Sinful Spoils Deck #721027 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Diabellstar the Black Witch x3, Girsu, the Orcust Mekk-Knight x3, Mulcharmy Fuwalos x3. Created Jun 15, 2026 by YGO Mod.

Deck Sinful Spoils TCG

Created by: YGO Mod (20517634)

Created On: 06/15/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Jun 15, 2026
58± 7/ 100
Power Score
Structural 61
Reliability 56
Going First 66
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 58/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 61
Going First 66
Going Second 62
Meta Power provisional
Tournament Reliability 56
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Control
  • Format: tcg

Legality

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

Identity & game plan

  • Win condition: Summon multiple Link/Fusion monsters to establish layered interaction and board control; Grind through resource advantage and recovery to outlast opponent
  • Turn 1 (going first): Open with Mulcharmy/Diabellstar starters to build Orcust Link board with Galatea-I/Galatea/Enlilgirsu, setting Traps for disruption
  • Turn 2 (going second): Leverage Ash Blossom, hand traps, and board-breaker spells (Lightning Storm, Forbidden Droplet) to clear opponent board, then pivot into combo lines
  • Recovery: Banish/GY recursion via Orcust Harp Horror, Orcust Knightmare, and Orcust Cymbal Skeleton to extend plays; Azamina recursion for follow-up pressure
  • After siding: No side deck present; limited adaptive capacity post-match

Why it scores here

This Sinful Spoils hybrid reliably opens a starter (~86% P(≥1 in opening 5)), but the median board is constrained by split engine coherence (missing key Azamina Fusion monsters) and interaction layering that depends heavily on hand-trap draws and Trap setup. The deck converts starters into functional boards with Orcust Link recursion and Mulcharmy draw effects, enabling resource recovery through multiple turns. Going first, it establishes 2–3 negations or disruption pieces; going second, it leverages six-card hands for removal and board-breaker access. Critical weaknesses are the absence of a side deck (no post-match adaptability), low offensive ceiling without Azamina Fusions, and vulnerability to interruption of early Girsu or Diabellstar plays. Popularity and archetype stats confirm the list is real and accessible, but did not earn score points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 Archetype core 17 copies with P(≥1 in hand 5) ≈ 0.856; three Diabellstar and three Mulcharmy as stable starters (Verified); extra hand-trap density lowers consistency (Inferred)
D2 Opening-Hand Quality & Brick Management 64 Deck runs 10 hand traps and 3 separate trap lines with conflicting Normal Summon (Girsu, Orcust Knightmare), estimated full-brick rate ≈ 9%; mild garnet risk from Orcust bricks (Inferred)
D3 Combo Conversion & Ceiling 66 Typical line produces Galatea-I + Galatea (2-Link board) or Enlilgirsu with 1–2 searched cards; ceiling blocked by missing Azamina Fusions; inferred best case ~75 PowerIndex from text roles (Inferred)
D4 Combo Floor & Median Output 58 Median board via Mulcharmy/Diabellstar opener yields 1–2 linked monsters + 1–2 searched pieces; median inferred ~58 without parsed combos (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Orcust recursion loop (Harp Horror, Knightmare, Cymbal Skeleton) enables ~2 independent lines; post-interruption recovery limited by single choke point at starter (Inferred)
D6 Resource Economy, Recovery & Grind 68 Mulcharmy draw effects, Magicians' Souls, and WANTED searcher float resources; net card advantage estimated +1 to +2 over 2–3 turns; grind potential moderate (Inferred)
D7 End-Board & Interaction Quality 66 End-board features 2–3 negation-text monsters (Dominus Spark/Impulse, Orcust Crescendo, World Legacy Crown); interaction density inferred ~2.5 disruptions (Inferred)
D8 Going-Second & Board-Breaking Power 62 Going-second hand 6; deck carries 2× Lightning Storm, 2× Forbidden Droplet, 3× Infinite Impermanence for board-breaker coverage; 6-card quality enables ~60% of viable removal lines (Inferred)
D9 Offensive Pressure & Closing Power 54 Borrelsword Dragon 3000 ATK and Enlilgirsu 2600 ATK are primary closers; no piercing or direct-damage effects; low offensive pressure without chip damage (Verified)
D10 Main Deck Efficiency & Flexibility 58 55 Main: 15 1-copies, 5 2-copies, 10 3-copies; efficient archetype spread but 5.7% exact-name purity indicates heavy splash; 11 searchers provide flexibility (Verified)
D11 Extra Deck Efficiency & Coverage 64 15 Extra: 10 Links (4 Orcust, 2 generic, 4 other), 3 Fusions (only 1 in-archetype Azamina present—missing the 100%-inclusion Azamina Mu Rcielago), 2 XYZ; underutilized due to missing Fusions (Verified)
D12 Side Deck Adaptability 20 No side deck (0 cards); zero post-match adaptability; hard penalty (Verified)
D13 Matchup Coverage & Format Fit 50 Archetype (Sinful Spoils + Orcust hybrid) is real and recent; no dated metagame sample supplied; meta-share unknown (Provisional)
D14 Pilotability & Error Tolerance 56 Combo lines moderately complex (~5–7 steps typical); Orcust recursion and Mulcharmy triggers require precise sequencing; error margin ~2–3 decision points per turn (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 61, Going First ≈ 66, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 56. Modifiers: No side deck (-4); Missing core Azamina Fusions (-3); Split archetype focus (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.86 · key two-card combo ≈ — · full-brick estimate ≈ 0.09 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Consistent starter access (~86% P(≥1 in opening 5))
  • Robust hand-trap lineup (10 copies across Ash, Infinite Impermanence, Ghost Ogre, Droll & Lock) for disruption
  • GY recursion engines (Orcust Harp Horror, Knightmare, Cymbal Skeleton) enable 2–3 independent lines per turn
  • Flexible removal suite (Lightning Storm, Forbidden Droplet, Dominus Spark/Impulse) for going-second plays
  • Searchers (11 copies) float resources and smooth draws
  • Mulcharmy draw effects (Fuwalos, Purulia) generate card advantage in extended games

Weaknesses

  • No side deck eliminates post-match adaptability; critical in best-of-3 format
  • Missing both core Azamina Fusions (100% inclusion rate in meta) reduces ceiling and payoff consistency
  • Split engine focus (Orcust + Mulcharmy + Azamina) creates conflicting synergies and bricks (e.g., Girsu Normal Summon blocks Mulcharmy)
  • Median board (1–2 Links + 1–2 searches) lower than archetype optimum due to incomplete Azamina core
  • Offensive pressure minimal: no piercing, no direct damage, only Borrelsword/Enlilgirsu closers
  • High complexity with multiple recursion loops increases pilot error risk
  • Garnet risk from Orcust Knightmare and Orcust Cymbal Skeleton when drawn in wrong game state

Critical choke points

  • Early interruption of Diabellstar or Girsu activation blocks most first-turn lines
  • Ash Blossom on any searcher (WANTED, Orcustrated Babel) significantly reduces resource float
  • Mulcharmy engine requires opponent to summon to generate card draw; powerless against passive boards
  • No alternative win condition if combo stall is broken; grind plan vulnerable to tempo loss
  • Orcust Link materials tight: only 2 Galatea-I, single Galatea-II creates bottleneck in extended plays
Priority Remove Add Reason
1 Magicians' Souls (1 copy), World Legacy - World Wand (1 copy), Different Dimension Ground (1 copy) Azamina Mu Rcielago (1 copy), Azamina Ilia Silvia (1 copy), S:P Little Knight (1 copy) Core stat shows 100% inclusion for both Azamina Fusions and S:P Little Knight; including them directly improves ceiling board power, Fusion payoff consistency, and end-board interaction quality. Current slots are utility cards that do not fill critical gaps.
2 World Legacy - World Crown (1 copy), Orcust Knightmare (1 copy) Relinquished Anima (1 copy), Charmer Quartet in Bloom (1 copy) Both added cards are 90%-inclusion meta staples missing from the deck; Anima is a Link toolbox extender that unlocks Cross-Sheep and other combos. Charmer Quartet sets up Azamina mills and search chains. This shift improves engine coherence.
3 Add 15 side-deck cards Currently 0-card side deck; build post-match adaptability with anti-meta tech: Dimensional Barrier, Shadow-Imprisoning Mirror, Graveyard disruption, and additional hand traps to tune for specific matchups.

Evidence & confidence

  • Verified: Legality: Legal (55 Main, 15 Extra, 0 Side; all copy limits respected); Main Deck composition: 55 cards, 30 distinct, copy histogram 1×15 / 2×5 / 3×10; Extra Deck composition: 15 cards, 13 distinct, 10 Link / 3 Fusion / 2 XYZ; Restricted cards: Called by the Grave (Limited, 1 copy), Foolish Burial (Limited, 1 copy), Harpie's Feather Duster (Limited, 1 copy), Triple Tactics Talent (Limited, 1 copy), Droll & Lock Bird (Semi-Limited, 2 copies); Core usage stats: 32% of meta-core cards present (8/25); both Azamina Fusions 100%-inclusion but absent; S:P Little Knight 100%-inclusion but absent; Card text role tags: 10 hand traps, 11 searchers, 14 negation-text, 23 removal-text
  • Observed: Archetype meta-share context available but no dated metagame sample; tournament link absent
  • Inferred: Engine consistency: P(≥1 starter in opening 5) ≈ 0.856 from hypergeometric; 17-copy archetype core; Brick rate: ~8.7% full brick estimate from composition; Combo ceiling: inferred ~66 PowerIndex from card text (missing Azamina Fusions limits payoff); Combo floor/median: inferred ~58 PowerIndex; no parsed boards available; Interruption resilience: ~2–3 independent lines via Orcust recursion; estimated score 62; Resource economy: estimated +1 to +2 card advantage over 2–3 turns via Mulcharmy draws and searchers; Endboard interaction density: inferred ~2.5 disruptions (Dominus Spark/Impulse, Crescendo, Crown negate-text); Going-second power: 6-card hand quality with removal suite (Lightning Storm 2×, Forbidden Droplet 2×, Impermanence 3×); inferred ~62; Offensive pressure: only Borrelsword 3000 ATK and Enlilgirsu 2600 ATK as closers; no piercing or direct damage; inferred ~54; Pilotability: moderately complex combo chains (~5–7 steps); Orcust recursion and Mulcharmy triggers require sequencing; inferred ~56
  • Provisional: Meta Power: null; archetype real and accessible (Sinful Spoils hybrid + Orcust recently emerged), but no dated sample supplied; Matchup coverage: unknown without metagame data
  • Data gaps: No combo boards parsed; combo floor, median, and ceiling are text-only inference No tournament link; archetype meta-share and per-pilot match record absent No win-rate telemetry exists in YGOVN; going-first/second and brick rates are estimated from composition No side deck present; post-match performance and adaptability unknown No dated metagame sample; Meta Power cannot be calculated, remains Provisional

More TCG Info

Sinful Spoils

Sinful Spoils Breakdown

 
 

 

 

 

 

 

 
 

 

 
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