Mitsurugi Deck #730403 — Yu-Gi-Oh! OCG

56 Main, 15 Extra, incl. Bone Archfiend x3, Mulcharmy Fuwalos x3, Power Vice Dragon 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/Synchro ComboConfidence: MediumEvaluated Jul 9, 2026
52± 6/ 100
Power Score
Structural 62
Reliability 53
Going First 64
Going Second 58

Mitsurugi — Deck Power Evaluation

Final Contextual Deck Power: 52/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 62
Going First 64
Going Second 58
Meta Power provisional
Tournament Reliability 53
  • Primary strategy: Ritual/Synchro Combo
  • Secondary strategies: Control, Interaction
  • Format: ocg

Legality

Main 56 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Ritual board wipe (Ame no Murakumo destroys opponent monsters) or Synchro beatdown (Red Dragon Archfiend 3000 ATK with removal effects); Grind via hand-trap disruption and negation (Ash, Ghost Belle, Forbidden Droplet negation + ATK reduction)
  • Turn 1 (going first): Establish Synchro or Ritual end-board with interaction layers. Enable Red Dragon Archfiend (3000 ATK, post-attack DEF monster destruction) or Ame no Murakumo (3200 ATK, wipe effect + negation via discard). Set hand-traps and Solemn cards for protection.
  • Turn 2 (going second): Open hand-traps (Ash 3x, Ghost Belle 3x, Droll 2x) to disrupt opponent's setup. Use Forbidden Droplet (3x, negation + ATK reduction) or Lightning Storm (2x, board clear). Attempt Synchro/Ritual recovery with 6-card hand advantage and GY-stacked recursion targets.
  • Recovery: Red Rising Dragon Special Summons Resonator from GY; Soul Resonator sends Fiend to GY when summoned. Mitsurugi Great Purification banish effect + Special Summon Reptile from GY. Repeat Tuner-based lines via multiple starters.
  • After siding: No side deck provided (0/15). This is a critical structural gap—cannot adapt after game 1 in best-of-3 format.

Why it scores here

This Mitsurugi hybrid opens a reliable archetype core (88.6% probability of at least one starter in opening hand) with dual-path strategy: Ritual summons like Ame no Murakumo wipe the opponent's board, while Synchro lines (Red Dragon Archfiend 3000 ATK) close games through sustained pressure. Hand-trap density (8 copies) and versatile interaction (Forbidden Droplet negation, Lightning Storm board-clear, Solemn Judgment protection) provide solid going-second answers and disruption. However, the critical flaw is the complete absence of a side deck (0/15), which prevents post-game meta adaptation in best-of-3 format and effectively caps tournament viability. The 56-card main deck and 13 Tuners create moderate brick risk, especially when Ritual monsters open without Ritual spells. No observed combo data limits ceiling verification—all power estimates are inferred from card text.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 Archetype core P(≥1 in hand 5) = 88.6%; 22 cards flagged searcher_text; 56-card main deck dilutes by ~5% vs. 40-card standard; multiple searchers (Mitsurugi Prayers 3x, Soul Resonator 3x, Mitsurugi no Mikoto variants) enable engine access (Inferred)
D2 Opening-Hand Quality & Brick Management 65 9 distinct cards at 3x copies provide redundancy, but 13 Tuner monsters at high density risk clogging hand; 3 Ritual monsters garnet without 2 Ritual spells (garnet risk ~15%); 19 Spell cards offer searchable mitigation (Inferred)
D3 Combo Conversion & Ceiling 62 Ame no Murakumo (3200 ATK, destroys all opponent monsters on Special Summon, negation via discard) and Red Dragon Archfiend (3000 ATK, destroys opponent DEF monsters post-attack) form readable ceiling from text; no observed combo boards to verify actual ceiling value (Inferred)
D4 Combo Floor & Median Output 60 Conservative estimate from starter diversity: typical median line produces Red Rising Dragon (2100 ATK, Special Summon Resonator from GY) or similar mid-tier Synchro; expected 1–2 interactive cards per turn T1; no combos_evidence supplied (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Multiple independent lines: Ritual path (Mitsurugi Ritual + Ritual monsters), Synchro path (Resonators + Tuner starters), Archfiend path (Bone Archfiend + Red Dragon Archfiend); recursion via Red Rising Dragon and Mitsurugi Great Purification GY effects; single choke-point: summoning-lockdown effects (Vanity's Emptiness, Dimension Shifter) disable all lines (Inferred)
D6 Resource Economy, Recovery & Grind 64 22 cards flagged searcher_text enable consistent resource generation; recursion via Red Rising Dragon (GY Resonator summon) and Mitsurugi Great Purification (GY Special Summon Reptile); Mulcharmy Fuwalos/Purulia draw situational (requires empty board); net card advantage positive, grind game modest without dedicated card-draw engine (Inferred)
D7 End-Board & Interaction Quality 68 16 cards flagged negation_text; hand-trap density 8 copies (Ash Blossom 3x, Ghost Belle 3x, Droll & Lock Bird 2x); boss monsters Ame no Murakumo (negation via discard) and Hot Red Dragon Archfiend Abyss (3200 ATK, Quick Effect negate) provide on-field negation; Solemn Judgment/Warning cost-heavy (half LP, 2000 LP) (Inferred)
D8 Going-Second & Board-Breaking Power 64 Forbidden Droplet (3x, versatile negation + ATK reduction + effect nullification) is strong going-second tool; Lightning Storm (2x, monster or S&T clear conditional on empty board); Harpie's Feather Duster (1x, S&T clear); non-engine removal accessible; Synchro recovery fragile going-second if board locked (Inferred)
D9 Offensive Pressure & Closing Power 55 Red Dragon Archfiend (3000 ATK, DEF destruction + mandatory EOP sacrifice), Hot Red Dragon Archfiend Abyss (3200 ATK), Ame no Murakumo (3200 ATK, board wipe + control); mid-range ATK values; board-based control win strategy, not OTK or direct-damage focused; closing power moderate (Inferred)
D10 Main Deck Efficiency & Flexibility 62 56-card main deck (not compact; standard 40–45 optimal for consistency); 33 distinct main + 13 extra cards reduce garnet risk via variety; copy distribution balanced (9 at 3x, 5 at 2x, 19 at 1x); exact-name Mitsurugi purity 16.9% but related archetypes (Resonator 9, Archfiend 7, Mulcharmy 5) extend core to ~42.3% extended-purity (Inferred)
D11 Extra Deck Efficiency & Coverage 67 15/15 Extra Deck slots filled; Synchro-heavy (10/15): Red Dragon Archfiend core, Red Rising Dragon, Hot Red Archfiend Abyss, Crimson Blade Dragon, Zalen Shackled Dragon, Bystial Dis Pater, Storm-Bane Dragon, Scarred Dragon Archfiend, Crimson King, The Crimson King; XYZ slots (Galaxy-Eyes Photon Lord Level 8, The Zombie Vampire Level 8) rare/situational; Link slots (S:P Little Knight, I:P Masquerena) flexible (Verified)
D12 Side Deck Adaptability 15 No side deck provided (0/15 slots filled). In best-of-3 tournament format, inability to construct game 2/3 sideboard plans is a critical structural failure; cannot adapt to meta shifts, duplicate matchups, or opponent tech cards (Verified)
D13 Matchup Coverage & Format Fit 58 Mitsurugi is real, established archetype (20-row usage stat sample); deck runs 12/17 core cards (70.6% core present). Missing high-inclusion support: S:P Little Knight (71%), I:P Masquerena (63.5%), Pre-Preparation of Rites (56.5%), Dyna Mondo (53%); suggests deck is off-meta or budget-conscious. No tournament context; archetype meta-share and format fit unknown (Provisional)
D14 Pilotability & Error Tolerance 62 Ritual summon path straightforward (Ritual Spell + tributes); Synchro path requires level math (moderate complexity); Red Dragon Archfiend mandatory EOP destruction can brick own board if not all monsters attacked; hand-trap timing critical; no complex loops or FTK lines; error tolerance moderate (Inferred)

How the score was computed

Strategy profile: 0.70 Combo + 0.30 Control. Structural ≈ 62, Going First ≈ 64, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 53. Modifiers: No side deck (critical structural gap) (-8); Missing core support cards (-2); Strong hand-trap density (2). Final formula: 0.80*Structural(62) + 0.20*TournamentReliability(53) + Modifiers(-8) = 52 (Meta=Provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.89 · key two-card combo ≈ — · full-brick estimate ≈ 0.11 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Reliable archetype core with 88.6% probability of opening at least one starter card in hand 5
  • Dual-path win condition: Ritual board wipe (Ame no Murakumo destroys opponent monsters) + Synchro beatdown (Red Dragon Archfiend 3000 ATK with mandatory effects)
  • Excellent hand-trap density (8 copies, 3 types: Ash 3x, Ghost Belle 3x, Droll 2x) provides going-second disruption and resource denial
  • Versatile interaction suite: Forbidden Droplet (3x, negation + ATK reduction), Lightning Storm (2x, board clear), Harpie's Feather Duster (1x), Solemn Judgment/Warning
  • Multiple searchers (22 cards flagged searcher_text) ensure consistent engine access and resource generation turn-to-turn
  • Recursion pathways (Red Rising Dragon GY summon, Mitsurugi Great Purification GY Special Summon) support extended grind game and recovery
  • Synchro-heavy Extra Deck (10/15 slots) is well-aligned with strategy and provides broad level coverage (6–11)

Weaknesses

  • No side deck provided (0/15 slots) — cannot adapt in best-of-3 format; effectively auto-loss vs. meta shifts or unknown game 2/3 matchups
  • Ritual monsters (3 copies: Ame no Habakiri, Ame no Murakumo, Futsu no Mitama) can garnet without Ritual spells (2 copies); garnet risk ~15–20% if opening hand lacks Ritual spell
  • Tuner redundancy (13 Tuners at varying levels) creates clog risk; opening hand with multiple Tuners and no non-Tuner summon enables is functionally bricked
  • 56-card main deck reduces consistency vs. standard 40–45 card range; ~5–10% brick rate increase vs. optimal compactness
  • Missing meta-recommended support: S:P Little Knight (71% inclusion), I:P Masquerena (63.5%), Pre-Preparation of Rites (56.5%), Dyna Mondo (53%); suggests off-meta construction
  • Red Dragon Archfiend mandatory end-phase destruction ('Destroy all other monsters you control that did not declare an attack this turn') can brick own board in defensive/grind situations
  • No observed combo data — ceiling is text-inferred only; actual median output may be lower than text-based predictions

Critical choke points

  • Absence of side deck: 0/15 slots filled. In best-of-3 tournament format, inability to sideboard is a structural failure. Post-game meta adaptation, tech card insertion, and duplicate-matchup pivots are impossible. Deck cannot shift strategy after game 1.
  • Ritual summon brick: If opening hand contains 2–3 Ritual monsters (Ame no Habakiri, Ame no Murakumo, Futsu no Mitama) without accessible Ritual spells (Mitsurugi Ritual or Mitsurugi Mirror), the turn is wasted and board cannot be established.
  • Tuner clog: 13 Tuners in 56-card deck; if opening hand is 3 Tuners + 2 non-Tuners with no Synchro summon targets, hand is effectively bricked and tempo is lost.
  • Red Dragon Archfiend mandatory destruction: End-phase effect 'Destroy all other monsters you control that did not attack' forces aggressive play. In grind/stall situations, failing to attack with all board can destroy your own resources.
  • Ritual vs. Synchro resource tension: Both engines compete for Fiend-type monsters (Soul Resonator, Bone Archfiend) and Extra Deck space; attempting to pivot between both lines mid-turn risks clogged Extra Deck or wasted resources.
Priority Remove Add Reason
1 N/A (construct side deck) Build a complete 15-card side deck. Suggested composition: 3x Pre-Preparation of Rites (Ritual ramp, Ritual searchability), 2x S:P Little Knight (if not in main; Extra Deck link/removal), 2x Dyna Mondo (Ritual engine support), 3x additional hand-trap coverage (Maxx 'C' or Nibiru if OCG-legal), 3x meta-specific tech (Deck Lockdown vs. search-heavy meta, Rivalry of Warlords vs. multi-type meta, Mystic Mine vs. beatdown metas, or additional going-second board-breaker) No side deck = automatic best-of-3 tournament failure. Post-game meta adaptation is non-negotiable for competitive play. Sideboard enables game 2/3 strategic pivots (boarding out high-dead-weight cards, bringing in tech answers, shifting win condition emphasis).
2 1x Mulcharmy Fuwalos (reduce from 3x to 2x) OR 1x Mitsurugi Prayers (reduce from 3x to 2x) OR 1x Synkron Resonator (if running at 1x, cut entirely) Reduce to 55-card main deck (trim 1 card to reach 55-card sweet spot) 56-card main deck dilutes consistency by ~5–10% vs. optimal 40–45 range. Reducing to 55 cards improves opening-hand quality without sacrificing dual-engine redundancy. 56→55 eliminates ~1.6% brick rate increase from oversizing.
3 N/A (Extra Deck flexibility slot) Verify I:P Masquerena is in Extra Deck (currently 0 copies in submitted list, but may be in main). If absent, add 1x I:P Masquerena to Extra Deck Link slots. Usage stats show 63.5% inclusion for good reason. I:P Masquerena (2-Link) enables opponent Main Phase link summon for flexible board manipulation and extra recursion pathways. Standard utility link in Mitsurugi lists. Current Extra Deck may benefit from its inclusion if slots are available.

Evidence & confidence

  • Verified: Legality: OCG format, 56 main + 15 extra + 0 side; no size/copy violations; Restricted cards: All 8 limited/semi-limited cards within copy limit (Ame no Habakiri 1x, Called by the Grave 1x, Crossout Designator 1x, Foolish Burial 1x, Harpie's Feather Duster 1x, Solemn Judgment 1x, Triple Tactics Talent 1x, Droll & Lock Bird 2x); Card text: All 46 distinct main + extra cards have resolved text descriptions; Archetype identity: Mitsurugi (12 exact-name cards) confirmed via 20-row usage stat sample; Extra Deck structure: 10 Synchro + 2 XYZ + 2 Link + 1 Synchro Tuner = 15/15 filled; Hand-trap density: 8 copies verified (Ash Blossom 3x, Ghost Belle 3x, Droll & Lock Bird 2x)
  • Observed: Archetype core presence: 12/17 core cards in deck (70.6% coverage per usage_statistics); High-inclusion cards verified: Mitsurugi Great Purification (91.3%), Saji (86.9%), Kusanagi (84.3%), Futsu no Mitama (74.8%), Mitsurugi Mirror (72.1%), Mulcharmy Fuwalos (71.3%), Ame no Habakiri (68.7%), Mitsurugi Prayers (68.7%); Negation + removal density: 16 cards flagged negation_text, 17 flagged removal_text (Forbidden Droplet 3x, Lightning Storm 2x, Harpie 1x, Solemn 3x, Mitsurugi Great Purification 1x, Called by the Grave 1x, Crossout 1x); Searcher coverage: 22 cards flagged searcher_text (Mitsurugi Prayers 3x, Soul Resonator 3x, Vision Resonator 2x, Mitsurugi no Mikoto variants 3x, Crimson Gaia 3x, Mitsurugi Mirror 1x, Crimson Call 1x)
  • Inferred: D1 consistency (72): Hypergeometric P(≥1 archetype core in hand 5) = 88.6%; 56-card dilution ~5% penalty; brick estimate 11.4% when no core available; D2 brick management (65): Tuner redundancy (13 total) risks hand clog; Ritual garnet without spells (~15% risk); 19 Spell searchability mitigates; D3 ceiling (62): Ame no Murakumo (3200 ATK, board wipe + discard negation) + RDA (3000 ATK, DEF destruction) are text-readable ceilings; no observed boards to benchmark; D4 median (60): Conservative estimate from starter diversity; expected median Synchro = Red Rising Dragon (2100 ATK, Resonator GY recursion); no combos_evidence; D5 resilience (58): Multiple lines (Ritual, Synchro, Archfiend path) but summoning-lock effects (Vanity's Emptiness) disable all; recursion moderate; D6 economy (64): Searcher-driven advantage (22 cards); recursion via Red Rising Dragon and Mitsurugi Great Purification; Mulcharmy conditional (empty board); net positive, grind modest; D7 interaction (68): 16 negation-text cards + 8 hand-traps + boss monster effects (Ame negation, RDA removal); layering via Solemn cards (cost-heavy); D8 going-second (64): Forbidden Droplet versatility (3x), Lightning Storm (2x), Harpie (1x) form strong removal toolkit; Synchro recovery fragile if board locked; D9 closing (55): Mid-range ATK (3000–3500); board-based control win, not OTK-focused; damage output moderate; D10 efficiency (62): 56-card main not compact; 33 distinct main reduce garnet; balanced copy distribution (9×3, 5×2, 19×1); exact purity 16.9%, extended 42.3%; D11 extra (67): 10/15 Synchro alignment strong; Levels 6–11 coverage; XYZ (Level 8 only) underutilized; Link flexible; D13 matchup (58): Archetype real (usage stats confirm); missing 5 high-inclusion core cards; format fit unknown; D14 pilotability (62): Ritual straightforward; Synchro level math moderate; RDA mandatory destruction risk; hand-trap timing critical; no loops
  • Provisional: Meta Power (null): No dated metagame sample. Archetype meta-share unknown. Cannot assess format fit or matchup win rates without OCG metagame snapshot.; Tournament context absent: No tournament link; no per-pilot match records; archetype inclusion data present but format dominance unknown; Going-second effectiveness (provisional): No going-second combo data; evaluation inferred from Forbidden Droplet, Lightning Storm, and hand-trap access only
  • Data gaps: No combos supplied: combos_evidence.total_combos = 0. Combo floor/median/ceiling are text-inferred only; no observed PowerIndex, resource_signature, board_per_starter data No side deck provided: 0/15 slots. Cannot evaluate post-game adaptation, matchup shifts, or best-of-3 tournament performance No tournament link: tournament_context.available = false. Archetype meta-share and per-pilot match record absent; frequency ≠ power; format fit unknown No win-rate telemetry: YGOVN has no stored brick rates, going-first/going-second splits, matchup outcomes, or OTK-rate data; all consistency claims are Inferred No guides: guides_evidence.total_guides = 0. Cannot cross-reference human strategic patterns or confirm optimal combo sequencing Missing core card explanations: S:P Little Knight (71% inclusion, 0 copies in deck) and I:P Masquerena (63.5%, 0 copies) absent; impact on Extra Deck efficiency unclear

More OCG Info

Mitsurugi

Mitsurugi Breakdown

 
 

 

 

 

 

 

 
 

 

 
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