Sky Striker Deck #736396 — Yu-Gi-Oh! TCG
55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Sky Striker Ace - Raye x3, Ash Blossom & Joyous Spring x3. Created Jul 28, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 07/28/2026
Main Deck (55)
- Droll & Lock Bird x2
- Mulcharmy Fuwalos x3
- Sky Striker Ace - Raye x3
- Sky Striker Ace - Roze x2
- Ash Blossom & Joyous Spring x3
- Ghost Belle & Haunted Mansion x1
- Ghost Ogre & Snow Rabbit x2
- Called by the Grave x1
- Crossout Designator x1
- Forbidden Droplet x2
- Harpie's Feather Duster x1
- Lightning Storm x2
- Mystical Space Typhoon x1
- Radiant Typhoon Vision x3
- Raigeki x1
- Reinforcement of the Army x1
- Sky Striker Mecha - Hornet Drones x1
- Sky Striker Mecha - Shark Cannon x1
- Sky Striker Mecha - Widow Anchor x3
- Sky Striker Mobilize - Engage! x3
- Sky Striker Mobilize - Linkage! x3
- Sky Striker Special Maneuver - Lemnisgate! x2
- The Fallen & The Virtuous x3
- Triple Tactics Talent x1
- Triple Tactics Thrust x2
- Upstart Goblin x3
- Infinite Impermanence x3
- Solemn Judgment x1
Extra Deck (15)
- Albion the Branded Dragon x1
- The Dragon that Devours the Dogma x1
- Combined Maneuver - Engage Zero! x1
- Prototype Sky Striker Ace - Amatsu x1
- S:P Little Knight x1
- Sky Striker Ace - Azalea x1
- Sky Striker Ace - Camellia x1
- Sky Striker Ace - Hayate x1
- Sky Striker Ace - Kagari x2
- Sky Striker Ace - Shizuku x1
- Sky Striker Ace - Zeke x1
- Sky Striker Ace = Zero x2
- Super Starslayer TY-PHON - Sky Crisis x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 68/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 69.33 |
| Going First | 70 |
| Going Second | 80 |
| Meta Power | provisional |
| Tournament Reliability | 65 |
- Primary strategy: Control
- Secondary strategies: Toolbox
- Format: tcg
Legality
Main 55 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Control the board with Sky Striker Ace Link monsters and win via direct attacks or opponent board removal; Alternate win through Fusion/XYZ heavy board or mass spell recycling
- Turn 1 (going first): Set hand traps, use Sky Striker Mobilize – Engage! to fetch a Sky Striker spell, then activate a Linkage! or Widow Anchor to summon an Ace link and start controlling the field
- Turn 2 (going second): Deploy hand traps (Infinite Impermanence, Ash Blossom, Droll & Lock Bird) to disrupt opponent, then summon a Sky Striker Ace link and attack directly or use board‑breakers like Lightning Storm
- Recovery: Recycle spells from the GY with Forbidden Droplet and Sky Striker effects, generate tokens with Hornet Drones, and use searchers (Reinforcement of the Army, Triple Tactics Thrust) to refill resources
- After siding: No side deck; rely on in‑deck tech and flexible extra‑deck options to adapt after side changes
Why it scores here
The deck reliably opens with at least one Sky Striker core card (≈99.7% chance) and a hand trap, giving a solid T1 plan of setting disruption and fetching a Sky Striker spell. Its many negation and removal tools let it convert that plan into board control and direct‑attack pressure, while resource‑recycling effects keep the engine running across turns. Redundancy is high thanks to multiple hand traps and several alternate Ace link summons, but the lack of a side deck and the low archetype purity reduce overall efficiency and matchup certainty.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 92 | P(at least one core card in opening hand) ≈ 0.9967 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 70 | Hand‑trap group p≥1 in 6‑card hand ≈ 0.7565; core group ensures a starter (Inferred) |
| D3 | Combo Conversion & Ceiling | 70 | No recorded combo boards; ceiling inferred from ability to field multiple Ace links and control spells (Inferred) |
| D4 | Combo Floor & Median Output | 60 | Typical turn‑2 plan yields moderate pressure; median output inferred as average control loop (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 80 | Multiple hand traps (Infinite Impermanence, Ash Blossom, Droll, Ghost Ogre) and several alternate Ace summons provide redundancy (Observed) |
| D6 | Resource Economy, Recovery & Grind | 75 | Spell‑recycling via Sky Striker effects and token generation; many spells in deck support grind (Inferred) |
| D7 | End-Board & Interaction Quality | 85 | 17 cards flagged with negation text and 17 with removal text give high interaction density (Observed) |
| D8 | Going-Second & Board-Breaking Power | 80 | Board‑breaking spells (Lightning Storm, Harpie's Feather Duster, Raigeki) plus hand‑trap density (Observed) |
| D9 | Offensive Pressure & Closing Power | 70 | Link monsters with 2000 ATK (Zero) and direct‑attack ability; spell boost adds pressure (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 60 | Archetype purity 41.4% and 28 distinct cards for 55 slots indicate moderate efficiency (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 70 | Extra deck contains 12 links, 2 fusions, 1 xyz; core Sky Striker links present (Observed) |
| D12 | Side Deck Adaptability | 0 | Side deck count 0 (Observed) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament data; meta power provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 65 | 13 hand‑trap/tech cards increase decision points; pilotability moderate (Inferred) |
How the score was computed
Strategy profile: Control. Structural ≈ 69.33, Going First ≈ 70, Going Second ≈ 80, Meta = provisional, Tournament Reliability ≈ 65. Modifiers: none. 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 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Very high consistency of core engine presence
- Extensive hand‑trap and negation suite
- Strong board‑control and resource‑recycling tools
- Flexible extra‑deck with many Sky Striker links
Weaknesses
- No side deck limits adaptability
- Low archetype purity; many off‑archetype tech cards increase variance
- Missing several staple Sky Striker links (Camellia, Azalea, Zeke, etc.)
- No concrete combo data; ceiling relies on inference
Critical choke points
- Absence of Sky Striker Ace – Camellia reduces extra‑deck consistency
- Reliance on hand‑trap setup; a hand without traps can brick the turn‑1 plan
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Evenly Matched | Provides a powerful board‑clearing option for matchups where opponent builds a strong board early |
Evidence & confidence
- Verified: Legality status Legal; Card copy limits match banlist; Probabilities table values
- Observed: Role tag counts (hand trap 11, tech 21, negation 17, removal 17); Extra deck breakdown (12 links, 2 fusion, 1 xyz); Archetype purity percentages
- Inferred: Engine accessibility based on core group probability; Brick estimate from core group none probability; Combo ceiling and floor from deck design; Resource economy from spell count and recycling effects; Interaction quality from negation/removal tag counts; Going‑second board‑break power from hand‑trap density and board‑breakers; Offensive closing power from link monster ATK and direct attack abilities; Main deck efficiency from purity and distinct count; Extra deck efficiency from coverage of Sky Striker links; Pilotability from number of tech cards
- Provisional: Matchup coverage and meta power lack tournament data
- 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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