Enneacraft Deck #704534 — Yu-Gi-Oh! TCG

Created by: YGO Mod (20517634)

Created On: 05/20/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: Medium
52± 8/ 100
Power Score
Structural 56
Reliability 48
Going First 62
Going Second 54

Deck — Deck Power Evaluation

Final Contextual Deck Power: 52/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 56
Going First 62
Going Second 54
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Stun
  • Format: tcg

Legality

Main 57 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Pendulum combo summons into Level 9 bosses (3000 ATK Enneacraft monsters) generating interaction through flips and E.C. Counter payoffs; Midrange grind via resource loops and floodgate pressure (Vanity's Fiend, Contact C)
  • Turn 1 (going first): Open Pendulum Zones with Level-1 Enneacraft searchers, flip into E.C. Counters, summon Level-9 bosses for on-field removal at Battle Phase end; set Enneapolis for chip damage
  • Turn 2 (going second): Hand traps (Ghost Reaper, Droll & Lock Bird) into board breaking via Contact C lock or Vanity's Fiend placement; use removal-heavy Enneacraft monsters to trade and grind
  • Recovery: Banish Enneacraft Reverth and Enneacraft Release from GY to rebuild Pendulum Zones; recursion via graveyard activation extends turns
  • After siding: No side deck supplied; cannot evaluate post-side strategy

Why it scores here

Enneacraft opens its Pendulum engine reliably (97% P[≥1 core starter], 28/57 main dedicated Enneacraft monsters), generating consistent Level-9 boss boards with ATK-based removal. However, the deck is held back by a thin median combo output (no parsed boards; inferred ~3–4 flips + 2–3 negations per turn), dependence on two-card Pendulum setup for consistency, weak recovery against disruption (few independent lines, limited recursion density), and a large non-archetype splash (36/72 copies off-archetype) that dilutes coherence. The core interaction engine (Vanity's Fiend, Contact C, hand traps) provides midrange pressure but not explosive closing power. Missing 14 of 25 archetype-core cards and running zero side deck significantly reduces adaptability and tournament reliability. The deck is playable and has a solid turn-1 baseline, but lacks the redundancy and explosive scaling of mature combo engines.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 Archetype-core probability P[≥1 starter in opening 5] ≈ 97% (28 dedicated Enneacraft monsters with searcher effects); 16 searcher-text cards provide secondary access; consistent live hand (Inferred)
D2 Opening-Hand Quality & Brick Management 52 Three-of copies of 13 distinct cards reduce dead hands; 23 distinct main-deck cards limit conflict; Vanity's Fiend and Contact C are conditional starters creating minimal brick risk; no explicit garnet exclusions and no Normal Summon conflicts (Inferred)
D3 Combo Conversion & Ceiling 62 Recorded best-line ceiling is absent; inferred from card text: consistent opening into two Pendulum Zones, summoning two Level-9 bosses (3000 ATK, destruction removal per Battle Phase, E.C. Counter generation) plus Enneapolis for chip payoff; estimated ~75–80 ceiling power (Inferred)
D4 Combo Floor & Median Output 56 No parsed combos; inferred median from starter diversity and typical Enneacraft lines: one Pendulum Zone active, one Level-9 summon, ~1–2 removal interactions per turn, average board power ~60 (Inferred)
D5 Interruption Resilience & Route Redundancy 48 Limited independent starter lines: Level-1 searchers (tromarIA, orgIA, exapatisIA, alazoneIA, oknirIA) are redundant copies (5 distinct names, 14 copies total); graveyard recursion via Reverth and Release enables +1–2 turn extension but no multi-route defense; Contact C and Vanity's Fiend provide fallback pressure but no core-line rerouting (Inferred)
D6 Resource Economy, Recovery & Grind 62 Enneacraft Reverth and Release generate card advantage (draw and searchability from GY); Enneapolis converts E.C. Counters to 900 chip damage per counter (resource sink); grind capacity supported by recycling Pendulum pieces; net advantage estimated ~+1–2 cards across turns (Inferred)
D7 End-Board & Interaction Quality 58 Two Level-9 Enneacraft bosses provide ~2 negations per turn (removal/ATK redirection at Battle Phase end and FLIP effects); Enneapolis negation/board control via Reset; 3× hand traps (Ghost Reaper, Droll & Lock Bird, Contact C) for going-second disruption; total interaction density ~3.5 per board (Inferred)
D8 Going-Second & Board-Breaking Power 54 Ghost Reaper and Winter Cherries (3 copies) hard-counters Extra-Deck strategies; Contact C (3 copies) locks opponent Extra-Deck summoning; Vanity's Fiend blocks Special Summons entirely when on field; going-second removal coverage moderate but not explosive; estimated 54 power due to passive disruption without active board-break engine (Inferred)
D9 Offensive Pressure & Closing Power 48 Level-9 Enneacraft bosses (3000 ATK base) provide pressure; no piercing or direct damage effects beyond Enneapolis chip (900 per counter, slow clock); no OTK or lethal acceleration; estimated 48 due to reliance on long grind (Inferred)
D10 Main Deck Efficiency & Flexibility 60 57-card main deck (40-60 range, legal); 13 Spell Cards (spells/traps comprise ~23% of deck, standard for Pendulum combo); compact Enneacraft core with redundant searchers; composition is coherent but not highly compressed (Inferred)
D11 Extra Deck Efficiency & Coverage 50 15 Extra-Deck slots: 6 Fusion (Dracotail Arthalion Semi-Limited + 5 off-archetype), 3 Synchro, 4 XYZ, 2 Link; deck accesses fusions generically and synchros minimally; only 1–2 mandatory slots for archetype bosses (Inferred)
D12 Side Deck Adaptability 0 No side deck supplied (0/15); cannot evaluate post-side tuning, meta-adaptation, or side-in strategy; deductible score (Verified)
D13 Matchup Coverage & Format Fit 45 Enneacraft archetype share in tournament context unavailable; deck runs 50% exact-archetype purity (36/72 Enneacraft, rest generic/tech); no dated metagame sample provided; format is TCG standard but no specific meta fit data; estimated 45 due to lack of context (Provisional)
D14 Pilotability & Error Tolerance 48 Pendulum combo has ~6–8 decision points per line (Zone placement, Normal Summon choice, which boss to summon, Enneapolis timing); card-text complexity moderate (flips, counters, recursion); error tolerance is medium—fumbled Pendulum sequence or misseq recursion can brick a turn; estimated 48 (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 56, Going First ≈ 62, Going Second ≈ 54, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: Missing core cards penalty (-3); No side deck (-4); Thin median combo output (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional; no dated metagame sample supplied)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.97 · key two-card combo ≈ — · full-brick estimate ≈ 0.03 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Highly consistent opening engine: 97% P[≥1 starter in 5-card hand] with 14-card redundant searcher suite
  • Solid turn-1 board: dual Level-9 bosses (3000 ATK, removal effects) + Enneapolis for layered interaction and chip damage scaling
  • Flexible interaction suite: 14 negation-text cards + 34 removal-text cards provide diverse lines
  • Graveyard recursion: Reverth and Release enable turn-stretching and resource regeneration
  • Going-second disruption package: Ghost Reaper (Extra-Deck banish), Contact C (lock), Vanity's Fiend (summon stun), Droll & Lock Bird (search lockout)

Weaknesses

  • Thin median combo output: no parsed boards; inferred ~3–4 interactions per turn is below mature combo standards; ceiling-to-median gap suggests inconsistent execution
  • Limited interruption recovery: few independent starter lines (5 distinct Level-1 searchers are redundant copies); one broken Pendulum Zone cripples the turn
  • Heavy non-archetype splash: 36/72 cards off-archetype (50% purity) dilutes core coherence and increases draw conflict risk
  • Missing 14 archetype-core cards: no Book of Eclipse, Dimensional Fissure, Dark Ruler No More, or key Extra-Deck tutors (S:P Little Knight, I:P Masquerena); reduces consistency and board quality
  • No going-second explosive: board-breaker engine is passive (hand traps + disruption) rather than active removal combo; weak against established boards
  • Weak closing power: 3000 ATK bosses provide presence but no piercing, direct damage, or lethal acceleration beyond Enneapolis chip (900 per counter = slow clock)
  • Zero side deck: cannot adapt to format; tournament reliability severely limited

Critical choke points

  • Pendulum Zone setup: both zones must be filled to unlock Level-9 summons; if one zone is disrupted (negated, removed), output drops to single-boss boards
  • Searcher redundancy bottleneck: five distinct Level-1 searcher names at 14 total copies means hand consistency can degrade if multiple copies drawn (dead cards in hand)
  • Graveyard dependency: Reverth and Release recycling requires live GY; Called by the Grave (1 copy) or GY-wipe effects disable recovery paths
  • Single-copy tech cards: Called by the Grave and Solemn Judgment are 1-ofs; unreliable access in critical moments
  • No side deck: forced to play game 1 strategy in games 2 and 3; cannot tune for meta threats
Priority Remove Add Reason
1 Contact C (3 copies) — overlaps with Vanity's Fiend (3 copies) for summon-lock strategy; can consolidate to 2 copies Contact C + 1 flex slot Book of Eclipse (2–3 copies) — core Enneacraft tech; flips Pendulum bosses for E.C. Counter generation and provides going-second disruption Book of Eclipse is in 100% of archetype-core builds and is missing here; provides synergy with flip-effect payoffs
2 The Winged Dragon of Ra - Sphere Mode (3 copies) — does not fit Pendulum loop; requires 3 Tributes and blocks Special Summons Dimensional Fissure (2–3 copies) — core Enneacraft floodgate; prevents opponent Extra-Deck access while enabling chip payoff via Enneapolis Ra is a dead card in this deck (Normal Summon slot conflict, no synergy). Dimensional Fissure is 100% archetype-core and enables stun-combo hybrid
3 Sol and Luna (2 copies) — utility flip card with no core synergy; situational Dark Ruler No More (1–2 copies) — core going-second tech; negates all opponent negations during a turn Dark Ruler is 100% archetype-core and is missing; essential for going-second consistency
4 Ghost Reaper & Winter Cherries (3 copies) — expensive tech; hand-trap slot can be condensed Build and submit a 15-card side deck (post-side optimization) No side deck supplied; mandatory for best-of-3 format. Side should include Dimensional Fissure, Dark Ruler No More, and additional going-second tools
5 Mulcharmy Fuwalos (3 copies) — off-archetype; does not extend core lines Extra-Deck tutors: S:P Little Knight (1 copy) and I:P Masquerena (1 copy) — both 100% archetype-core for combo extension S:P Little Knight and I:P Masquerena enable alternate Extra-Deck routes and improve combo consistency; Mulcharmy draw effect is redundant with existing engines

Evidence & confidence

  • Verified: Deck legality: Legal status confirmed; 57 main, 15 extra, 0 side within format bounds; Copy limits: Called by the Grave (Limited, 1 copy), Solemn Judgment (Limited, 1 copy), Droll & Lock Bird (Semi-Limited, 2 copies), Dracotail Arthalion (Semi-Limited, 1 copy) all within bounds; Composition: 26 Pendulum Flip Effect Monster, 14 Effect Monster, 13 Spell, 4 XYZ, 3 Synchro, 2 Link, 1 Trap card counts verified; Card text excerpts: Enneacraft searchers (tromarIA, orgIA, exapatisIA, alazoneIA, oknirIA, Trito) all search 3 cards with opponent random pick; Usage statistics: 11 of 25 archetype-core cards present (44% core present); archetype includes Book of Eclipse, Dimensional Fissure, Dark Ruler No More as 100% inclusions
  • Observed: Archetype core distribution: Level-1 Enneacraft searchers (tromarIA, orgIA, exapatisIA, alazoneIA, oknirIA) total 14 copies across 5 distinct names; Level-9 Enneacraft boss monsters (Atori.MAR, Archa.TAIL, Aiza.LEON, Asta.PIXEA, Atil.SPIA) total 11 copies across 5 distinct names; all have 3000 ATK and flip-removal effects; Hand-trap suite: Ghost Reaper (3), Droll & Lock Bird (2), Contact C (3) = 8 cards for going-second disruption; Floodgate concentration: Vanity's Fiend (3) + Contact C (3) = 6 summon-lock cards; forms primary midrange pressure
  • Inferred: Engine accessibility (D1): P[≥1 core starter in opening 5] ≈ 97% from hypergeometric P(≥1 | 28 core, 57 main, 5 draw) suggests D1 ≈ 68; Brick estimate (D2): 2.84% P[no core starter] suggests minimal hand death; however, redundant searcher copies increase conflict; estimated D2 ≈ 52; Combo ceiling (D3): Dual Level-9 bosses + Enneapolis + 2 Pendulum Zones = inferred PowerIndex ~75–80; estimated D3 ≈ 62; Combo floor (D4): Typical opening (one Level-9 + one removal effect + Enneapolis setup) ≈ 50–60 power; estimated D4 ≈ 56; Interruption resilience (D5): Limited reroutes (5 distinct searcher names are highly redundant); one Pendulum-Zone disruption cripples output; estimated D5 ≈ 48; Resource economy (D6): Reverth/Release recursion + Enneapolis chip = +1–2 card advantage across turns; estimated D6 ≈ 62; Interaction quality (D7): 14 negation-text cards + 2 Level-9 removals + Enneapolis = ~3.5 interactions per turn; estimated D7 ≈ 58; Going-second power (D8): Ghost Reaper + Contact C + Vanity's Fiend provide disruption but no active board-break; passive stun lacks explosive removal; estimated D8 ≈ 54; Closing power (D9): 3000 ATK bosses + slow chip via Enneapolis; no piercing or OTK; estimated D9 ≈ 48; Main efficiency (D10): 57 cards, 13 spells, no Normal Summon conflict, coherent core; standard compression; estimated D10 ≈ 60; Extra efficiency (D11): 6 Fusion, 3 Synchro, 4 XYZ, 2 Link; minimal archetype-specific Extra; flexibility moderate; estimated D11 ≈ 50; Side adaptability (D12): Zero side deck = 0 points; deductible; Matchup fit (D13): 44% core present vs 100% archetype standard; no meta data; generic format fit; estimated D13 ≈ 45; Pilotability (D14): ~6–8 decision points per turn; Pendulum sequencing, flip-effect timing, recursion order; moderate complexity; estimated D14 ≈ 48
  • Provisional: Meta Power: null (no dated metagame sample supplied; archetype meta-share unavailable); Tournament Reliability: 48 (inferred from opening stability 68, disruption recovery 48, no side deck 0, pilotability 48, resource grind 62; blended = 48)
  • Data gaps: No parsed combos: combo_evidence total_combos = 0; all combo metrics (best_line, median_power_index, board_per_starter, interaction_density_avg) are text-inferred and labeled Inferred No tournament context: archetype meta-share and per-pilot match records unavailable; Meta Power is Provisional No dated metagame sample: cannot assess format-level matchup fit; D13 is 45 due to context absence No side deck: 0/15 slots filled; D12 = 0 and post-side strategy cannot be evaluated No guides attached: archetype strategy must be reverse-engineered from card text and composition No win-rate telemetry: going-first vs going-second match results, brick rates, OTK/stun win paths, and meta performance are all unknown

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Enneacraft

Enneacraft Breakdown

 
 

 

 

 

 

 

 
 

 

 
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