Adventurer Token Deck #720286 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Mulcharmy Purulia x3, The Phantom Knights of Decayed Cloak x3. Created Jun 13, 2026 by YGO Mod.

Deck Adventurer Token OCG

Created by: YGO Mod (20517634)

Created On: 06/13/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Jun 13, 2026
28± 8/ 100
Power Score
Structural 42
Reliability 32
Going First 48
Going Second 41

Deck — Deck Power Evaluation

Final Contextual Deck Power: 28/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 42
Going First 48
Going Second 41
Meta Power provisional
Tournament Reliability 32
  • Primary strategy: Combo
  • Secondary strategies: Midrange
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Xyz summon into negation board with Phantom Knights engine + Adventurer Token hybrid; Resource advantage through Mulcharmy draw effects and hand traps
  • Turn 1 (going first): Establish Phantom Knights Xyz monsters (Break Sword, Malevolent Scythe) with interaction negation while leaving Adventurer Token open for follow-up
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Ogre) to disrupt, then pivot with board breakers (Forbidden Droplet) and Adventurer Token activation for board rebuilding
  • Recovery: Phantom Knights recursion from GY via banish mechanics and Adventurer Token field presence; limited independent recovery lines
  • After siding: No side deck present; unable to adapt post-Game 1 in best-of-3

Why it scores here

This deck is illegal in OCG format, running 2 Solemn Judgment (limit 1), Forbidden Red Reboot, and Forbidden Maxx "C". Structurally, it is a hybrid Phantom Knights (27 cards) + Adventurer Token (5 cards) engine with generic interaction tools, but engine coherence is weak. The deck opens a Phantom Knights Xyz (≈25% likelihood via hypergeometric draw) but lacks redundant starts; Adventurer Token is underutilized as a secondary engine. Combo ceiling reaches ≈3 negations + protection via Break Sword and Fog Blade, but median boards are 1–2 interactions due to starter diversity failure and the 55-card Main Deck diluting consistency. Going-second has realistic removal (Forbidden Droplet, Ghost Ogre) but no dedicated board-breaker engine. The Extra Deck is well-constructed (5 Links, 10 Xyz), but the Main lacks compactness, runs hard garnets (Wandering Gryphon Rider as a one-of brick), and has no Side Deck. Recovery is hampered by low Phantom Knights redundancy post-disruption. This evaluation is theoretical-only due to illegality.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 42 P(≥1 Phantom Knights starter in hand 5) ≈ 0.25 from 9 copies across 55 cards; Adventurer searchers (Water Enchantress, Rite) add ≈0.10; combined ≈0.35 reliable starts (Inferred)
D2 Opening-Hand Quality & Brick Management 35 55-card main inflates brick risk; single Rite of Aramesir, single Wandering Gryphon Rider create hard garnets; hand-trap density 7/55 = 0.127, insufficient for going-second hands (Inferred)
D3 Combo Conversion & Ceiling 55 Phantom Knights Break Sword into Malevolent Scythe into Rank-Up-Magic Requiem can reach Rank 5 board (Arc Rebellion Xyz Dragon, Dark Requiem) with 2–3 negations; no combo evidence supplied, inference from card text (Inferred)
D4 Combo Floor & Median Output 48 Starter diversity 2 (Phantom Knights core vs Adventurer Token core); most games resolve 1 Xyz + 1 trap = 1–2 interactions; Mulcharmy draw triggers only if you control no cards T1, limiting use (Inferred)
D5 Interruption Resilience & Route Redundancy 38 Only 1 independent line (Phantom Knights via GY recursion); single Forbidden Droplet, single Harpie's Feather Duster, and 1-of hand traps do not sustain through layered disruption; no tutored recovery (Inferred)
D6 Resource Economy, Recovery & Grind 42 Resource signature weak: Phantom Knights banish mechanics provide limited float; no tutored draw beyond Mulcharmy (3 copies, slow); net card economy ≈ neutral to −1 after first combo (Inferred)
D7 End-Board & Interaction Quality 52 End board ≈ Break Sword (2000 ATK, destroy + search recursion) + Fog Blade (effect negation + attack shutdown); Solemn Accusation (3 copies), Solemn Judgment (2 illegal), Dominus Impulse (2 copies) add 2–3 quick interaction points; total interaction density ≈ 3 / turn (Inferred)
D8 Going-Second & Board-Breaking Power 45 Going-second: 6-card hand with 2 Ash, 2 Ghost Ogre, 1 Red Reboot (forbidden), 3 Forbidden Droplet, 1 Harpie's Feather Duster gives realistic removal; no dedicated second-turn combo engine; Mulcharmy Fuwalos draws on opponent summon but is dead-draw heavy (Inferred)
D9 Offensive Pressure & Closing Power 35 Arc Rebellion Xyz Dragon (3000 ATK) and Dark Requiem (3000 ATK) are closers, but board lacks piercing; average closing damage ≈ 3000–6000 over 2 turns; no direct damage or OTK vectors (Inferred)
D10 Main Deck Efficiency & Flexibility 32 55-card Main Deck is over-sized (40–60 legal range, but 55 is upper threshold); 32 distinct main cards with 9 three-ofs, 5 two-ofs; archetype purity 2.9% exact name (high splash); clarity suffers (Inferred)
D11 Extra Deck Efficiency & Coverage 58 15 Extra slots: 10 Xyz (Break Sword x2, Malevolent Scythe, Raider's Knight, Ophion, Karmael, Dark Rebellion, Dark Requiem, Arc Rebellion, Dark Rebellion 4HDs) + 5 Links (Rusty Bardiche, S:P Little Knight, Cherubini, Salamangreat Almiraj, I:P Masquerena); all slots are used; coverage is broad but not all tutor-able (Observed)
D12 Side Deck Adaptability 0 No side deck (0 cards). In best-of-3, this deck cannot pivot post-Game 1, eliminating adaptive strategies (Verified)
D13 Matchup Coverage & Format Fit 25 Usage statistics show this list deviates sharply from core (8% of 25 core cards present); deck is not the standard Adventurer Token shell nor the expected Phantom Knights build; archetype meta-share unknown, tournament link absent; format fit is unverifiable (Provisional)
D14 Pilotability & Error Tolerance 38 Phantom Knights Xyz summon into break/recursive lines requires 3–5 step sequences (mill → summon → overlay → rank-up); decision trees moderate; error tolerance low due to single-choke-point dependency on Xyz materials in GY (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 42, Going First ≈ 48, Going Second ≈ 41, Meta = provisional, Tournament Reliability ≈ 32. Modifiers: Illegality penalty (-11); No Side Deck (-3); 55-card Main Deck bloat (-2). Final formula: Illegal deck — capped at 28. If legalized: 0.80*Structural (42) + 0.20*TournamentReliability (32) ≈ 39; modifier −11 for illegality (three cards over limit including two Forbidden cards).

Probability & combo summary

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

Strengths

  • Extra Deck coherence: 15 slots well-allocated (5 Links for flexibility, 10 Xyz for layered Rank-ups)
  • Interaction density: 3-ofs of Solemn Accusation + Forbidden Droplet + Fog Blade provide 8–10 negation/removal vectors
  • Hybrid engine enables pivoting: Phantom Knights into Adventurer Token Rite can rebuild board post-disruption
  • Going-second removal package: Ash Blossom (2), Ghost Ogre (2), Forbidden Droplet (3) give realistic hand-trap coverage

Weaknesses

  • Illegal in OCG: Solemn Judgment ×2 (limit 1), Red Reboot (Forbidden), Maxx "C" (Forbidden) — deck cannot be played
  • Engine fragmentation: 27 Phantom Knights + 5 Adventurer + 6 Mulcharmy split focuses; no single engine dominant or redundant
  • Brick risk: 55-card Main Deck + single Rite of Aramesir + single Wandering Gryphon Rider (hard garnet) inflates opening-hand dead draws
  • Starter redundancy: P(≥1 consistent start) ≈ 0.35; most games resolve to 1 Xyz, no backup line
  • No Side Deck: Zero best-of-3 adaptability; locked into same 55 cards post-Game 1
  • Slow draw engine: Mulcharmy triggers only when controlling no cards T1, severely limiting T1 utility
  • Limited recovery: Phantom Knights recursion via banish is conditional on GY state; post-disruption resilience low

Critical choke points

  • GY material access: Phantom Knights lines depend on GY for recursion and Rank-Up-Magic triggers; disruption of mill (Ash Blossom, Droll & Lock Bird) stalls the deck entirely
  • Single Xyz summon T1: Most hands resolve 1 Break Sword or Malevolent Scythe, leaving no independent follow-up if destroyed
  • Adventurer Token under-integration: Rite of Aramesir is a one-of; Adventurer Token board is not naturally recurrable without re-accessing Rite
  • 55-card Main Deck dilution: Each draw is ≈9% less likely than a 40-card equivalent; cumulative effect over a game reduces starter and interaction frequency
Priority Remove Add Reason
1 Solemn Judgment (remove 1 copy; only 1 legal) Violates OCG banlist (Limited, 1 copy max)
1 Red Reboot (remove 1 copy) Forbidden in OCG; cannot be played
1 Maxx "C" (remove 1 copy) Forbidden in OCG; cannot be played
2 Wandering Gryphon Rider (reduce to 0 or replace) One-of hard garnet; no tutor access in the deck
2 Reduce Main Deck from 55 to 40–45 cards Brings consistency in line with archetype standards; cuts dilution bloat
3 Increase Rite of Aramesir to 2–3 copies Adventurer Token engine severely underutilized; more copies enable consistent secondary line
3 Add 15-card Side Deck Currently no side; enables best-of-3 adaptability (anti-meta, board breakers, hand traps)
4 Consider adding Phantom Knights searchers (e.g., Reinforcement of the Army is already 1) Only Reinforcement of the Army (1 copy) tutors Phantom Knights; add redundancy

Evidence & confidence

  • Verified: Deck is Illegal in OCG: Solemn Judgment ×2 (limit 1), Red Reboot (Forbidden), Maxx "C" (Forbidden); Main Deck count: 55 cards (legal 40–60 range, but 55 is upper threshold); Extra Deck count: 15 cards (legal 0–15); Side Deck count: 0 cards (legal 0–15); Card text resolved for Phantom Knights and Adventurer Token archetypes; Usage statistics available: Adventurer Token/SPYRAL comparison shows 8% core card overlap
  • Observed: Extra Deck composition: 10 Xyz (2× Break Sword, 1× Malevolent Scythe, 1× Raider's Knight, 1× Ophion, 1× Karmael, 1× Dark Rebellion, 1× Dark Requiem, 1× Arc Rebellion, 1× Dark Rebellion 4HDs) + 5 Links; Main Deck archetype split: 27 Phantom Knights, 6 Mulcharmy, 5 Adventurer Token, 3 Solemn, 15+ tech/interaction
  • Inferred: Opening consistency P(≥1 starter hand 5) ≈ 0.35 from hypergeometric probabilities (9 Phantom Knights starters + 2 Adventurer searchers / 55 deck); Brick rate ≈ 0.20 (no mulligan in OCG; opening 5 with 0 starters + hand traps); Combo ceiling ≈ 3 negations (Break Sword + Malevolent Scythe + Rank-Up into Arc Rebellion) from card text read; Median board ≈ 1–2 interactions due to low starter redundancy and 55-card dilution; Going-second removal coverage: 7 hand traps + 3 Forbidden Droplet give ≈70% probability of at least 1 disruption in hand 6; Tournament reliability low: no adaptive strategy post-Game 1; single-choke-point Xyz dependency
  • Provisional: Meta Power = null (no dated metagame sample supplied; Adventurer Token archetype meta-share unknown); Matchup performance unknown; deck deviation from core (8% overlap with SPYRAL stats) suggests niche build with unverified positioning
  • Data gaps: Deck is Illegal — cannot receive a normal Final Contextual score; evaluation is structural/theoretical only No combo evidence supplied (combos_evidence.scored_combos = 0) — all combo inferences are text-based, labeled Inferred No tournament link — archetype meta-share, per-pilot match record, and format meta-fit are Unknown/Provisional No win-rate telemetry (YGOVN does not collect game-level brick/starter/OTK rates) — all consistency and resilience claims are Inferred No guides supplied — strategic intent and post-side plans are absent; adaptation strategies unknown No Side Deck present (0 cards) — post-Game 1 plan cannot be evaluated; best-of-3 reliability is Unknown Archetype purity 2.9% exact-name; deck is hybrid Phantom Knights + Adventurer glue, not a pure shell — usage stats reflect SPYRAL, not this build

More OCG Info

Adventurer Token

Adventurer Token Breakdown

 
 

 

 

 

 

 

 
 

 

 
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