Mitsurugi Deck #726686 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Manju of the Ten Thousand Hands x3, Mitsurugi no Mikoto, Aramasa x3, Mulcharmy Fuwalos x3. Created Jun 30, 2026 by YGO Mod.

Deck Mitsurugi TCG

Created by: YGO Mod (20517634)

Created On: 06/30/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: Medium
61± 5/ 100
Power Score
Structural 68
Reliability 55
Going First 75
Going Second 65

Mitsurugi — Deck Power Evaluation

Final Contextual Deck Power: 61/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 68
Going First 75
Going Second 65
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Combo
  • Secondary strategies: Control
  • Format: tcg

Legality

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

Identity & game plan

  • Win condition: Ritual Summon Mitsurugi boss monsters (Ame no Murakumo) to clear and negate opponent board then attack for game; Generic Extra Deck synchro/link/xyz disruption (S:P Little Knight, Chaos Angel)
  • Turn 1 (going first): Open Mitsurugi searcher + ritual spell, summon Murakumo destroying all opponent monsters, set Dominus/Solemn traps
  • Turn 2 (going second): Use Lightning Storm/Harpie's Duster/Super Poly to break board then ritual summon boss
  • Recovery: Futsu/Mitsurugi Great Purification revive from GY, Pot of Prosperity dig
  • After siding: No side deck (side_count 0) so no post-side adaptation

Why it scores here

This Mitsurugi ritual deck scores on its system cohesion: high core density (24 copies) gives about 95% chance to open a starter, and redundant searchers mitigate disruption. The ceiling includes a board-clearing Murakumo plus generic extra-deck disruption, but the median line is likely a single boss with traps because no recorded combos exist. Popularity of Mitsurugi or staple inclusion did not earn points; the score reflects consistency, interaction layering, and recovery on the system, not card averages. The 55-card size and zero side deck lower tournament reliability and post-side adaptability.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 Archetype core 24 copies yields P(open >=1)=0.9512 in 5-card hand from 55-card deck (Inferred)
D2 Opening-Hand Quality & Brick Management 65 55-card main with 12 singles risks occasional dead draws but searchers mitigate (Inferred)
D3 Combo Conversion & Ceiling 78 Ceiling: Murakumo ritual destroy-all + negate plus S:P Little Knight banish (Inferred)
D4 Combo Floor & Median Output 60 Median output likely single ritual boss + trap due to no combo data (Inferred)
D5 Interruption Resilience & Route Redundancy 68 Multiple searchers (Aramasa/Saji/Kusanagi/Manju) provide redundant routes (Inferred)
D6 Resource Economy, Recovery & Grind 70 Pre-Preparation/Manju/Pot of Prosperity enable resource recursion (Inferred)
D7 End-Board & Interaction Quality 80 Dominus Impulse/Solemn/Murakumo provide layered negation (Inferred)
D8 Going-Second & Board-Breaking Power 65 Lightning Storm, Harpie's Duster, Super Poly grant going-second break (Inferred)
D9 Offensive Pressure & Closing Power 75 Murakumo 3200 ATK and extra-deck bosses 3500 enable closing (Inferred)
D10 Main Deck Efficiency & Flexibility 68 55-card deck with splash engines reduces main efficiency (Inferred)
D11 Extra Deck Efficiency & Coverage 70 15 extra slots cover fusion/synchro/xyz/link but some narrow (Verified)
D12 Side Deck Adaptability 0 Side deck absent (0 cards) so post-side adaptability none (Verified)
D13 Matchup Coverage & Format Fit 55 No dated metagame sample; format fit provisional (Provisional)
D14 Pilotability & Error Tolerance 60 Ritual lines with many one-ofs increase pilot complexity (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 68, Going First ≈ 75, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: no_side_deck (-3); oversized_main (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.95 · key two-card combo ≈ — · full-brick estimate ≈ 0.05 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • High core consistency (P>=1 core 0.95)
  • Layered negation via Dominus/Solemn/Murakumo
  • Multiple recursion/searcher routes

Weaknesses

  • 55-card main dilutes speed
  • No side deck (0 cards)
  • Reliance on ritual spells and tributes

Critical choke points

  • Mitsurugi Ritual/Mirror needed to summon bosses
  • Limited Ame no Habakiri restricts one-card plays
Priority Remove Add Reason
1 (none) Side Deck (15 cards e.g., Ash Blossom, Triple Tactics Talent) side_count 0 limits post-side plans in best-of-3
2 Redundant tech copies Trim main to 40-45 cards Improve consistency and reduce brick risk

Evidence & confidence

  • Verified: Legality status Legal; Extra deck size 15; Side count 0; Restricted cards within limits
  • Observed: No parsed combos (0 boards)
  • Inferred: Consistency probabilities from hypergeometric; Interaction density from text flags; Ceiling board from card text
  • Provisional: Matchup format fit without metagame; Meta Power
  • Data gaps: no combos supplied — combo floor/median/ceiling is 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, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Mitsurugi

Mitsurugi Breakdown

 
 

 

 

 

 

 

 
 

 

 
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