Constellar Deck #72759 — Yu-Gi-Oh! TCG
Created by: YGO Mod (20517634)
Created On: 05/25/2023
Main Deck (55)
- Bystial Druiswurm x2
- Bystial Magnamhut x2
- Constellar Caduceus x2
- Constellar Sheratan x1
- Droll & Lock Bird x3
- Gameciel, the Sea Turtle Kaiju x2
- Kurikara Divincarnate x2
- Nibiru, the Primal Being x1
- Satellarknight Alsahm x1
- Satellarknight Altair x2
- Satellarknight Deneb x3
- Satellarknight Unukalhai x1
- Satellarknight Vega x1
- Tellarknight Altairan x1
- Tellarknight Lyran x3
- Ash Blossom & Joyous Spring x1
- Ghost Ogre & Snow Rabbit x1
- Book of Moon x2
- Called by the Grave x1
- Constellar Tellarknights x3
- Cosmic Cyclone x2
- Crossout Designator x2
- Dark Ruler No More x3
- Harpie's Feather Duster x1
- Reinforcement of the Army x1
- Satellarknight Skybridge x2
- Triple Tactics Talent x2
- Dimensional Barrier x3
- Gozen Match x3
- Infinite Impermanence x1
Extra Deck (15)
- Apollousa, Bow of the Goddess x1
- Isolde, Two Tales of the Noble Knights x1
- Chaos Angel x1
- Constellar Pleiades x1
- Constellar Ptolemy M7 x1
- Divine Arsenal AA-ZEUS - Sky Thunder x2
- Evilswarm Exciton Knight x1
- Gagagaga Magician x1
- Stellarknight Constellar Diamond x1
- Stellarknight Delteros x1
- Stellarknight Triverr x1
- Tellarknight Constellar Caduceus x2
- Tellarknight Ptolemaeus x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 5/100 (±3 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 15 |
| Going First | 10 |
| Going Second | 12 |
| Meta Power | provisional |
| Tournament Reliability | 10 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox
- Format: tcg
Legality
Main 55 / Extra 15 / Side 0 — status: Illegal. 9 violation(s).
Identity & game plan
- Win condition: Generic board control via hand traps and removal; Emergency clears using Kaiju and Bystial dragons
- Turn 1 (going first): Set hand traps and generic backrow; attempt to summon Bystial or Kaiju for board disruption
- Turn 2 (going second): Activate Dark Ruler/Cosmic Cyclone to clear board, then attack with generic Level 4 warriors
- Recovery: None; lacks recursion or engine rebuild mechanics
- After siding: Impossible; side deck is completely empty
Why it scores here
This deck scores extremely low because it is structurally illegal in TCG (runs Forbidden cards like Dimensional Barrier and Apollousa, exceeds copy limits, and violates the 40-60 main deck size rule). Beyond legality, it completely misses the Constellar/Tellarknight core engine, resulting in near-zero consistency and no functional combo lines. The list relies heavily on generic hand traps and board breakers but lacks the cohesion to convert those into a reliable plan or durable end-board. With zero side cards and a 55-card main deck full of conflicting splashes, performance is entirely speculative and capped at the floor. Popularity and archetype tags did not earn points here; the system simply cannot function as intended.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 10 | P(starter live) ≈ 0.51 for core group, but missing 21/25 standard core cards makes engine accessibility virtually non-existent (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 8 | 55-card main deck with 7 hand traps and 12+ generic spells creates a high brick rate and redundant opening hands (Inferred) |
| D3 | Combo Conversion & Ceiling | 5 | No parseable combo boards exist; best-line ceiling is unattainable without key Xyz monsters like Delteros or Utopic Future (Observed/Inferred) |
| D4 | Combo Floor & Median Output | 5 | Median output is negligible due to absent engine starters and reliance on isolated hand traps (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 10 | Zero independent restart lines or recursion; relies entirely on drawing specific hand traps after disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 15 | Lacks archetype-specific searchers; resource economy depends on generic Quick-Play spells and banish effects (Inferred) |
| D7 | End-Board & Interaction Quality | 25 | End-board interaction relies on Dark Ruler, Cosmic Cyclone, and hand traps, but lacks durable boss monsters to protect them (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 20 | Board-breaking tools like Kaiju and Bystial are present but inconsistent to deploy against established boards (Inferred) |
| D9 | Offensive Pressure & Closing Power | 15 | Offensive pressure is weak; missing high-ATK finishers and piercing/direct damage options (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 10 | 55-card main deck with poor slot ratios and heavy garnet density severely hurts efficiency (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 15 | Extra deck contains 15 Xyz/Link/Synchro slots but misses essential Constellar/Stellarknight staples, leaving coverage sparse (Inferred) |
| D12 | Side Deck Adaptability | 0 | Side deck is completely empty (0 cards), making post-side adaptation impossible (Verified) |
| D13 | Matchup Coverage & Format Fit | 10 | No tournament data or metagame sample available; format fit is provisional and likely poor due to list construction (Provisional) |
| D14 | Pilotability & Error Tolerance | 15 | High variance and missing core pieces make pilotability highly error-prone despite simple card choices (Inferred) |
How the score was computed
Strategy profile: Balanced. Structural ≈ 15, Going First ≈ 10, Going Second ≈ 12, Meta = provisional, Tournament Reliability ≈ 10. Modifiers: Illegal Status (-8); Missing Core Engine (-4). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + Modifiers (-12)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.51 · key two-card combo ≈ — · full-brick estimate ≈ 0.45 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Heavy hand trap density provides baseline disruption
- Includes versatile board breakers like Dark Ruler and Cosmic Cyclone
- Bystial and Kaiju offer emergency board clears
Weaknesses
- Illegal in TCG (Forbidden cards, size/copy violations)
- Missing nearly all core Constellar/Tellarknight engine cards
- Zero side deck for adaptation
- Extremely high brick rate due to 55-card main deck
- No functional combo or recovery lines
Critical choke points
- Absence of key Xyz monsters (Delteros, Utopic Future, Pleiades)
- Over-reliance on drawing specific hand traps
- Lack of archetype-specific searchers
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Dimensional Barrier, Apollousa, Isolde, Gozen Match | Constellar Castor, Stellarknight Delteros, Number F0: Utopic Future | Fix legality and restore the core engine required for any consistent play. |
| 2 | Excess generic hand traps and Kaiju/Bystial | Tellarknight Cygnian, Mulcharmy Purulia, Lightning Storm | Align with modern Constellar standards for consistency and board presence. |
Evidence & confidence
- Verified: Legality violations (Forbidden cards, size limits); 0 side cards; 0 parseable combos
- Inferred: Consistency estimates; Brick rate; Interaction quality; Engine accessibility; Recovery potential
- Provisional: Matchup format fit; Meta power
- Data gaps: no combos supplied no tournament link no win-rate telemetry Meta Power is Provisional
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