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.
Created by: YGO Mod (20517634)
Created On: 07/20/2026
Main Deck (57)
- Crackle Blitzclique x3
- Dimension Shifter x1
- Droll & Lock Bird x2
- Emi Blitzclique x1
- Ext Ryzeal x1
- Grain Blitzclique x2
- Ice Ryzeal x2
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x3
- Surge Blitzclique x3
- Sword Ryzeal x2
- Thunder King Rai-Oh x1
- Whisker Blitzclique x3
- Ash Blossom & Joyous Spring x3
- Fydraulis Harmonia x3
- Blitzclique - Breakaway x3
- Bonfire x1
- Hideout in the Sky, Coulomb x3
- Pot of Sloth x3
- Seventh Tachyon x3
- The Fallen & The Virtuous x2
- Blitzclique Alternator x2
- Blitzclique Return Stroke x1
- Dominus Purge x3
- Evenly Matched x3
Extra Deck (15)
- Albion the Branded Dragon x1
- Ecclesia and the Dark Dragon x1
- Enigmaster Packbit x1
- PSY-Framelord Omega x1
- Wind Pegasus @Ignister x1
- Golden Cloud Beast - Malong x1
- Eclipse Twins x1
- Mereologic Aggregator x1
- Number 104: Masquerade x1
- Number 106: Giant Hand x1
- Number 41: Bagooska the Terribly Tired Tapir x1
- Number 60: Dugares the Timeless x1
- Officiator of Doom Samuel x1
- Ryzeal Detonator x1
- Tornado Dragon x1
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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.
Recommended changes
| 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
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