Invoked Deck #724028 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Aiwass, Divine Spirit of the Law x3, Aleister the Invoker x3, Aleister the Reminiscent x3. Created Jun 24, 2026 by YGO Mod.

Deck Invoked TCG

Created by: YGO Mod (20517634)

Created On: 06/24/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: Medium
58± 8/ 100
Power Score
Structural 59
Reliability 54
Going First 65
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 58/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 59
Going First 65
Going Second 58
Meta Power provisional
Tournament Reliability 54
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Control
  • Format: tcg

Legality

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

Identity & game plan

  • Win condition: Fusion Summon Invoked bosses and generate board advantage through attribute-based searches and Extra Deck access; Leverage Mulcharmy draw effects and hand traps to pivot to grind or disruption
  • Turn 1 (going first): Set up Magical Meltdown, establish a Fusion monster board (Hyperinvoked Aeon or Invoked Augoeides), protect with negation layers (Forbidden Droplet, Solemn Warning)
  • Turn 2 (going second): Use hand traps (Ash Blossom, Droll & Lock Bird), Super Polymerization for board-breaker access, and board wipes (Lightning Storm, Harpie's Feather Duster) to clear opponent's field before pivoting to Fusion plays
  • Recovery: Recursive Invocation effects, banish-based Aleister searches, Mulcharmy draw triggers, and Extra Deck Special Summons via Gamma Summon or Invoked Baybarron effects allow recovery of resources after a single disruption
  • After siding: No side deck available; plan remains unchanged across games

Why it scores here

This Invoked hybrid opens core starters (Aleister the Reminiscent, Magical Meltdown, Sacred Spirit Sword Aiwass) at ~98.8% probability, enabling consistent Fusion plays and Mulcharmy draw extensions. The deck converts these starters into a functional mid-range board with interaction (negation, monster removal, recursion), but lacks explosive ceiling—median output sits around 2–3 live interaction points per turn due to slot constraints and the absence of key staple Extra Deck cards (Raidjin, Sorath, Baybarron, Augoeides). Going-second capability is moderate via hand traps and board-breaker slots; grind and recursion are solid via banish-return loops and draw triggers. The 55-card main deck introduces variance and dead draws (Ra Sphere Mode, duplicate hand traps, and conflicting spell density), while a 0-card side deck locks the deck into a single game plan across all three rounds. The evaluation reflects the system's consistency and resilience—not its popularity or the strength of individual cards—and does not average card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 Archetype core (31 copies) draws at P(≥1) = 0.9878 in opening 5; Aleister versions and Magical Meltdown/Sacred Spirit Sword form reliable bootstrap sequence (Inferred)
D2 Opening-Hand Quality & Brick Management 64 12 three-ofs and 6 two-ofs (24/55 ≈ 44% repeats) plus conflicting Normal Summons (Ash, Droll, Aiwass) create hand bloat risk; Ra Sphere Mode (3 copies, unplayable without tributes) counts as hard garnet (Inferred)
D3 Combo Conversion & Ceiling 68 Best-line outcome: Magical Meltdown search + Aleister effect + Super Polymerization fusion yields 2–3 summons and up to 3 negation layers; capped by lack of core Fusion bosses and Extra Deck constraint (Inferred)
D4 Combo Floor & Median Output 54 Median line: Magical Meltdown + Invocation chains yield 1–2 Fusion summons with 1–2 negations per turn; starter diversity (12 three-ofs) but limited continuity without explicit combo scaffolding (Observed from card text, Inferred output)
D5 Interruption Resilience & Route Redundancy 62 Two independent starter pools (Aleister + Aiwass lines) and banish-recursion via Invocation recursion allow pivot to a second board after one disruption; limited third-line redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 66 Mulcharmy draw effects (+1 per opponent special summon), Aleister banish-return loops, and Invocation GY recursion generate positive resource swing; no net-card advantage ceiling documented (Inferred from text)
D7 End-Board & Interaction Quality 65 Negation breadth: Magical Meltdown lock, Forbidden Droplet effect negate, Solemn Warning counter, Forbidden Crown on-field negate, Zoroa/Invoked Sorath untested here; density ~3 interaction points baseline, layerable (Inferred)
D8 Going-Second & Board-Breaking Power 62 Hand traps (Ash 3x, Droll 2x, ~50% draw probability going second) + Super Polymerization + Lightning Storm/Harpie's Feather Duster provide removal suite; no dedicated board-breaker (Inferred from text)
D9 Offensive Pressure & Closing Power 48 Hyperinvoked Aeon 3800 ATK, Invoked Elysium 3200, Aiwass 2000; no piercing, direct, or OTK effects; depends on opponent field control to close; ceiling ~6000 burn over 2 turns (Inferred)
D10 Main Deck Efficiency & Flexibility 58 Main deck 55 cards vs 40-min standard creates 15-card buffer but introduces garnet density; Mulcharmy/hand-trap compression mitigated by slot efficiency; archetype purity 27% (Verified composition)
D11 Extra Deck Efficiency & Coverage 68 15 Extra Deck slots: 11 Fusion (7 distinct Invoked bosses + Magistus Zoroa + spares), 4 Link (Artemis, Almiraj, Azalea, Madness Aleister); coverage strong but misses 4 core Fusion bosses (Raidjin, Sorath, Baybarron, Augoeides) per usage stats (Observed)
D12 Side Deck Adaptability 0 0-card side deck; no flexibility across games; evaluation requires best-of-1 assumption or penalizes for best-of-3 (Verified)
D13 Matchup Coverage & Format Fit 50 Archetype meta-share data unavailable; no tournament record supplied; Invoked is established but not top-meta; positioning neutral (Provisional)
D14 Pilotability & Error Tolerance 56 Fusion lines require 2–4 decision points (search > material choice > activation window); Mulcharmy triggers are optional; hand-trap sequencing is linear; moderate complexity, low error margin on sequencing (Inferred)

How the score was computed

Strategy profile: 0.70 Combo + 0.30 Midrange. Structural ≈ 59, Going First ≈ 65, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 54. Modifiers: No side deck (-4); Oversized main deck (55 vs 40 minimum) (-3); Missing core Fusion bosses (-2); Moderate board intensity (2). Final formula: 0.80*Structural (59) + 0.20*TournamentReliability (54) = 58 (Meta provisional, no dated metagame)

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

  • Extremely reliable core opener: 98.8% probability of at least one Aleister or Magical Meltdown in opening 5
  • Flexible attribute-based Fusion summoning: 11 Invoked Fusions provide coverage across DARK, LIGHT, EARTH, WIND, FIRE, WATER
  • Grind and recursion: Mulcharmy draw triggers, Invocation GY loops, and banish-return Aleister searches extend plays
  • Interaction density: Negation via Magical Meltdown lock, Forbidden Droplet, Solemn Warning, Forbidden Crown, and floodgate options
  • Moderate going-second tools: Ash Blossom (3x), Droll & Lock Bird (2x), Super Polymerization, Lightning Storm, Harpie's Feather Duster

Weaknesses

  • Oversized main deck (55 cards) introduces dead-draw variance; Ra Sphere Mode is a hard garnet requiring impossible tribute condition
  • Missing 4 core Fusion bosses (Raidjin, Sorath, Baybarron, Augoeides) per archetype usage stats; limits ceiling and redundancy
  • Median combo output modest (~2-3 interaction points per turn) compared to optimized Invoked lists; no explosive turn-1 board
  • No side deck (0 cards); locked into single game plan across best-of-3; no post-side adaptability or meta-tuning
  • Conflicting card density: 3x Ash, 2x Droll, 2x hand-trap effects create potential clogging; normal summon conflicts
  • Weak offensive closing: No piercing, direct damage, or OTK engine; depends on grinding and opponent board disruption
  • Limited independent lines after one disruption; second and third lines require specific card sequencing (Inferred)

Critical choke points

  • Magical Meltdown is the primary field spell and search hub; if destroyed or negated early, the deck pivots to slower Invocation + Aleister GY loops, reducing consistency
  • Lack of Raidjin forces reliance on Forbidden Crown or Solemn Warning for disruption; a single well-timed negate can jam the board
  • Ra Sphere Mode (3 copies) is unplayable and clogs hand; should be replaced with extra consistency or techs
  • Extra Deck constraint at 15 slots with missing staple bosses means limited toolbox flexibility; some matchups may need cards not present
Priority Remove Add Reason
1 The Winged Dragon of Ra - Sphere Mode (3 copies) Invoked Raidjin (1), Invoked Sorath (1), Invoked Augoeides (1), flex slot (1 additional hand trap or board breaker) Ra Sphere Mode is a hard garnet; the three freed slots allow inclusion of missing core Fusion bosses (confirmed by usage stats at 100% archetype inclusion) and restore ceiling and resilience
2 Invocation - 'Sword' (reduce to 1), Invocation (keep 1, total 1-2 instead of 2+1) Invoked Baybarron (1), Aleister the Invoker of Madness (1), triple tactics talent or extra main deck slot Two Invocation variants are redundant; consolidating to 1-2 total opens slots for missing Extra Deck bosses and better search redundancy
3 Book of Eclipse (2 copies) Invoked Elysium (1), Hyperinvoked Aeon (1-2 copies, if running them), or extra hand-trap/removal Book of Eclipse is a niche stall tool; prioritize core Fusion bosses and more universal board-wipe options (Lightning Storm already present)
4 Reduce main deck to 40–45 cards by cutting lowest-impact cards (Virakam, singleton Gamma Summon, low-value techs) Consolidate into a lean 40–48 card main to reduce brick rate and variance Oversized main deck inflates garnet density; streamlining improves opening-hand quality and consistency
5 None (structural); instead, add a 15-card side deck if playing best-of-3 Side deck with specific meta tech: extra hand traps (Dimension Shifter, Nibiru), board breakers (Evenly Matched, Artifacts), or format-specific answers 0-card side deck is a significant tournament liability; building a side allows adaptation to known matchups and format meta

Evidence & confidence

  • Verified: Legality: Legal (55 main, 15 extra, 0 side, all copy limits met, per TCG banlist as of evaluated_at); Card text: All 25 distinct main and 14 distinct extra cards resolved with text excerpts present; Archetype composition: 27.1% exact Invoked name; Mulcharmy, Aiwass, Aleister support confirmed; Usage stats: 52% core card presence (13/25 core listed as 100% inclusion rate in archetype); Banlist status: Called by the Grave Limited (1), Harpie's Feather Duster Limited (1), Solemn Judgment Limited (1), Droll & Lock Bird Semi-Limited (2), all run within legal limits
  • Observed: P(≥1 archetype core in opening 5) = 0.9878 per hypergeometric draw calculation from 55-card 31-copy core group; Hand-trap backup probability going second: ~45% (5 total hand traps in 55-card, 6-card hand); Extra Deck coverage: 11 Fusion + 4 Link = 15 distinct slots, all attributed and accounted for
  • Inferred: Brick rate estimate: ~1.2% core-only; inflated to ~4-5% by Ra Sphere Mode and conflicting normal-summon duplicates (3x Ash, 2x Droll); Median combo output: 2–3 live interaction points (Magical Meltdown negation + 1–2 Fusion summons + 1 recursion window) based on card text chains, not empirical board data; Best-case ceiling: 4–5 interaction layers (Meltdown lock + Forbidden Droplet + Solemn Warning + on-field negation + recursion) but achievable only with specific 3–4 card hands; Going-second resilience: Moderate; hand traps + Super Poly cover ~60% of common going-first boards, but no guaranteed board-breaker vs multiple negations; Grind quality: Positive 5–8 card swing over 3–4 turns via Mulcharmy draws + banish loops; not explosive but durable; Extra Deck constraint: 15 slots with 4 missing archetype staples creates 20% reduced redundancy and forced tech gaps
  • Provisional: Meta Power: Null. No dated metagame sample supplied; archetype meta-share unavailable; cannot compute matchup win rate or format fit; Tournament reliability: Provisional at 54 (based on consistency, grind, and single-choke-point vulnerability); best-of-1 assumption; best-of-3 rating would be 45–50 due to 0-card side; Format fit: Provisional; no current format meta provided; Invoked archetype assumed stable tier-2 based on historical presence
  • Data gaps: No combo boards supplied; best-line, median, and distribution inferred from card text only No tournament link; archetype meta-share, top-16 frequency, and per-pilot match record absent No telemetry for brick rate, going-first vs going-second win rate, or matchup-specific performance No dated metagame sample; Meta Power stays null/provisional No guide excerpts; strategic intent and tech rationale inferred from card function Side deck is 0 cards; best-of-3 performance cannot be validated

More TCG Info

Invoked

Invoked Breakdown

 
 

 

 

 

 

 

 
 

 

 
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