Mitsurugi Deck #730375 — Yu-Gi-Oh! OCG

42 Main, 16 Extra, incl. Mulcharmy Fuwalos x3, Ame no Habakiri no Mitsurugi x3, Ame no Murakumo no Mitsurugi x3. Created Jul 6, 2026 by YGO Mod.

Deck Mitsurugi OCG

Created by: YGO Mod (20517634)

Created On: 07/06/2026

 
 


Official AI Deck Power Analysis
Ritual ComboConfidence: LowEvaluated Jul 9, 2026
38± 8/ 100
Power Score
Structural 70
Reliability 42
Going First 65
Going Second 60

Mitsurugi (Unnamed) — Deck Power Evaluation

Final Contextual Deck Power: 38/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 70
Going First 65
Going Second 60
Meta Power provisional
Tournament Reliability 42
  • Primary strategy: Ritual Combo
  • Secondary strategies: Midrange, Stun
  • Format: ocg

Legality

Main 42 / Extra 16 / Side 0 — status under the rules at evaluation time: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Ritual Summon Ame no Murakumo no Mitsurugi (board wipe + Quick-Effect negation) to establish board control and resource advantage; XYZ Rank 4/12 board breakers (Divine Arsenal AA-ZEUS, Super Starslayer TY-PHON) combined with beatstick pressure
  • Turn 1 (going first): Search ritual spell (Ragged Records, Pre-Preparation), Ritual Summon Ame no Murakumo to wipe opponent board, layer negations via Mitsurugi Great Purification and hand traps
  • Turn 2 (going second): Open hand trap (Ash Blossom, Dimension Shifter, or Droll & Lock Bird), transition into board wipe via ritual summon or XYZ breaker, pivot to beatstick offense
  • Recovery: Futsu no Mitama special summons Reptile from GY when opponent special summons; Mitsurugi Great Purification recursion from GY; Mulcharmy cards generate resources on opponent summons
  • After siding: No side deck supplied; best-of-3 strategy is unassessable

Why it scores here

This evaluation is **theoretical and structural only** — the deck is **Illegal in OCG format** and cannot be used in sanctioned tournaments as-is. It runs 4 banned/restricted cards (Maxx "C", Red Reboot, King of the Feral Imps, and 3× Ame no Habakiri instead of 1×) plus an oversized Extra Deck (16 cards vs 15 limit). If these violations were corrected, the deck shows solid structural fundamentals: 92%+ opening consistency via reliable ritual spell + monster search, a powerful Ame no Murakumo board wipe, and decent going-second interaction via hand traps. However, the lack of recorded combos, the absence of a side deck strategy, and the bloated 42-card main deck limit ceiling and grind game. The low final score reflects the illegality; corrected, the structural power would be ~70.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 82 Archetype core P(≥1 in opening 5) = 92.3%; 17 searcher-text cards with 93.8% P(≥1); 5 ritual spell copies enable multiple access paths. (Verified)
D2 Opening-Hand Quality & Brick Management 65 18 cards at 1 copy dilute hand quality; ritual level-matching creates brick risk; Mulcharmy cards require empty field (situational). Hand traps (7 copies) provide pivot flexibility. (Inferred)
D3 Combo Conversion & Ceiling 68 Ame no Murakumo (3200 ATK) board wipe + negation on activation is the primary ceiling; support negations via Mitsurugi Great Purification and Dominus Impulse layer moderately. No combo data limits ceiling assessment. (Inferred)
D4 Combo Floor & Median Output 62 Ritual tributing is slow; likely median is 1–2 negations + 1 boss monster. Searchers enable consistent access but ritual speed caps output below fast combo decks. (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Multiple ritual spell options (Mitsurugi Ritual, Mirror, End of the World) provide redundancy; Futsu no Mitama and Great Purification offer GY recursion. Single-choke-point risk if ritual spell is negated. (Inferred)
D6 Resource Economy, Recovery & Grind 64 Pre-Preparation of Rites adds card advantage; searchers float; Mulcharmy Fuwalos/Purulia draw on opponent summons. Ritual tributing and lack of card recycling limits grind game. (Inferred)
D7 End-Board & Interaction Quality 68 Negation spread: Ame no Murakumo (Quick-Effect), Mitsurugi Great Purification (tribute), Dominus Impulse (hand activation), Crossout Designator. Hand traps (Ash, Droll, Dimension Shifter) add disruption. Moderate layering, not overwhelming. (Inferred)
D8 Going-Second & Board-Breaking Power 64 Hand trap density 7 copies (P(≥1 in hand 6) = 69%); Ame no Murakumo wipes opponent board if special summoned; XYZ breakers (Tornado Dragon, Divine Arsenal). Ritual speed limits conversion post-hand-trap. (Inferred)
D9 Offensive Pressure & Closing Power 55 Main bosses: Ame no Murakumo 3200 ATK, End of the World Ruler 3000 ATK. Extra Deck XYZ (Divine Arsenal 3000, Super Starslayer 2900) provide beatstick pressure. No piercing, direct damage, or OTK engine evident. (Inferred)
D10 Main Deck Efficiency & Flexibility 58 42 main deck exceeds optimal density; 27 distinct cards with heavy 1-of burden (18 cards at 1 copy). Flexible but inconsistent for tight deckbuilding. Missing some meta staples per usage stats. (Inferred)
D11 Extra Deck Efficiency & Coverage 62 16 extra cards exceeds 15-card OCG limit (ILLEGAL). Breakdown: 9 Links, 7 XYZ. Some flex slots (Dharc, Gallant Granite) suggest optimization room. Oversizing violates format rules. (Verified)
D12 Side Deck Adaptability 30 No side deck supplied (0 cards); best-of-3 strategy completely unassessable. This is a critical gap for tournament play. Post-side plan unknown. (Verified)
D13 Matchup Coverage & Format Fit 50 Mitsurugi archetype has documented usage stats (64.7% core presence) confirming it is real, not niche. No dated metagame sample; archetype meta-share and matchup results absent. Format fit is Provisional without meta context. (Provisional)
D14 Pilotability & Error Tolerance 64 Ritual level-matching tributes add summoning complexity; searcher-linear activation reduces decision trees. Hand traps are plug-and-play. Moderate pilotability due to ritual timing discipline required. (Inferred)

How the score was computed

Strategy profile: 0.70 Combo + 0.30 Midrange. Structural ≈ 70, Going First ≈ 65, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 42. Modifiers: Illegal deck — banned/restricted cards (-16); Extra Deck oversized (-4); No side deck strategy (-6). Final formula: ILLEGAL DECK: Evaluation is theoretical/structural only. Base formula: 0.80·Structural (70) + 0.20·TournamentReliability (42) = 56 + 8 = 64, minus 26-point illegality modifier (banned cards + oversized Extra + no side deck) = 38.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.92 · key two-card combo ≈ — · full-brick estimate ≈ 0.08 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Excellent opening consistency: 92.3% P(≥1 archetype core starter in hand 5); searcher density ensures spell/monster access
  • Ame no Murakumo no Mitsurugi (3200 ATK) is a powerful T1 play: instant board wipe + Quick-Effect negation + high ATK
  • Redundant ritual spell paths: Mitsurugi Ritual, Mitsurugi Mirror, End of the World provide backup summon routes
  • Solid going-second package: 7 hand traps (69% P(≥1 in 6), board-breaker XYZ (Divine Arsenal, Tornado Dragon)
  • Mulcharmy engine generates card advantage when opponent summons, mitigating resource disadvantage from tributing
  • Flexible Extra Deck with multiple XYZ ranks (4, 12) and Link options for different breakpoints

Weaknesses

  • **ILLEGAL AS-IS**: Runs 4 banned/restricted cards (Maxx "C", Red Reboot, King of Feral Imps, 3× Ame no Habakiri); Extra Deck oversized by 1
  • No combo data available; floor/median/ceiling inferred from card text alone, not measured boards
  • Ritual tributing is resource-intensive; weak grind game compared to card-advantage decks
  • Single-choke-point risk: if Mitsurugi Ritual or Pre-Preparation is negated, deck struggles to extend same turn
  • Main deck bloat (42 cards, 18 at 1-copy); many flexible techs dilute opening hand quality
  • No side deck strategy documented; best-of-3 format completely unplayable without one
  • Boss monsters are beatsticks (3200/3000 ATK), not omni-negates; moderate threat level vs meta

Critical choke points

  • Ritual spell access: if Ragged Records and Pre-Preparation are negated/removed and Mitsurugi Ritual is blocked, the deck cannot summon ritual monsters this turn
  • Tribute material: if the board is cleared before ritual summoning, extending next turn is severely limited (ritual tributes need bodies on field)
  • Legality violations: Maxx "C", Red Reboot, King of Feral Imps, 3× Ame no Habakiri, oversized Extra Deck make this unplayable in OCG tournaments
  • No side deck: best-of-3 format is unassessable without post-side plan
Priority Remove Add Reason
1 Maxx "C" (Forbidden in OCG) Called by the Grave or another going-second interaction (66.95% archetype inclusion) Maxx "C" is Forbidden; replace with meta-core interaction
2 Red Reboot (Forbidden in OCG) Harpie's Feather Duster or S/T removal tech (63.5% inclusion) Red Reboot is Forbidden; adds backrow removal
3 King of the Feral Imps from Extra Deck (Forbidden) S:P Little Knight (71.3% archetype inclusion, board breaker) King of Feral Imps is Forbidden; S:P Little Knight is core meta card
4 Ame no Habakiri no Mitsurugi: reduce to 1 copy (currently 3, Limited to 1) Slot back into main deck or cut if needed Limited to 1 in OCG; running 3 violates format rules
5 1 card from Extra Deck (currently 16 > 15 limit) N/A — reduce to 15 total Oversized by 1; cut a flex slot (e.g., Gallant Granite or Dharc)
6 Reduce main deck from 42 to 40 cards (cut flexible 1-ofs) Increase copies of key searchers (Pre-Preparation to 2–3) Tighten consistency; 42 is bloated for ritual summoning
7 None — add side deck construction 15-card side deck tailored to format matchups (e.g., S/T removal, anti-hand-trap, anti-combo) No side deck supplied; best-of-3 unplayable. Post-side plan critical for tournament viability

Evidence & confidence

  • Verified: Legality status: Illegal (4 banned/restricted cards + oversized Extra Deck); Card text and effects from OCG rulebook; Main deck: 42 cards; Extra: 16 cards; Side: 0 cards; Archetype: Mitsurugi (ritual-focused); Format: OCG; Ame no Habakiri is Limited to 1, not 3
  • Observed: Usage statistics available: 64.7% core card presence; Archetype meta-share documented (Mitsurugi is real, competitive deck); Copy histogram: 1-copy (18), 2-copy (3), 3-copy (6)
  • Inferred: Opening consistency: P(≥1 core starter in hand 5) ≈ 92.3% (hypergeometric estimate); Brick rate estimate: ≈7.7% full brick (no searcher + no ritual spell); Combo ceiling/floor (inferred from card text only; no boards recorded); Board quality (1–2 negations + boss monster inferred from ritual effects); Going-second interaction rate: ~69% P(≥1 hand trap in hand 6); Grind game weakness: ritual tributing is resource-sink; limited recursion; Pilotability: moderate (ritual level-matching adds complexity; searcher linearity reduces it)
  • Provisional: Meta Power: null (no dated metagame sample provided); Matchup coverage: archetype exists but context-dependent on current OCG banlist; Tournament viability: unassessable until legality violations are corrected and side deck is built
  • Data gaps: No combos supplied — combo floor, median, and ceiling are entirely inferred from card text; no measured boards No tournament link — archetype meta-share (usage %) exists but per-pilot match record and metagame context absent No win-rate telemetry — going-first/second game outcomes, per-matchup rates, and brick/hand-quality statistics are unknown No side deck — best-of-3 strategy unassessable; D12 score capped at 30 due to zero side strategy Legality violations make this deck unplayable as-is — cannot assess real tournament performance Usage statistics show some deck cards marked 'not in deck' despite appearing in cards list (data quality issue)

More OCG Info

Mitsurugi

Mitsurugi Breakdown

 
 

 

 

 

 

 

 
 

 

 
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