Coverage | 55 | Extra deck covers Fusion 100%, Synchro 3, Link 1, XYZ 1; access is strong but tied to specific materials (Inferred). |
| D12 | Side Deck Adaptability | 40 | Side lacks coherent tech plan; adaptation is limited without post-side data (Inferred). |
| D13 | Matchup Coverage & Format Fit | 50 | No dated metagame sample; archetype share noted but cannot translate to reliable fit (Provisional). |
| D14 | Pilotability & Error Tolerance | 60 | Combo steps are moderate with defined decision points; error tolerance hinges on hand-trap timing (Inferred). |
How the score was computed
Strategy profile: Balanced. Structural ≈ 58, Going First ≈ 58, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: format_legality_penalty (-7); brick_risk_penalty (-5); combo_ceiling_bonus (3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ — · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Strong Azamina/Sinful Spoils engine with high-ATK fusion and synchro threats
- Dense disruption suite (hand traps + 27 removal-text cards + negation)
- Resource loops via DD and graveyard recursion support multi-turn grinds
- High interaction density in both going-first and going-second paths
Weaknesses
- Format illegality reduces effective card pool and consistency
- High brick risk on 3-drop and zero-core opening hands
- Side lacks coherent tech plan; post-side adaptability is limited
- Dependence on specific Extra Deck materials can stall when key pieces are missed
Critical choke points
- Opening hand must contain engine pieces; missing 1–2 key cards severely limits action
- Facing targeted banlist/forbidden cards can collapse the core combo line
- Post-side answers are narrow; opponent can sidestep disruption with non-interactive plays
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Droll & Lock Bird (over-limited; replace with non-limited hand-trap alternative if format allows) | Searchable disruption that is not format-restricted (e.g., non-limited counter traps or hand traps) | Legality and consistency: removing the over-limited card reduces restriction violations and opens main-deck options |
| 2 | 1–2 additional draw/filter spells outside the archetype to smooth 3-drops and reduce brick rate | Mitigates 21.54% zero-core and 33% 3-drop brick probability | |
| 3 | A compact post-side tech plan (e.g., meta-relevant floodgate or hand-trap) to preserve disruption after sideboarding | Current side adaptability is weak; defined counters improve repeatable performance |
Evidence & confidence
- Verified: Card text and banlist entries from evidence.json; Deck structure (main 55 / extra 15) and legality status
- Observed: No playable combo lines (combo count 0 in recorded boards)
- Inferred: Consistency, brick rates, and combo ceiling/floor derived from probabilities, composition, and text roles; Interaction density and resilience inferred from hand-trap/trap/removal counts
- Provisional: Meta Power, matchup outcomes, and tournament reliability (no dated metagame sample)
- 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 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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