Train Deck #709772 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Mulcharmy Purulia x3, Night Train Blue Traveler x3. Created May 28, 2026 by YGO Mod.

Deck Train TCG

Created by: YGO Mod (20517634)

Created On: 05/28/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated May 28, 2026
62± 7/ 100
Power Score
Structural 63
Reliability 57
Going First 68
Going Second 66

Deck — Deck Power Evaluation

Final Contextual Deck Power: 62/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 63
Going First 68
Going Second 66
Meta Power provisional
Tournament Reliability 57
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Toolbox
  • Format: tcg

Legality

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

Identity & game plan

  • Win condition: Synchro/Xyz engine producing Level 10 Machine bosses (Gustav Max, Liebe, Gustav Rocket, Flying Launcher) for board pressure and interaction; Grinding advantage through Mulcharmy and Crystron recursion engines
  • Turn 1 (going first): Establish Level 10 Xyz boards with negation/removal utility; use Train field spell and Schedule effects to manage resources and establish going-second blanks
  • Turn 2 (going second): Deploy board breakers (Forbidden Droplet, Dark Ruler No More, Raigeki) and leverage Mulcharmy draw triggers to disrupt and refill hand
  • Recovery: Recursion via Scrap Recycler, Crystron Sulfefnir/Sulfador, and Night Train Blue Traveler; banish-zone recovery via Crystron Citree synchro lines
  • After siding: No side deck; structural adjustment limited to main deck tech slots

Why it scores here

This Train/Crystron hybrid opens a Level 10 Xyz core reliably (P≥1 archetype starter ≈0.94 in opening 5 going first) and converts that into functional boards with 2–3 negations and removal tools. The ceiling (Juggernaut Liebe, Gustav Rocket, Flying Launcher stacked with interaction) is strong, but the median output is muddled by conflicting Normal-Summon pathways—Night Train Blue Traveler, Heavy Armored Knight Babeldecker, and Super Express Bullet Train compete for the Normal Summon, reducing consistency when multiple brick conditions align. The deck's going-second plan (Forbidden Droplet, Dark Ruler No More, Raigeki plus Mulcharmy draw triggers) is functional but not exceptional; the post-side plan is non-existent (0 side deck). Recovery through Scrap Recycler and Crystron recursion is solid mid-game, but single-choke-point disruption (e.g. one Hand Trap negating the Turn 1 Normal Summon or Turn 2 Schedule activation) can collapse lines. The score reflects a competent but fragile engine: strong opening consistency, good end-board quality, but limited floor redundancy and no siding flexibility.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(≥1 archetype core starter in hand 5) = 0.9421; core is 23 copies across Exceptional Schedule, Mulcharmy Fuwalos/Purulia, Night Train Blue Traveler, Crystron Inclusion, and Scrap Recycler; all 3-copy searchers present (Inferred)
D2 Opening-Hand Quality & Brick Management 65 Brick rate estimated ~5.8% (inverse of 0.9421); multiple Normal-Summon conflicts (Babeldecker, Night Train, Super Express, Convex Knight) reduce hand consistency when two conflicting line starters appear together; 55-card main reduces cut efficiency (Inferred)
D3 Combo Conversion & Ceiling 68 Ceiling observed in archetype meta: three stacked Xyz bosses (Juggernaut Liebe, Gustav Rocket, Gustav Max) with full interaction suite (negation via Liebe/Rocket, removal via board effects); realistic T1 boards hit 82–85 power ceiling when all synergies resolve (Inferred)
D4 Combo Floor & Median Output 58 Median line produces two Xyz bosses (e.g. Gustav Max + Liebe or Gustav Rocket without Juggernaut materials) plus one-two interaction cards; no combo evidence supplied; median estimated ~61 from archetype construction and secondary engine (Mulcharmy/Scrap draw loops) (Inferred)
D5 Interruption Resilience & Route Redundancy 61 Deck runs three independent starter lines (Night Train recursive, Exceptional Schedule, Mulcharmy hand-tap) but only two distinct non-engine Synchro routes (Crystron Citree through Sulfefnir/Sulfador); a single Ash or hand trap to the Normal Summon requires pivot to Schedule or graveyard recursion; resilience ~61 (Inferred)
D6 Resource Economy, Recovery & Grind 64 Scrap Recycler draw (1 card per activation) + Mulcharmy Fuwalos/Purulia hand-tap combo (+1 per opponent summon) enables grind; Float engines present (Crystron Sulfefnir/Sulfador self-recur, Night Train recursion); net card advantage modest (~0 to +1 per turn after resource spend); grind medium (Inferred)
D7 End-Board & Interaction Quality 70 End-board interaction density: Juggernaut Liebe (3 negates + piercing ATK), Gustav Rocket (negation + Quick Effect), Number 81 (monster protection), Crystron Eleskeletus (ATK/DEF debuff + recursion), plus open Forbidden Droplet and Dark Ruler No More; ~3.2 negations average; layering solid but single-target (Inferred)
D8 Going-Second & Board-Breaking Power 68 Going-second tools: Forbidden Droplet (3 copies), Dark Ruler No More (3 copies), Raigeki (1), Harpie's Feather Duster (1), Crystron board breakers; six-card hand quality and force-interaction strong; board-breaker conversion ~68 vs common meta (Inferred)
D9 Offensive Pressure & Closing Power 55 Boss monster ATK: Gustav Rocket 5000, Juggernaut Liebe 4000, Gustav Max 3000, Flying Launcher 3800; most require resource spend to attack (Gustav Rocket forbids attack if fewer than 2 cost cards sent). Piercing damage present (F.A. Dawn Dragster). Offensive pressure limited vs resolved boards; closing power ~55 (Inferred)
D10 Main Deck Efficiency & Flexibility 62 55-card main (over 40-minimum) increases brick odds; 31 distinct cards in main; strong tech density (15 tech tags, 5 hand traps, 16 searchers); purity 24.3% archetype-exact but 48% core-spread coverage missing 13 key cards (Gustav Max, Flying Launcher, Clockwork Knight, Qliphort Genius, etc.); efficiency penalized for size (Verified)
D11 Extra Deck Efficiency & Coverage 71 15 Extra slots: 5 Synchro (Crystron line + F.A. Dawn Dragster + Centur-Ion Legatia), 7 Xyz (4 Train Superdreadnoughts + Infinitrack + Divine Arsenal + Liebe), 3 Link (Double Headed Anger Knuckle, Qliphort Genius, Clockwork Knight); mandatory slots well-used; flexibility present but missing Rank 4/5 Xyz (Verified)
D12 Side Deck Adaptability 0 0 side deck; no post-side plan available; siding adaptability = 0 for best-of-3 (Verified)
D13 Matchup Coverage & Format Fit 55 Train archetype meta-share unknown; archetype stats available (38 rows) show core coverage 48%, indicating deviation from consensus; no dated metagame sample supplied; provisional positioning (Provisional)
D14 Pilotability & Error Tolerance 58 Combo steps moderate (~8–12 per line from Schedule → Xyz summon chain → float setup); decision points present (Schedule activation timing, Mulcharmy draw-trigger sequencing, Synchro-route pivots); error tolerance medium; pilotability ~58 (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 63, Going First ≈ 68, Going Second ≈ 66, Meta = provisional, Tournament Reliability ≈ 57. Modifiers: Main deck over-size penalty (-2); Missing core Xyz bosses (-3); Zero side deck (-2). Final formula: 0.80*Structural (63) + 0.20*TournamentReliability (57) = 62.4 → 62 (Meta provisional, no dated sample)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.94 · key two-card combo ≈ 0.87 · full-brick estimate ≈ 0.06 (all Inferred)
  • Combo output: best PowerIndex 82, median 61, board-per-starter 2.4
  • Turn order: 14 going-first lines vs 12 going-second lines

Strengths

  • Robust opening consistency: 94.2% chance of live core starter in opening 5
  • High-ceiling end-boards with 3–4 layered negations and ATK-scaling bosses (Gustav Rocket 5000, Liebe 4000)
  • Going-second tooling: Forbidden Droplet + Dark Ruler No More + Raigeki covers most established boards
  • Strong recursion through Crystron Sulfefnir/Sulfador and Scrap Recycler; mid-game grind viable
  • Extra Deck well-optimized for the engine: Synchro interaction, Xyz bosses, Link searchers

Weaknesses

  • 55-card main over-size: increases brick rate and reduces consistency vs standard 40–42 core
  • Multiple Normal-Summon conflicts (Babeldecker, Night Train, Super Express, Convex Knight) create hand redundancy and choke points
  • Median output (61 power) significantly below ceiling (82); many lines do not establish full board
  • Single-choke-point vulnerability: disruption to one Normal Summon or Schedule activation collapses many lines
  • Missing 13 core cards (e.g. Gustav Max 100% inclusion, Clockwork Knight 100%, Ancient Gear Ballista) limits ceiling access
  • Limited post-disruption routes: Crystron Synchro recursion is secondary and resource-hungry
  • Zero side deck: no adaptability for best-of-3 format

Critical choke points

  • Normal Summon slot congestion: Babeldecker, Night Train, Super Express, and Convex Knight all compete for the once-per-turn Normal Summon, causing brick hands when multiple appear together
  • Hand Trap to core starter: Ash Blossom negating Schedule/Exceptional Schedule or Mulcharmy activation can collapse the entire T1 line if no independent second starter is live
  • Absence of Gustav Max in Extra: Missing the 100%-inclusion Xyz boss forces awkward pivot lines and reduces board power vs meta expectations
  • Resource depletion on Synchro routes: Crystron Sulfefnir and Sulfador recursion require banish-zone materials and graveyard setup; dead without proper turn-1 float
Priority Remove Add Reason
1 Heavy Armored Knight Babeldecker (1 copy) Superdreadnought Rail Cannon Gustav Max (3 copies total in Extra if already present, else include in main at cost of tech card) Babeldecker duplicates the Normal Summon function of Night Train and Convex Knight without strong payoff; Gustav Max is 100% inclusion in archetype and should not be absent from Extra
2 Super Express Bullet Train (1 copy) Clockwork Knight (1 copy in Extra) or Ancient Gear Ballista (1 copy in main) Super Express requires all EARTH Machine board and forbids attack without resource cost; Clockwork Knight is 100%-inclusion Link searcher. Cut non-core Normal Summon
3 Reduce main deck to 40–42 cards Trim redundant tech: Triple Tactics Thrust (2 copies) → 1 copy; Forbidden Crown (2) → 1 copy 55-card main increases brick rate by ~5–7% vs 40-card; each Tech slot above core should have high impact
4 No side deck (0 cards) 15-card side deck for best-of-3 adaptability Current design offers zero post-side plan; even basic side cards (Kaiju, Nibiru counter, artifact tech) would improve tournament reliability

Evidence & confidence

  • Verified: Legality: deck is Legal (55-card main, 15-card extra, 0 side); Restricted cards: Called by the Grave (Limited, 1 run), Harpie's Feather Duster (Limited, 1), Triple Tactics Talent (Limited, 1), Droll & Lock Bird (Semi-Limited, 2 run); Composition: 31 distinct main cards, 14 distinct extra cards, 14 distinct Synchro/Link/Xyz cards; Archetype core cards present: 12 of 25 top-core cards (48%)
  • Observed: Archetype usage stats available: 38 total stat rows; core inclusion % for present cards matches meta expectations
  • Inferred: Opening consistency: P(≥1 core starter in hand 5) = 0.9421 via hypergeometric; archetype core = 23 copies (Exceptional Schedule 3, Mulcharmy Fuwalos 3, Mulcharmy Purulia 3, Night Train 3, Crystron Inclusion 3, Scrap Recycler 3, Urgent Schedule 2) ; Brick estimate: ~5.8% (inverse of 0.9421) plus additional hand conflicts from Normal-Summon duplication; Combo ceiling: 82 power index inferred from three stacked Xyz boards (Juggernaut Liebe, Gustav Rocket, Gustav Max) with full negation suite; Combo median: 61 power index inferred from archetype construction; typical T1 line produces two Xyz + one-two interaction; Going-first power: 68 (strong opener + board interaction, weak grind recovery); Going-second power: 66 (good removal suite, Mulcharmy draw triggers, moderate force-interaction); Resilience: 61 (two independent Synchro lines, but single choke point on Normal Summon); Grind economy: 64 (Scrap draw + Mulcharmy triggers enable mid-game float, but net advantage modest)
  • Provisional: Meta Power: null (no dated metagame sample supplied; Train archetype meta-share unknown); Tournament Reliability: 57 (inferred from opening stability 72, post-disruption 61, zero siding 0, error tolerance 58)
  • Data gaps: No combo evidence supplied (no raw parsed boards): combo floor/median/ceiling entirely text-inferred No tournament link: no per-pilot match record or archetype meta-share data No dated metagame sample: Meta Power cannot be assigned; matchup-fitness is Provisional only No win-rate telemetry (brick rate, going-first/second split, by-matchup outcomes): all consistency and performance inferences are Inferred tier No side deck: post-side plan impossible; tournament reliability capped at single-game variance

More TCG Info

Train

Train Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top