Harpie Deck #680993 — Yu-Gi-Oh! TCG
40 Main, 14 Extra, incl. Sky Striker Ace - Raye x3, Raigeki x3, Sky Striker Mecha - Widow Anchor x3. Created Apr 8, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 04/08/2026
Main Deck (40)
- Nibiru, the Primal Being x2
- Sky Striker Ace - Raye x3
- Sky Striker Ace - Roze x2
- Sky Striker Mecha - Adil Saber x1
- Called by the Grave x1
- Harpie's Feather Duster x1
- Lightning Storm x2
- Raigeki x3
- Reinforcement of the Army x1
- Sky Striker Airspace - Area Zero x1
- Sky Striker Maneuver - Afterburners! x2
- Sky Striker Maneuver - Jamming Waves! x1
- Sky Striker Mecha - Eagle Booster x1
- Sky Striker Mecha - Hornet Drones x1
- Sky Striker Mecha - Shark Cannon x1
- Sky Striker Mecha - Widow Anchor x3
- Sky Striker Mecha Modules - Multirole x1
- Sky Striker Mecharmory - Hercules Base x1
- Sky Striker Mobilize - Engage! x3
- Sky Striker Mobilize - Linkage! x3
- Sky Striker Special Maneuver - Lemnisgate! x1
- Triple Tactics Talent x1
- Triple Tactics Thrust x1
- Upstart Goblin x3
Extra Deck (14)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 45/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 58 |
| Going First | 60 |
| Going Second | 35 |
| Meta Power | provisional |
| Tournament Reliability | 42 |
- Primary strategy: Combo
- Secondary strategies: Midrange
- Format: tcg
Legality
Main 40 / Extra 14 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Attrition via Spell control and Link summons; Board wipe conversion
- Turn 1 (going first): Open Linkage!/Engage!/Raye to summon Aces, link into interaction and push damage
- Turn 2 (going second): Chain Nibiru or generic removal to reset field, then rebuild with remaining spells
- Recovery: Utilize Multirole, Lemnisgate!, and Area Zero GY effects to recycle resources
- After siding: No side deck provided; cannot adapt post-match
Why it scores here
This deck functions as a Sky Striker combo engine (38 copies) mislabeled as Harpie, relying on a heavy spell ratio and Link summons to build interactive boards. While starter density and extra deck coverage are strong, the system suffers from a complete lack of side deck, outdated tech choices (3x Upstart Goblin, 3x Raigeki, 2x Nibiru), and a critical omission of modern hand traps like Ash Blossom, Ghost Ogre, and Droll. These construction flaws severely degrade going-second resilience, board-breaking power, and format alignment, pulling the structural score down despite a straightforward pilotability curve. Popularity and archetype recognition did not inflate the score; the evaluation reflects the actual system performance, consistency, and meta readiness.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 75 | Hypergeometric P(≥1 starter) ≈ 0.99; high copy density offsets generic tech brick risk (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 60 | 32-spell ratio ensures engine activation but conflicts with monster draws; missing Ash/Ogre lowers opening safety (Inferred) |
| D3 | Combo Conversion & Ceiling | 65 | Can chain multiple Aces and Links for value boards, though best lines require precise starter distribution (Inferred) |
| D4 | Combo Floor & Median Output | 60 | Median output relies on basic Link summons and spell activations; drops significantly without key starters (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 50 | Limited independent lines; Multirole and Lemnisgate provide recovery, but missing Ash/Ogre leaves turns vulnerable (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 65 | Strong spell draw engines (Area Zero, Kamui, Shizuku) sustain resource flow; recursion exists but float is narrow (Inferred) |
| D7 | End-Board & Interaction Quality | 60 | Widow Anchor and removal spells offer interaction, but absence of hard negates and hand traps makes endboards fragile (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 40 | Weak going-second game; only two Nibiru and generic removal limit board-breaking capability against established fields (Inferred) |
| D9 | Offensive Pressure & Closing Power | 50 | Relies on attrition and spell control rather than raw ATK; Hercules Base and Adil Saber provide closing pressure but lack burst (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 55 | Compact spell-heavy core is coherent, but 10 generic tech slots dilute consistency and efficiency (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 75 | Full roster of Sky Striker Aces and Links provides excellent extra deck coverage and summon flexibility (Verified) |
| D12 | Side Deck Adaptability | 10 | Side deck is completely empty, preventing any post-match adaptation or format tuning (Verified) |
| D13 | Matchup Coverage & Format Fit | 45 | Runs outdated staples (Upstart Goblin, Raigeki, Nibiru) while omitting modern essentials (Ash Blossom, Ghost Ogre, Droll) (Provisional) |
| D14 | Pilotability & Error Tolerance | 70 | Straightforward spell-casting rotation and clear starter roles make the deck highly repeatable for pilots (Inferred) |
How the score was computed
Strategy profile: Combo. Structural ≈ 58, Going First ≈ 60, Going Second ≈ 35, Meta = provisional, Tournament Reliability ≈ 42. Modifiers: Empty side deck (-5); Outdated tech suite (-4); Brick risk from generics (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.99 · key two-card combo ≈ — · full-brick estimate ≈ 0.08 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High starter density and spell ratio
- Strong extra deck coverage
- Solid resource draw engines
- Straightforward pilotability
Weaknesses
- Zero side deck limits adaptability
- Missing modern hand traps (Ash, Ogre, Droll)
- Weak going-second board breaking
- Heavy reliance on generic removal tech
Critical choke points
- Lack of Ash Blossom/Ghost Ogre leaves first turn vulnerable
- Empty side deck prevents matchup tuning
- Over-reliance on Link summons without float monsters
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Upstart Goblin (3) | Ash Blossom & Joyous Spring (3) | Modern hand trap essential for going second and protecting engine |
| 2 | Raigeki (2) | Ghost Ogre & Snow Rabbit (2) | Ogre provides targeted monster removal and hand trap utility |
| 3 | Nibiru (1) | Droll & Lock Bird (2) | Droll protects against search-heavy strategies better than Nibiru |
Evidence & confidence
- Verified: Legality status; Card text roles; Extra deck composition
- Inferred: Consistency estimates; Combo floor/median; Interaction quality; Pilotability
- Provisional: Matchup fit; Meta power
- 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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