Deep Sea Deck #682159 — Yu-Gi-Oh! OCG
43 Main, 15 Extra, incl. Abyssrhine, the Atlantean Spirit x3, Atlantean Heavy Infantry x3, First Penguin x3.
Created by: YGO Mod (20517634)
Created On: 04/10/2026
Main Deck (43)
- Abyssrhine, the Atlantean Spirit x3
- Atlantean Dragoons x1
- Atlantean Heavy Infantry x3
- First Penguin x3
- Gameciel, the Sea Turtle Kaiju x3
- General Raiho of the Ice Barrier x1
- Mermail Abyssgunde x1
- Mermail Abysspike x2
- Mermail Abyssteus x3
- Mermail Shadow Squad x3
- Mulcharmy Purulia x3
- Neptabyss, the Atlantean Prince x1
- Poseidra, the Storming Atlantean x3
- Superancient Deepsea King Coelacanth x1
- Deep Sea Diva x3
- Fishborg Launcher x1
- Gluttonous Reptolphin Greethys x1
- Icejade Ran Aegirine x3
- Shif, Fairy of the Ghoti x1
- Sekka's Light x3
Extra Deck (15)
- Icejade Gymir Aegirine x1
- Lancea, Ancestral Dragon of the Ice Mountain x1
- Ravenous Crocodragon Archethys x1
- Swordsoul Supreme Sovereign - Chengying x1
- Trishula, Zero Dragon of the Ice Barrier x1
- White Aura Monoceros x1
- White Aura Porpoise x1
- White Aura Whale x1
- Deep Sea Repetiteur x1
- Tatsunoko x1
- Abysstrite, the Atlantean Spirit x1
- LeVirtue Dragon x1
- Mermail Abyssgaios x1
- Number 4: Stealth Kragen x1
- Poseidra Abyss, the Atlantean Dragon Lord x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 37/100 (±8 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 52 |
| Going First | 54 |
| Going Second | 48 |
| Meta Power | provisional |
| Tournament Reliability | 55 |
- Primary strategy: Midrange
- Secondary strategies: Tempo, Synchro/Xyz
- Format: ocg
Legality
Main 43 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).
Identity & game plan
- Win condition: Synchro and Xyz beaters with 2800+ ATK (Poseidra Abyss, Lancea, Swordsoul Supreme Sovereign, Superancient Deepsea King Coelacanth) converting a board built from Atlantean, Mermail and Icejade starters.; Direct attacks from Atlantean Dragoons, which lets Level 3 or lower Sea Serpent monsters attack the opponent directly.
- Turn 1 (going first): Open with a searcher or starter from the Atlantean, Mermail or Deep Sea groups, extend into a Level 7 or 8 Synchro or Xyz summon, and use the removal-text monsters to clear the opponent's first blocker.
- Turn 2 (going second): Use the Level 2 to Level 4 starters and the Coelacanth and Gameciel summon effects to answer an established board, then continue into a Synchro or Xyz beater.
- Recovery: Searchers recover a starter from the Deck, and Graveyard-triggered effects (Atlantean Heavy Infantry, Mermail Shadow Squad, Neptabyss) can re-summon bodies after a board is cleared.
- After siding: No side deck is present, so no post-side plan can be evaluated; the list cannot adapt between games.
Why it scores here
The deck reliably opens a starter: about 79% of opening five-card hands contain at least one card from the archetype core, and 13 searcher-text cards help it find that starter again, which earns the consistency scores (Inferred). Its conversion is mostly theoretical, because no recorded boards exist for this list, so the combo scores come only from reading card text and are held near the middle. Interaction is moderate: 15 removal-text and 5 negation-text cards provide answers, but there are no hand traps, so the deck has little disruption against a going-second opponent. Its closing power comes from several 2800-3300 ATK Synchro and Xyz monsters, and its 43-card main with 15 Extra Deck cards sits inside the OCG size rules. Popularity did not earn points: the archetype's usage data confirms the list is a real build, but this list runs only about a third of the archetype's core cards. The score is not an average of the card scores; it reflects the system, and the Illegal status caps the final result because one card is over its copy limit.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 68 | P(at least one core card in a 5-card opening hand) ≈ 0.79; 13 searcher-text cards (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 60 | Copy histogram is mostly 3-copy starters with a few singletons; no conflicting summons are identified from text alone (Inferred) |
| D3 | Combo Conversion & Ceiling | 40 | No recorded boards exist for this list, so conversion is judged only from card text (Inferred) |
| D4 | Combo Floor & Median Output | 35 | No recorded boards exist, so typical output cannot be measured and is held near the middle (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 55 | Two or more independent starters from the Atlantean, Mermail and Deep Sea groups give partial redundancy (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 55 | Searchers and Graveyard-triggered summons give some recovery; no resource data exists (Inferred) |
| D7 | End-Board & Interaction Quality | 50 | 15 removal-text and 5 negation-text cards, but zero hand traps or floodgates (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 45 | Going-second board answers come from summon effects and negation text; no going-second split is recorded (Inferred) |
| D9 | Offensive Pressure & Closing Power | 60 | Several 2800-3300 ATK Synchro and Xyz monsters, plus direct-attack text on Atlantean Dragoons (Verified stats, Inferred use) |
| D10 | Main Deck Efficiency & Flexibility | 60 | 43 main-deck cards within the 40-60 range, with 20 distinct cards and 13 searchers (Verified count) |
| D11 | Extra Deck Efficiency & Coverage | 55 | 15 Extra Deck cards (10 Synchro, 5 Xyz) at the 15-card limit, with a mix of Level 3 to 11 summon requirements (Verified count) |
| D12 | Side Deck Adaptability | 35 | No side deck is present, so post-side adaptability cannot be assessed (Provisional) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament or dated meta data is linked; the archetype's popularity is not used as evidence of strength (Provisional) |
| D14 | Pilotability & Error Tolerance | 60 | Synchro and Xyz summoning plus a few multi-step effects add decision points, but no step counts are recorded (Inferred) |
How the score was computed
Strategy profile: Midrange profile used as the primary; no separate secondary weights applied. Structural ≈ 52, Going First ≈ 54, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: illegal_deck_cap (-10); banlist exposure (-6). Final formula: Illegal deck: theoretical/structural only. 0.80*Structural + 0.20*TournamentReliability (≈52.6), then modifiers (-10 illegal cap, -6 banlist exposure) = 36.6, rounded to 37. Meta provisional.
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.79 · key two-card combo ≈ — · full-brick estimate ≈ 0.21 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High starter access: about 79% of opening hands contain a core card, supported by 13 searcher-text cards.
- Several 2800-3300 ATK Synchro and Xyz finishers provide closing power.
- Extra Deck usage is full and varied across Level 3 to 11 summon requirements.
Weaknesses
- The list is illegal: Sekka's Light is run 3 times against a limit of 1.
- No hand traps or floodgates, so disruption against a going-second opponent is thin.
- No side deck, so the list has no way to adapt between games.
- Only about a third of the archetype's core cards are included, so the engine is less coherent than the archetype's standard build.
Critical choke points
- Opening hands without any archetype core card (about 21%) have no clear starter.
- The Limited card Sekka's Light is over its copy limit, so the list cannot be played as built.
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | 2 copies of Sekka's Light | Keep 1 copy only, or replace the other 2 with a legal Unlimited card that adds a starter or interaction | Makes the list legal, which is required before a normal score applies. |
| 2 | A non-core Synchro or Xyz slot | A card from the archetype core (for example Abysstrite or Mermail Abyssgaios) | Raises consistency toward the archetype standard, which the usage statistics show is the common build. |
| 3 | No side deck | A 5-to-10-card side deck with hand traps or floodgates | Gives the list a post-side plan and better answers to going-second boards. |
Evidence & confidence
- Verified: Illegal status: Sekka's Light is run 3 times against a legal limit of 1; Main deck 43 cards and Extra Deck 15 cards, both within OCG size rules; Searcher-text count 13, removal-text count 15, negation-text count 5, hand-trap count 0; Archetype usage shows the list runs about a third of the core cards
- Inferred: About 79% of opening hands contain a core card (hypergeometric estimate); Conversion and interaction read from card text, since no recorded boards exist; Going-first and going-second strength estimated from the card mix
- Provisional: Meta power and matchup fit, pending a dated meta sample; Post-side adaptability, since no side deck is present
- Data gaps: No combos supplied, so floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and pilot records are absent No win-rate telemetry exists for going-first, going-second, matchups or brick rates Meta power is provisional without a dated metagame sample No side deck is present
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