Cyclone Deck #718461 — Yu-Gi-Oh! TCG

57 Main, 5 Extra, incl. Mementotlan Angwitch x3, Mementotlan Tatsunootoshigo x3, Ash Blossom & Joyous Spring x3. Created Jun 11, 2026 by YGO Mod.

Deck Cyclone TCG

Created by: YGO Mod (20517634)

Created On: 06/11/2026

 
 


Official AI Deck Power Analysis
StunConfidence: MediumEvaluated Jul 30, 2026
49± 5/ 100
Power Score
Structural 54
Reliability 55
Going First 52
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 49/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 54.5
Going First 52
Going Second 60
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Stun
  • Secondary strategies: Control
  • Format: tcg

Legality

Main 57 / Extra 5 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Control the board with hand traps and board‑wipes, then close with a high‑ATK Fusion monster; Disrupt opponent combos and force resource exhaustion
  • Turn 1 (going first): Set multiple hand traps (Infinite Impermanence, Ash Blossom, Ghost Belle), use Cosmic Cyclone or Raigeki for early board control, and develop a Memento engine for a Fusion summon
  • Turn 2 (going second): Leverage a six‑card hand to drop a hand trap plus Droll & Lock Bird to limit opponent draws, optionally Nibiru for OT boards, then follow up with Fusion or board‑wipe
  • Recovery: Searchers (Mementotlan Angwitch, Reinforcement of the Army) and self‑recursion effects on Memento monsters replenish hand and field after disruption
  • After siding: No side deck; rely on the inherent flexibility of hand traps and generic removal

Why it scores here

The deck opens reliably with a hand‑trap or a Memento monster in about three‑quarters of first‑turn hands, giving solid early disruption. Its numerous independent traps and searchers let it recover from single‑card removal and keep pressure on the opponent. The lack of a focused combo engine or strong side‑deck limits its ceiling and adaptability, resulting in moderate overall power.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(at least one core card in opening 5) ≈ 0.74; 15 hand‑trap copies give many starter options (Inferred)
D2 Opening-Hand Quality & Brick Management 55 ≈26% chance of no core card (brick) and many filler spells raise brick risk (Inferred)
D3 Combo Conversion & Ceiling 30 No recorded combo boards; only occasional Fusion summons limit ceiling (Inferred)
D4 Combo Floor & Median Output 45 Typical play yields only hand‑trap disruption or a single Memento monster (Inferred)
D5 Interruption Resilience & Route Redundancy 70 Multiple independent hand‑traps and searchers provide routes around disruption (Inferred)
D6 Resource Economy, Recovery & Grind 65 Searchers (Mementotlan Angwitch, Reinforcement of the Army) and self‑recursion give moderate resource flow (Inferred)
D7 End-Board & Interaction Quality 70 High interaction density with 13 negation cards and 36 removal cards (Inferred)
D8 Going-Second & Board-Breaking Power 75 Going‑second hand of 6 cards includes 85% chance of a hand‑trap, enabling strong board‑breaks (Inferred)
D9 Offensive Pressure & Closing Power 55 Beatsticks limited to 3000‑ATK Fusion monsters; overall pressure modest (Inferred)
D10 Main Deck Efficiency & Flexibility 45 57‑card main deck dilutes consistency; many generic cards reduce efficiency (Inferred)
D11 Extra Deck Efficiency & Coverage 40 Only 5 Fusion monsters in Extra, few flexible options (Inferred)
D12 Side Deck Adaptability 20 No side deck present, limiting post‑side adaptation (Inferred)
D13 Matchup Coverage & Format Fit 40 No tournament data; archetype not meta‑dominant (Provisional)
D14 Pilotability & Error Tolerance 60 Play requires tracking many hand‑traps but steps are straightforward (Inferred)

How the score was computed

Strategy profile: Stun. Structural ≈ 54.5, Going First ≈ 52, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: Large main‑deck size (-4); No side deck (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.74 · key two-card combo ≈ — · full-brick estimate ≈ 0.26 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • High density of hand traps and negation cards
  • Multiple searchers and self‑recursion effects
  • Access to powerful board‑wipes (Raigeki, Dark Hole, Destructive Daruma)
  • Potential for 3000‑ATK Fusion boss monsters

Weaknesses

  • Large 57‑card main deck reduces consistency
  • No side deck limits adaptation to specific matchups
  • Low combo ceiling and limited offensive pressure
  • Reliance on drawing a hand trap or Memento starter

Critical choke points

  • Opening hand without a hand trap or Memento monster leads to a non‑functional start
  • Fusion engine requires specific Memento monsters as material
Priority Remove Add Reason
1 Generic Spell/Trap filler (e.g., extra copies of Cosmic Cyclone) More core Memento monsters or additional hand traps (e.g., Solemn Judgment) Improve consistency and reduce brick rate
2 Zero side‑deck cards Side deck with anti‑meta tools like Twin Twisters, Dimensional Barrier, or additional hand traps Increase post‑side adaptability

Evidence & confidence

  • Verified: Legality status; Card text excerpts; Role hint tags; Copy limits for limited cards
  • Inferred: All dimension scores based on probabilities, card roles, and deck composition; Consistency and brick estimates; Resource economy and resilience assessments
  • Provisional: Matchup coverage due to lack of tournament data
  • Data gaps: No combo boards supplied — combo floor/median/ceiling are inferred No tournament link — archetype meta‑share and per‑pilot match record absent No win‑rate telemetry — winning probabilities are inferred or unknown Meta Power is provisional without a dated metagame sample

More TCG Info

Cyclone

Cyclone Breakdown

 
 

 

 

 

 

 

 
 

 

 
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