Altergeist Deck #666178 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Altergeist Marionetter x3, Altergeist Meluseek x3, Altergeist Multifaker x3. Created Mar 18, 2026 by YGO Mod.

Deck Altergeist OCG

Created by: YGO Mod (20517634)

Created On: 03/18/2026

 
 


Official AI Deck Power Analysis
ControlConfidence: Medium
62± 6/ 100
Power Score

Deck — Deck Power Evaluation

Final Contextual Deck Power: 62/100 (Confidence: Medium)

  • Primary strategy: Control
  • Secondary strategies: Midrange, Trap-centric
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Grind through interaction with layered trap negation and monster control; close with evasion and recursion.; Attrition via Meluseek direct damage and searcher loops; Extra Deck monsters for situational removal and resource gain.
  • Turn 1 (going first): Set Protocol, Manifestation, or Haunted Rock; establish Altergeist monsters and Trap denial; pass with layered negation and recursion lines intact.
  • Turn 2 (going second): Use Infinite Impermanence from hand; pivot hand-trap Altergeist effects (Kunquery, Silquitous); break boards with Kaiju Gameciel or removal Traps (Typhoon, Lost Wind).
  • Recovery: Trigger Meluseek or Manifestation effects to rebuild; use Personal Spoofing loops and Marionetter recursion to recover board; Altergeist Protocol denies opponent momentum.
  • After siding: Side in additional removal (Typhoon, Dogmatika Punishment); adjust to meta threats; maintain core Trap density for grind matchups.

Why it scores here

This Altergeist deck opens its core engine (Meluseek, Multifaker, Marionetter, Protocol) with ~89% frequency in the opening hand, delivering consistent access to trap-setting and monster recursion. The median board involves layered Trap negation (Protocol, Manifestation, Haunted Rock) and defensive monsters rather than combo glass cannons, making it moderately resilient to one interruption. Going-second has real answers via Kaiju removal and hand Traps, though the reliance on Trap activation and lack of key staples (Ash, Maxx C, One for One) creates variance. Resource economy is solid—Meluseek loops, Marionetter recovery, and Personal Spoofing search sustain grind. The 55-card main (above the 40-card minimum) introduces subtle brick risk, and the Extra Deck is spread thin across six Fusion/Synchro/Xyz lines without a clear priority. Popularity and archetype meta-share did not influence this score; the assessment reflects system coherence, consistency, interaction density, and grind capacity on their own merits.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 74
D2 Opening-Hand Quality & Brick Management 65
D3 Combo Conversion & Ceiling 58
D4 Combo Floor & Median Output 56
D5 Interruption Resilience & Route Redundancy 62
D6 Resource Economy, Recovery & Grind 71
D7 End-Board & Interaction Quality 68
D8 Going-Second & Board-Breaking Power 63
D9 Offensive Pressure & Closing Power 48
D10 Main Deck Efficiency & Flexibility 65
D11 Extra Deck Efficiency & Coverage 61
D12 Side Deck Adaptability 52
D13 Matchup Coverage & Format Fit 55
D14 Pilotability & Error Tolerance 58

How the score was computed

Modifiers: none.


More OCG Info

Altergeist

Altergeist Breakdown

 
 

 

 

 

 

 

 
 

 

 
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