Ninjitsu Art Deck #69988 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Droll & Lock Bird x3, Lava Golem x3, Mitsu the Insect Ninja x3. Created May 16, 2023 by YGO Mod.

Deck Ninjitsu Art TCG

Created by: YGO Mod (20517634)

Created On: 05/16/2023

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
30± 8/ 100
Power Score
Structural 51
Reliability 35
Going First 50
Going Second 56

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 51
Going First 50
Going Second 56
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Tempo
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 6 violation(s).

Identity & game plan

  • Win condition: Ninja Extra Deck boards (Meizen the Battle Ninja, Yaguramaru the Armor Ninja) and Ninja Link/Xyz pressure, with Ninjitsu Art backrow as the recurring engine; Hand-trap disruption that trades one-for-one and leaves the opponent without a board
  • Turn 1 (going first): Open a Ninja searcher (Ninja Grandmaster Hanzo, Notebook of Mystery or Dancing Leaves), set up the Ninja Level 3-4 bodies, then convert into a Fusion or Link summon
  • Turn 2 (going second): Use hand traps (Ash Blossom, Droll & Lock Bird, Effect Veiler, Nibiru, Evenly Matched) to blank the opponent's first action and stabilise into a Ninja board
  • Recovery: Ninja monsters recycle through the GY via Tobari, Mitsu and Baku; Hanzo and Iron Digger search or revive again on later turns
  • After siding: No Side Deck is registered (Side Deck size 0), so there is no post-side plan to evaluate

Why it scores here

The deck is rated on the system, not by averaging its cards. Its Ninja searchers (Hanzo, Notebook of Mystery, Dancing Leaves) give a real chance of a live engine: P(at least one archetype-core card in an opening 5) is about 0.76, though the exact Ninjitsu Art name makes up only 7 of 70 relevant copies. Sixteen hand traps give strong interaction and a high going-second hit rate (about 0.89 for at least one in a 6-card hand), which lifts its disruption and going-second scores. Combo ceiling and floor are low-confidence because no recorded boards exist, so both are text-only inferences. Usage statistics show a low core presence (6 of 25 core cards), and there is no tournament or matchup data, so popularity earned no points. The list is Illegal: it runs 3 Ash Blossom and 3 Droll against their limits and carries four Forbidden cards. That caps the score at 30 and makes this a structural-only read.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one archetype-core card in opening 5) = 0.76; searchers and Ninja bodies give a live T1 engine (Inferred)
D2 Opening-Hand Quality & Brick Management 50 16 hand traps and several narrow conditional cards (Droll, Ash, Tobari) raise brick and dead-card risk; no full-brick data (Inferred)
D3 Combo Conversion & Ceiling 45 No recorded boards, so the combo ceiling is text-only; Meizen and Yaguramaru give a plausible Extra Deck payoff (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so the floor and median are unknown and set conservatively (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Many hand traps and recursion (Tobari, Mitsu, Baku) give redundancy after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Hanzo, Notebook and Iron Digger search and recycle cards, but the engine also spends hand-traps and Extra Deck material (Inferred)
D7 End-Board & Interaction Quality 55 Infinite Impermanence, Dark Ruler No More and Evenly Matched give layered interaction, but three of the key negates are illegal (Inferred)
D8 Going-Second & Board-Breaking Power 60 Droll, Ash, Nibiru and Effect Veiler are strong on the opponent's turn; 6-card hand hit rate is about 0.89 (Inferred)
D9 Offensive Pressure & Closing Power 55 Meizen and Yaguramaru give a Fusion closing board, but Blade Armor and Saizo are absent (Inferred)
D10 Main Deck Efficiency & Flexibility 40 55 Main Deck cards with 29 distinct names and 63 off-exact-archetype copies; compact enough but only 10% exact-name purity (Verified)
D11 Extra Deck Efficiency & Coverage 50 Fusion 7, Link 6, Xyz 2 with Cross-Sheep Forbidden; limited coverage of Extra Deck options (Verified)
D12 Side Deck Adaptability 20 No Side Deck is registered, so post-side adaptability cannot be assessed (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or meta sample is available; matchup fit is Provisional (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Ninja chains and many conditional hand-trap windows raise pilot skill demand (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 51, Going First ≈ 50, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist exposure (-12); illegal-deck cap (0). Final formula: Structural 51 (Midrange profile). Uncapped: 0.80*51 + 0.20*35 = 48; banlist modifier -12 gives 36; Illegal-deck cap sets the final score to 30. Structural-only read; Meta Provisional.


More TCG Info

Ninjitsu Art

Ninjitsu Art Breakdown

 
 

 

 

 

 

 

 
 

 

 
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