DoomZ Deck #735596 — Yu-Gi-Oh! OCG

57 Main, 15 Extra, incl. DoomZ VII Seven - Elara x3, DoomZ XII Zero - Drastea x3, Mulcharmy Fuwalos x3. Created Jul 25, 2026 by YGO Mod.

Deck DoomZ OCG

Created by: YGO Mod (20517634)

Created On: 07/25/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Jul 25, 2026
58± 8/ 100
Power Score
Structural 61
Reliability 59
Going First 66
Going Second 54

Deck — Deck Power Evaluation

Final Contextual Deck Power: 58/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 61
Going First 66
Going Second 54
Meta Power provisional
Tournament Reliability 59
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Toolbox
  • Format: ocg

Legality

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

Identity & game plan

  • Win condition: Xyz combo into layered board with DoomZ monsters and equip-based effects, converting discard cost into tempo advantage; Grind game through recursive equip loops and hand-trap responses; use Mulcharmy effects to pivot into card draw when opponent boards
  • Turn 1 (going first): Open DoomZ engine (starters: Elara/Drastea) into Xyz plays and equip attachment; establish searcher loop and set interaction via Forbidden Crown or removal on field
  • Turn 2 (going second): Leverage hand-traps (Ash, Ghost Belle, Droll) to interrupt opponent setup; pivot into Mulcharmy draw effects if hand empty; use removal/board-breaker suite to clear and establish Xyz
  • Recovery: DoomZ searchers (Change, Raiders) recycle from GY; equip cards provide material recursion; Bystial Magnamhut and Called by the Grave enable recovery after disruption
  • After siding: No side deck supplied (0/15 slots); deck is locked into main-deck 57 list; post-side adjustability cannot be evaluated

Why it scores here

This deck opens a functional DoomZ combo engine with ~93% consistency on an archetype starter and reaches a respectable mid-power Xyz board with layered equip effects and searcher loops. However, the floor–ceiling gap is pronounced: median combos produce 2–3 relevant pieces without overwhelming pressure, and the deck lacks a strong going-second pivot when the opponent boards first. The 57-card main-deck size, moderate brick rate from conflicting Normal Summons and hard garnets (Therion Regulus, Santa Claws), and absence of a side deck significantly limit recovery and post-disruption flexibility. Removal and hand-trap density support grind games but cannot compensate for modest offensive closing power. The system succeeds through consistency and recursion rather than raw ceiling or metagame positioning.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(≥1 archetype-core starter in opening 5) ≈ 0.93 from 23 core copies; 11 of 15 meta-core cards present (73%); consistency anchored by triple Elara/Drastea and multi-copy DoomZ spells (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Deck lists 57 cards with 12 singletons and multiple conflicting Normal Summons (Jupredo, Santa Claws, Therion Regulus); estimated full-brick rate ~7–10% but hand quality variance remains moderate due to high starter density (Inferred)
D3 Combo Conversion & Ceiling 68 DoomZ ceiling: 2–3 Xyz summons into layered equip board with negate/removal; Forbidden Crown triple negation + searcher float; best boards anchor on Jupiter or Drastrius with material protection; text-inferred ~68 from system scalability (Inferred)
D4 Combo Floor & Median Output 54 Median output: single Xyz with 1–2 searcher hits and one discard-cost effect used; lacking combo chain evidence, median power estimated from starter diversity (3× Elara, 3× Drastea, 2× Amalthe, 3× Fuwalos draw-trigger) and typical material consumption (~54) (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Two independent starter lines (Dragon-based vs Mulcharmy draw); recursion via DoomZ Change and GY search; limited by single-Bystial and Called-by-the-Grave copies; interruption recovery moderate because follow-up starters vulnerable to repeating disruption (Inferred)
D6 Resource Economy, Recovery & Grind 64 Resource signature: equip attachment as cost/benefit creates card-advantage tension; Mulcharmy effects generate net draw when hand empty; Pot of Sloth scales with opponent board; estimated net advantage 0 to +1 card by turn end (Inferred)
D7 End-Board & Interaction Quality 66 Interaction density: triple Forbidden Crown negation + removal suite (Prohibited Portal, The Fallen, Commander effects); three hand-traps (Ash, Ghost Belle, Droll, Evenly Matched); Xyz negate/removal on bosses; interaction per turn ~2–3 pieces but layering mediocre vs heavy boards (Inferred)
D8 Going-Second & Board-Breaking Power 60 Going-second split: hand-trap density 9 copies; Mulcharmy Fuwalos/Purulia draw engines and Pot of Sloth enable pivoting into draw advantage; Evenly Matched and removal clear space, but no dedicated board-breaker suite limits speed; estimated going-second power moderate (Inferred)
D9 Offensive Pressure & Closing Power 48 Boss monsters: Drastrius (2700 ATK, 8-rank) and Diactorus (2400 ATK) modest; Jupiter (3500 ATK, 10-rank) premium but requires 3× level-10 materials; no piercing/direct effect; closing reliant on uninterrupted multi-turn grind rather than explosive turn-2 lethal (Inferred)
D10 Main Deck Efficiency & Flexibility 61 Main Deck efficiency: 57 cards (–3 oversize) creates redundancy tax; 29 distinct cards; 12 one-ofs dilute consistency; archetype purity 33% but strong cross-synergy with Power Patron (searcher/equip bridge) and Mulcharmy (draw pivot); oversize justified by diversity, not compactness (Inferred)
D11 Extra Deck Efficiency & Coverage 67 Extra Deck 15/15 used efficiently: 13 Xyz (8 DoomZ-theme, 5 utility), 1 Synchro (Ecclesia, conditional access), 1 Fusion (Albion, single-use recursion); Xyz spread (Rank 4/5/8/10) matches starters; overreliance on DoomZ-specific Xyz; flexibility moderate (Observed)
D12 Side Deck Adaptability 0 Side Deck absent (0/15); deck locked into main-only strategy; no post-side adaptability and no data on transformation plans; this is a hard constraint for best-of-3 (Verified)
D13 Matchup Coverage & Format Fit 55 No dated metagame provided; archetype usage statistics show DoomZ variant popular (4 decks sampled, core inclusion high); format positioning is OCG but meta-share unknown; no tournament link; matchup coverage speculative (Provisional)
D14 Pilotability & Error Tolerance 56 Combo steps moderate: typical line is starter → first Xyz → search/equip → optional second Xyz; decision density low compared to pure combo archetypes; error windows: missequencing equip targets, forgetting GY recursion timing, suboptimal Xyz Rank selection; manageable but repetition-sensitive (Inferred)

How the score was computed

Strategy profile: 0.70 Combo + 0.30 Midrange. Structural ≈ 61, Going First ≈ 66, Going Second ≈ 54, Meta = provisional, Tournament Reliability ≈ 59. Modifiers: Side Deck Absence (-3); Brick Rate & Garnet Density (-2); Floor–Ceiling Asymmetry (-1); Combo Engine Robustness (2). Final formula: 0.80·Structural (61) + 0.20·TournamentReliability (59) + Modifiers → 0.80·61 + 0.20·59 = 60.4 → rounded 58 (Meta provisional; no dated metagame supplied)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.93 · key two-card combo ≈ — · full-brick estimate ≈ 0.07 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • High archetype-starter consistency (~93% opening live) anchored by triple Elara/Drastea and multi-copy DoomZ spells
  • Dual-engine recursion: DoomZ Change/Raiders loop plus Mulcharmy draw-pivot enables grind and recovery
  • Searcher-rich main deck (14 searcher-text copies) provides float and hand rebuilding after disruption
  • Equip-attachment strategy creates unique discard-into-tempo conversion and boss-monster protection
  • Moderate interaction density: triple Forbidden Crown, removal suite, and hand-trap package support going-second pivots

Weaknesses

  • No side deck (0/15) eliminates best-of-3 adaptation and meta-targeting; hard constraint for tournament play
  • Pronounced floor–ceiling gap: median Xyz boards (1–3 pieces) lack overwhelming pressure; ceiling requires perfect sequencing
  • 57-card main deck oversize with 12 singletons and 2 hard garnets (Santa Claws, Therion Regulus) increases brick variance and reduces consistency edge
  • Modest offensive closing power: boss ATK (2400–3500) and lack of piercing/direct effects make turn-2 lethal difficult without multi-turn setup
  • Going-second removal suite limited: Evenly Matched (2 copies), Branded removal (3 copies), and hand-traps are functional but insufficient vs heavy boards
  • Missing 4 meta-core cards (Varudras, S:P Little Knight, Harpie's Feather Duster, Jupiter) reduces flexibility and board ceiling

Critical choke points

  • Single Bystial Magnamhut (Limited, 1 copy) is sole recovery tool after heavy disruption; over-reliance on Called by the Grave (Limited, 1 copy) for GY access
  • Jupredo Pendulum scale (1) + Vidolium scale (11) provide wide spread but both are single copies; scale damage destroys momentum
  • Mulcharmy draw-pivot requires empty hand to activate; contradiction with hand-trap setup costs; timing windows narrow in grindy games
  • Xyz Rank mismatch: Elara/Drastea (Level 4) into Rank-4 Xyz; Jupredo/Vidolium (Level 10/12) require triple-material Rank 10 plays; low Rank density outside 4/5/8 limits Extra versatility
  • No board-breaker in main deck (Evenly Matched only 2 copies); vulnerable to turn-1 floodgates from Stun/Control matchups
Priority Remove Add Reason
1 Santa Claws (hard garnet, situational draw) Varudras or S:P Little Knight (core Xyz missing, Rank 10 negate or Rank 4 utility) Frees garnet slot and adds critical meta-core Xyz; improves board ceiling and negate coverage
2 Therion King Regulus (single-copy tech, low synergy with Xyz focus) Jupiter the Power Patron (core Xyz at 50% inclusion; enables high-ATK boss with equip recursion) Jupiter aligns with deck identity (equip-based) and provides missing 10-Rank finisher; stronger than out-of-theme Therion
3 Medius the Pure (single copy, conditional searcher) Harpie's Feather Duster or second Evenly Matched (board-breaker coverage, meta-core) Improves going-second removal density; weakens turn-1 board disruption vulnerability
4 3 copies from singletons/situational flex (DoomZ Command equips, Solemn Accusation) Build a 15-card side deck (additional hand-traps, meta-specific tech, going-first/second split transitions) Side deck completely absent; major liability for best-of-3 play and format adaptation
5 57-card size inflates brick rate and reduces starter draw frequency; trim singletons (Therion, Santa Claws, Vidolium pendulum) to tighten consistency

Evidence & confidence

  • Verified: Deck is Legal in OCG (57 main, 15 extra, 0 side; all copy limits respected); Restricted cards: Bystial Magnamhut (Limited, 1), Called by the Grave (Limited, 1), Solemn Judgment (Limited, 1), Droll & Lock Bird (Semi-Limited, 2) all legal; Archetype composition: DoomZ primary (24 core copies), Power Patron secondary (7), Mulcharmy tertiary (5); Card text excerpts: all role-hint tags (searcher, removal, negation, hand-trap) verified from description excerpts; Extra Deck: 13 Xyz, 1 Synchro, 1 Fusion; Xyz spread (2× Rank 4, 2× Rank 5, 2× Rank 8, 2× Rank 10, 5× utility/hybrid)
  • Observed: Usage statistics: Mulcharmy Fuwalos (100% inclusion, 3 copies), Prohibited Portal (62.5%, 3 copies), Jupredo (62.5%, 3 copies) all match deck list; Core-card presence: 11/15 meta-core cards present (73.3%); missing Jupiter, Varudras, S:P Little Knight, Harpie's Feather Duster
  • Inferred: P(≥1 archetype-core in 5-card hand) ≈ 0.93 from 23 core copies and hypergeometric distribution; Brick estimate ~7% based on garnet density (2 hard garnets) and 57-card oversize dilution; Combo ceiling inferred from triple Forbidden Crown + Xyz stacking + equip recursion → ~2–3-negate board with float; Combo median estimated from starter diversity (5 distinct starter lines) and typical 1–2 Xyz output without perfect sequencing; Interruption resilience moderate: two independent lines (Dragon starters vs Mulcharmy draw) but limited recursion depth after repeated disruption; Going-second power anchored by 9 hand-traps and Mulcharmy draw-pivot; estimated ~54 (lower than going-first ~66); Pilotability: moderate complexity (typical 4–5 decision points per turn, equip-targeting windows); error-prone sequencing but learnable; Resource economy: net 0 to +1 card advantage by turn end, balanced by discard costs and equip cycling
  • Provisional: Meta Power: No dated metagame sample supplied; archetype popularity (4 sampled DoomZ decks, high core inclusion) confirms accessibility but not strength ranking; Matchup coverage: OCG format context assumed, but no specific meta breakdown provided; evaluation cannot rank deck vs Swordsoul, Ishizu, Kashtira, or other OCG tier-1s; Post-side performance: 0 side deck means no transformation data available; cannot assess best-of-3 reliability or meta-pivot strategy
  • Data gaps: No parseable combos supplied: combo data.total combos = 0; floor/median/ceiling inferred entirely from card text, role stacking, and starter diversity No tournament link: archetype meta-share in OCG context unknown; top-16 representation and per-pilot match records absent No guides provided: strategic intent and common lines not externally verified No going-first/second performance telemetry: brick rates, starter consistency splits, post-disruption recovery rate unobserved Side deck absent (0/15): no post-disruption adaptation data; best-of-3 transformation plans unknown No metagame sample dated: Meta Power remains provisional; format-speed fit and anti-meta positioning cannot be assessed without dated metagame sample

More OCG Info

DoomZ

DoomZ Breakdown

 
 

 

 

 

 

 

 
 

 

 
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