Blitzclique Deck #734366 — Yu-Gi-Oh! TCG

57 Main, 15 Extra, incl. Crackle Blitzclique x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia x3. Created Jul 20, 2026 by YGO Mod.

Deck Blitzclique TCG

Created by: YGO Mod (20517634)

Created On: 07/20/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Jul 22, 2026
72± 5/ 100
Power Score
Structural 72
Reliability 70
Going First 70
Going Second 68

Deck — Deck Power Evaluation

Final Contextual Deck Power: 72/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 72.27
Going First 70
Going Second 68
Meta Power provisional
Tournament Reliability 70
  • Primary strategy: Combo
  • Secondary strategies: Control
  • Format: tcg

Legality

Main 57 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Overwhelm with a Thunder‑monster board and beatstick summons (Whisker, Return Stroke, XYZ monsters).; Lock opponent’s resources with hand traps and floodgates (Ash Blossom, Droll & Lock Bird, Dimension Shifter).
  • Turn 1 (going first): Open with Surge Blitzclique or another Blitzclique monster, use Breakaway to destroy a card and Special Summon a Thunder monster, then chain hand traps, searchers and beatsticks to build a multi‑Thunder board.
  • Turn 2 (going second): Deploy hand traps (Ash Blossom, Droll, Dimension Shifter) to disrupt opponent, then drop a Blitzclique starter and execute the combo engine.
  • Recovery: Mulcharmy draw engines (Fuwalos, Purulia) and Pot of Sloth replenish hand; extra‑deck recursion via Number 104, Number 41, etc., restores resources after disruption.
  • After siding: Rely on hand traps and Evenly Matched to reset the board; lack of a side deck limits post‑side options.

Why it scores here

The deck consistently opens its Blitzclique engine, with a 99.8 % chance of having at least one core card in the opening hand, allowing a reliable T1‑T2 starter. It can translate that starter into a multi‑Thunder board and powerful beatsticks such as Whisker and Return Stroke, giving a high ceiling while the median game still yields a functional threat. Hand traps like Ash Blossom, Droll & Lock Bird and the floodgate Dimension Shifter provide strong disruption and recovery routes, and draw engines keep resources flowing. However the 57‑card main deck is only 25 % exact‑name pure and lacks a side deck, which reduces efficiency and adaptability. Overall the system is solidly combo‑oriented with good resilience but some inefficiency and choke points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 92 Core group appears in opening hand with 99.8% chance (p_open_at_least_one_hand5=0.998) giving very reliable starter (Inferred)
D2 Opening-Hand Quality & Brick Management 68 High copy counts and need for distinct Thunder names cause moderate brick risk, estimated brick ≈30% (Inferred)
D3 Combo Conversion & Ceiling 85 Potential to summon multiple Thunder monsters and use Whisker, Return Stroke and XYZ beatsticks yields a high ceiling ≈85 (Inferred)
D4 Combo Floor & Median Output 60 Typical games only achieve a few Thunder summons and a single beatstick, giving median power ~60 (Inferred)
D5 Interruption Resilience & Route Redundancy 78 Hand traps (Ash, Droll, Dimension Shifter) plus Mulcharmy draw engines provide several alternative routes after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 70 Draw engines (Mulcharmy, Pot of Sloth) and extra‑deck recursion supply resource recovery, but many Extra summons are limited, giving ~70 (Inferred)
D7 End-Board & Interaction Quality 75 End‑board includes up to three Thunder monsters and beatsticks with removal and negation, interaction density moderate‑high (Inferred)
D8 Going-Second & Board-Breaking Power 70 Going second hand trap density (9) gives 66% chance of a hand trap in a 6‑card hand, enabling board‑breaking and disruption (Inferred)
D9 Offensive Pressure & Closing Power 72 Maximum ATK on board reaches 3000 (Whisker) and combo can produce multiple attacks, giving closing pressure ~72 (Inferred)
D10 Main Deck Efficiency & Flexibility 55 57‑card main deck with only 25% exact‑name purity and many filler staples reduces efficiency (Inferred)
D11 Extra Deck Efficiency & Coverage 60 Full 15‑card extra deck used but many slots are generic XYZ/Synchro not core to engine, moderate coverage (Inferred)
D12 Side Deck Adaptability 30 No side deck is present, so post‑side adaptability is minimal (Inferred)
D13 Matchup Coverage & Format Fit 45 No tournament or meta data supplied; matchup fit is unknown and set provisional (Provisional)
D14 Pilotability & Error Tolerance 55 List requires many specific reveals and sequencing of hand traps, making it error‑prone for average pilot (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 72.27, Going First ≈ 70, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 70. Modifiers: Low side deck (-2); Low main‑deck purity (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 1 · key two-card combo ≈ — · full-brick estimate ≈ 0.3 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Very high opening consistency for the Blitzclique engine.
  • Strong hand‑trap suite and draw engines for disruption and recovery.
  • High potential board with multiple Thunder monsters and powerful beatsticks.
  • Flexible extra‑deck with several XYZ/Synchro options.

Weaknesses

  • Large 57‑card main deck with low exact‑name purity reduces efficiency.
  • No side deck limits post‑side adaptability.
  • Reliance on distinct Thunder monster names creates brick risk.
  • Many Extra‑deck summons are restricted after special summons from the hand.

Critical choke points

  • Needing a specific starter such as Surge Blitzclique to begin the combo.
  • Requirement for multiple distinct Thunder monsters for Whisker and other effects.
  • Dependence on Mulcharmy draws for resource recovery.
Priority Remove Add Reason
1 Some duplicate core copies (e.g., reduce three copies of Surge to two). Side‑deck cards like Cosmic Cyclone, Nibiru, and Twin Twisters. Increase side‑deck flexibility and lower main‑deck filler.
2 Excess generic XYZ monsters that are rarely used. More consistent beatsticks such as Number 104 or Number 41. Boost extra‑deck efficiency and improve median output.

Evidence & confidence

  • Verified: legality status Legal; card text excerpts for role hints; usage statistics availability
  • Inferred: core group opening probability 0.998; brick risk estimate based on copy histogram; combo ceiling and floor inference from card effects; interruption resilience from hand trap count; resource economy from Mulcharmy and Pot of Sloth; interaction quality from beatsticks and hand traps; going‑second board‑breaking from hand trap group probability; offensive closing power from Whisker ATK; main‑deck efficiency from archetype purity; extra‑deck coverage from breakdown; side‑deck adaptability (none); pilotability from complexity of reveals and sequencing
  • Provisional: matchup coverage lacking tournament context
  • 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

Blitzclique

Blitzclique Breakdown

 
 

 

 

 

 

 

 
 

 

 
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