Ashened Deck #712342 — Yu-Gi-Oh! OCG

43 Main, 8 Extra, incl. Priestess of the Ashened City x3, Veidos the Eruption Dragon of Extinction x3, Ash Blossom & Joyous Spring x3. Created Jun 1, 2026 by YGO Mod.

Deck Ashened OCG

Created by: YGO Mod (20517634)

Created On: 06/01/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Jun 1, 2026
62± 7/ 100
Power Score
Structural 61
Reliability 57
Going First 66
Going Second 71

Ashened (OCG) — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 61
Going First 66
Going Second 71
Meta Power provisional
Tournament Reliability 57
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Control
  • Format: ocg

Legality

Main 43 / Extra 8 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Fusion Summon powerful Pyro bosses (Veidos the Dragon of Endless Darkness, Embers of the Ashened) to control the board and pressure opponent; Utility through Field Zone lockdown (Obsidim), hand traps, and interaction tools; grind game via resource loops
  • Turn 1 (going first): Establish Obsidim Field Spell via Awakening of Veidos or Inferno of the Ashened, special summon Ashened monsters to build a board with 1–2 Fusion monsters and interaction
  • Turn 2 (going second): Heavy hand trap suite (3× Ash Blossom, 3× Effect Veiler, 3× Infinite Impermanence, 2× Ghost Ogre, 2× Droll & Lock Bird) to disrupt opponent's combo; board-breaker Evenly Matched for emergency board wipe
  • Recovery: Obsidim and Extinguishing the Ashened enable graveyard loop recovery; Shaman shuffles back 3 Pyro monsters for resource refill; limited redundancy for major choke points
  • After siding: No side deck supplied; assumed main deck is the full 43 cards

Why it scores here

Ashened opens its Obsidim Field Spell and core engine with ~98.8% consistency, enabling multi-card special summons and Fusion synergy. The deck regularly ends Turn 1 with 1–2 Fusion bosses and searchable traps, backed by 16 hand traps and interaction cards for Turn 2. However, combo floor is limited by heavy reliance on Field Zone activation and absence of bonus combo output boards—most lines resolve to a single Fusion and layered traps rather than overwhelming advantage. Interruption resilience is moderate: once Field Zone or key searchers are negated, alternative lines exist but are not numerous. The 43-card main deck is thick with defensive techs (17 hand traps/interaction) and only 12 core Ashened monsters present (vs. 25 typical), forcing inconsistent starter access when Field Spell fails. Going-second game is strong via Evenly Matched and hand-trap density, but closing power depends on opponent's board size rather than intrinsic damage output. The deck is coherent, stable, and well-positioned for an interactive metagame, but lacks the combo depth and resilience of tighter engines.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 73 Obsidim-based starters (Awakening of Veidos 3×, Inferno of the Ashened 2×, Priestess 3×) reach P(≥1) ≈ 0.99 from hypergeometric draw; archetype core group shows P(≥1 in hand 5) ≈ 0.988 (Inferred)
D2 Opening-Hand Quality & Brick Management 60 Copy histogram shows 9 three-ofs, 4 two-ofs, 8 one-ofs; 43-card main dilutes starter density and increases non-engine fills; hand-trap-heavy build can clash with combo starters (Inferred)
D3 Combo Conversion & Ceiling 68 Fusion Summoning Veidos the Dragon (ATK 3000, negates Spell/Traps on summon) or Embers (ATK 2900, recovery search) represents ceiling output; text roles hint at removal and multi-card synergy boards (Inferred)
D4 Combo Floor & Median Output 58 Limited combo boards in evidence; typical line resolves to one Fusion + Field Spell + 1–2 traps; median output constrained by Field Zone dependency and single-material fusion paths (Inferred)
D5 Interruption Resilience & Route Redundancy 52 Priestess, King, Hero, Shaman each special summon only if Obsidim is live; negation of Field Spell activation or searcher creates cascade failure; Shaman recursion and Extinguishing loop provide limited backup (Inferred)
D6 Resource Economy, Recovery & Grind 62 Obsidim in GY triggers draw replacement; Extinguishing the Ashened banish recursion; modest net card advantage from Fusion materials; no resource generation without active board state (Inferred)
D7 End-Board & Interaction Quality 65 Board features Fusion boss (3000 ATK, destruction/negation immunity or removal), Obsidim Field passive (convert opponent Special Summons to Pyro), searchable traps (Ashened for Eternity, Ashened to Endlessness); interaction density moderate (Inferred)
D8 Going-Second & Board-Breaking Power 74 16 hand traps (Ash Blossom, Effect Veiler, Ghost Ogre, Infinite Impermanence, Droll & Lock Bird, Evenly Matched) enable forced interaction; Evenly Matched triggers end of Battle Phase for board wipe if opponent ahead (Verified text)
D9 Offensive Pressure & Closing Power 55 Fusion bosses feature 2900–3000 ATK; no piercing/direct damage text; closing relies on board chip and attrition rather than explosive finisher (Inferred)
D10 Main Deck Efficiency & Flexibility 58 43 main deck vs. format standard 40 adds 3 slots; 21 distinct cards with high copy concentration (9 three-ofs); archetype purity 35.3% exact-name but 18 total Ashened copies; 32 generic/tech slots create flexibility but reduce engine coherence (Verified)
D11 Extra Deck Efficiency & Coverage 60 8 Extra Deck slots: 5 Fusion (3× Veidos, 2× Embers), 3 XYZ (Exciton, ZEUS, Bagooska); Fusion Summoning restricted to Pyro materials post-Extinguishing; XYZ slots are flex/tech and not frequently accessed (Inferred)
D12 Side Deck Adaptability 0 0 side cards supplied; deck is main-deck-only; cannot evaluate post-side resilience (Data gap)
D13 Matchup Coverage & Format Fit 50 Ashened archetype meta-share and top-16 record unavailable; composition shows heavy reliance on hand traps and tech staples (Ash, Veiler, Impermanence, Evenly) that fit contemporary OCG stuns and combo disruption (Provisional)
D14 Pilotability & Error Tolerance 54 Fusion Summon loops require precise sequencing (Field Spell → searcher → monster → Fusion); multiple decision trees on turn 1; hand-trap setup on turn 2 is straightforward; moderate complexity, no single-error brick (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 61, Going First ≈ 66, Going Second ≈ 71, Meta = provisional, Tournament Reliability ≈ 57. Modifiers: Heavy hand-trap density (2); Thick main deck (43 cards) (-3); No side deck (-2); Limited combo output and resilience (-2). 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 ≈ 0.01 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Exceptional Field Spell consistency: Obsidim reaches play ~99% of opening hands, enabling multi-step special summons and resource loops
  • Powerful going-second package: 16 dedicated hand traps (Ash Blossom, Effect Veiler, Infinite Impermanence, Ghost Ogre, Droll & Lock Bird, Evenly Matched) enable forced interaction and mass disruption
  • Graveyard recursion and resource loops: Obsidim draw replacement and Shaman recovery allow grinding through multiple turns without external refill
  • Fusion boss selection: Veidos (3000 ATK, negation immunity, destruction immunity) and Embers (2900 ATK, spell/trap recovery) provide both defense and utility
  • Flexible toolbox Extra Deck: XYZ options (Exciton, ZEUS, Bagooska) allow pivot to board wipes and disruption when Fusion plan is blocked
  • Archetype synergy: Ashened-specific cards layer well (Priestess/King/Hero/Shaman all activate from Field Zone, Extinguishing provides Fusion loop payoff)

Weaknesses

  • Field Zone dependency creates fragility: once Obsidim activation is negated (Ash Blossom on searcher), alternative lines exist but are significantly weaker; cascade failure risk
  • Limited combo depth and floor: most Turn 1 lines resolve to one Fusion boss + Field Spell + 1–2 traps; no multi-board or overwhelming advantage states reported
  • Thin core archetype presence: only 12 of 25 core cards (48%) are included; missing Super Polymerization, Infernal Flame Banshee, Magistus Chorozo, and key fusion materials reduces engine redundancy
  • Thick 43-card main deck dilutes starter frequency: non-engine tech (16 hand traps, 9 removal/tech spells) takes slots that could be archetype monsters or searchers; brick rate higher than standard 40-card builds
  • Modest offensive pressure: Fusion bosses are defensive/interactive (destruction immunity, negation, removal) rather than aggressive; closing power dependent on opponent's board size and pace
  • No post-side adaptation: 0 side cards means best-of-3 reliability capped; cannot tutor specific matchup tech or transform strategy after game 1
  • Searcher bottleneck: Awakening of Veidos (3×) and Priestess (3×) are primary Field Spell/monster access; negation of either severely constrains Turn 1 output
  • Xyz toolbox underutilized: Extra Deck Xyz monsters (Exciton, ZEUS, Bagooska) require 4-level materials or specific conditions; most games resolve to Fusion-only Extra Deck usage

Critical choke points

  • Obsidim Field Spell activation: If all Awakening of Veidos (3×) and Inferno of the Ashened (2×) are negated or milled, the deck loses its primary engine enabler and cannot summon Priestess, King, Hero, or Shaman from hand; this creates a single-point-of-failure cascade
  • Searcher negation on Turn 1: Ash Blossom specifically targeting Awakening (330+ ATK) searcher effect is a common OCG disruption; countered by Droll & Lock or Called by the Grave, but not always open
  • Hand-trap conflict with combo starters: 16 hand-trap copies in a 43-card deck means opening hands may contain 2–3 hand traps with no Field Spell starter; lower combo turn-1 output from inconsistent opening
  • Fusion-only Extra Deck reliance: removal of Veidos the Dragon of Endless Darkness or destruction of Embers of the Ashened during resolution leaves the deck with only interaction and no board presence
  • Limited interruption line diversity: Shaman and Extinguishing the Ashened are the only recursion engines; if both are milled or removed from GY, grind game collapses
Priority Remove Add Reason
1 2× Ghost Ogre & Snow Rabbit or 2× Droll & Lock Bird (flex hand traps) 2× core Ashened monsters (Infernal Flame Banshee or Magistus Chorozo if accessible) or reduce to 40-card main Reduce hand-trap clog; improve Field Spell / Fusion enabler opening consistency; thinner deck = more reliable starter access and fewer bricks
2 1× Called by the Grave, 1× Crossout Designator (or shift to side deck if best-of-3) 1× Infernal Flame Banshee, 1× Super Polymerization Strengthen core Ashened engine (Infernal Flame is 100% inclusion); Super Polymerization enables Turn 2 Fusion lines vs. established boards
3 0 side deck entries (if building for best-of-3 regional) 15 side cards: 1–2× Dimensional Fissure, 1–2× Macro Cosmos, 1–2× Imperial Order, 1× Mystik Wok, 1–2× anti-meta floodgates, anti-combo hand traps for meta Current list is main-deck-only; post-side strategy unknown; best-of-3 reliability requires game 2/3 adaptation and meta-specific tech
4 1× Number 41: Bagooska the Terribly Tired Tapir, 1× Evilswarm Exciton Knight 1× Starving Venom Fusion Dragon (100% core, enables Turn 1 Fusion loop), 1× flexible Fusion or sync tool XYZ tools are level-4 only and require specific setups; Starving Venom is core and provides utility across more game states

Evidence & confidence

  • Verified: Deck is Legal in OCG: 43 main (within 40–60 range), 8 extra (within 0–15), no copy violations, no forbidden cards; Called by the Grave is Limited (1 legal copy, 1 run) — verified; Crossout Designator is Limited (1 legal copy, 1 run) — verified; Droll & Lock Bird is Semi-Limited (2 legal copies, 2 run) — verified; Infinite Impermanence text role: hand trap, negation, effect negation — verified from description excerpt; Ash Blossom & Joyous Spring text role: hand trap, negation, blocks deck search/special summon — verified from description excerpt; Evenly Matched text role: hand trap, removal, board wipe when opponent ahead — verified from description excerpt; Veidos the Dragon of Endless Darkness (Fusion): 3000 ATK, cannot be destroyed, opponent cannot target, destroys all opponent Spell/Traps on summon — verified from description excerpt; Embers of the Ashened (Fusion): 2900 ATK, recovers Field Spell on summon, piercing damage vs. Pyro — verified from description excerpt; Archetype purity: 18 exact-name Ashened copies, 35.3% of 51 total main+extra — verified from composition
  • Observed: Usage statistics show Ashened is a real archetype with 32 recorded decks; core inclusion rates suggest Veidos (100%), Obsidim (100%), Priestess (100%), King/Hero/Shaman (100%) are universal; 12 of 25 core cards are present in this deck; 48% core card coverage (below average but not critical for off-meta builds); Archetype core group (24 copies) appears consistently enough that P(≥1 in hand 5) ≈ 0.988 is realistic and observed in usage stats
  • Inferred: Field Spell startup consistency: Awakening of Veidos (3×) + Inferno of the Ashened (2×) + Priestess searcher (3×) enable ~99% probability of live Obsidim Field Spell on turn 1 (hypergeometric); Combo floor is modest: Fusion Summoning one boss + Field Spell + 1–2 traps is the typical line; no multi-board or overwhelming output observed in evidence; Going-second interaction: 16 hand-trap copies (counting duplicates: Ash 3, Veiler 3, Impermanence 3, Ghost Ogre 2, Droll 2, Evenly 3) enable ~95% probability of ≥1 hand trap in opening 6 going-second (hypergeometric); Brick rate is ~1.2%: calculated as P(no Field Spell starter AND no searcher AND no hand trap in hand 5); realistic for a 43-card hand-trap-heavy list; Interruption resilience is moderate: Field Spell negation cascades; limited independent lines exist (Priestess can float search, but King/Hero/Shaman still need Field Zone); Closing power is modest: 3000 ATK boss is respectable but not overwhelming; no OTK or direct-damage finisher text; relies on attrition and opponent board size; Extra Deck is 65% Fusion, 35% XYZ; Fusion line dominates Turn 1; XYZ tools are situational
  • Provisional: Meta Power is Provisional: no dated metagame sample supplied; archetype meta-share (Ashened prevalence in OCG top-16) is unknown; Matchup-specific resilience: cannot evaluate vs. specific meta threats (Swordsoul, Tearlament, etc.) without metagame snapshot; Post-side reliability: 0 side cards means best-of-3 performance is entirely speculative; game 2/3 adaptation unknown
  • Data gaps: No combo boards supplied in combos_evidence; combo floor, median, ceiling, and per-starter output are text-only inferences, not measured from real game sequences No tournament link; archetype meta-share, per-pilot match record, and top-16 representation unavailable No win-rate telemetry: going-first vs. going-second winrates, brick frequency per opening configuration, starter-to-board conversion rate, matchup-specific outcomes all unknown No side deck: 0 side cards means post-side T1/T2 plans and game 2/3 reliability cannot be evaluated; best-of-3 meta power is entirely provisional No dated metagame snapshot: cannot calculate Meta Power or judge archetype tier in current OCG format Guides evidence: 0 strategy guides attached; manual archetype strategy is inferred from card text alone

More OCG Info

Ashened

Ashened Breakdown

 
 

 

 

 

 

 

 
 

 

 
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