Yummy Deck #736406 — Yu-Gi-Oh! TCG

60 Main, 15 Extra, incl. Fiendsmith Engraver x3, Ash Blossom & Joyous Spring x3, Forbidden Droplet x3. Created Jul 28, 2026 by YGO Mod.

Deck Yummy TCG

Created by: YGO Mod (20517634)

Created On: 07/28/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: Medium
57± 7/ 100
Power Score
Structural 58
Reliability 55
Going First 0
Going Second 0

Deck — Deck Power Evaluation

Final Contextual Deck Power: 57/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 58
Going First 0
Going Second 0
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Toolbox
  • Secondary strategies: Control
  • Format: tcg

Legality

Main 60 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Establish a board of Yummy LIGHT Beast monsters and use their effects plus Fiendsmith/Sky Striker removal to chip away at opponent life points.; Disrupt opponent with hand traps and, when possible, perform a Mitsurugi Ritual for a burst of damage.
  • Turn 1 (going first): Open with hand traps (Ash Blossom, Ghost Ogre, Infinite Impermanence) to stop opponent, then search for Yummy core cards (Pre‑Preparation of Rites, Mitsurugi Prayers) and special summon a Yummy monster to start the engine.
  • Turn 2 (going second): With six cards, aim to have a hand trap and a Yummy monster; use draw/search cards (Radiant Typhoon Vision, Triple Tactics Thrust) to fetch missing pieces and build a flexible board.
  • Recovery: Utilize draw engines (Mulcharmy Fuwalos, Mulcharmy Purulia) and recursion effects (Fiendsmith Engraver, Fiendsmith's Tract) to regain lost core pieces after disruption.
  • After siding: No side deck; rely on hand‑trap density and extra‑deck flexibility to adapt after the side phase.

Why it scores here

The deck reliably opens with a hand trap and at least one Yummy core piece (~78% chance), allowing it to start a modest engine. Its abundant draw and search cards let it recover from disruption and maintain pressure, while the many hand traps give solid board‑breaking power when going second. However, the main deck is diffuse (only 18.7% exact Yummy purity) and the extra deck is unfocused, limiting closing firepower and overall efficiency. No side deck further reduces adaptability, and without tournament data the meta fit remains provisional.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 78 P(at least one core card in opening 5) = 0.7763, indicating a ~78% chance to start the engine (Inferred)
D2 Opening-Hand Quality & Brick Management 65 Probability of no core in opening hand is 0.2237, plus many tech cards, giving a moderate brick risk (Inferred)
D3 Combo Conversion & Ceiling 55 No recorded combos; the best plausible line (Yummy core → Yummy monster → extra summon) would yield modest pressure, ceiling around 55 (Inferred)
D4 Combo Floor & Median Output 50 Typical games rely on hand traps and draws rather than big combos, giving a median output near 50 (Inferred)
D5 Interruption Resilience & Route Redundancy 70 Eight hand traps and multiple draw/search cards provide routes around disruption (Inferred)
D6 Resource Economy, Recovery & Grind 70 Draw engines like Radiant Typhoon Vision, Triple Tactics Talent, and Mulcharmy cards give positive net card advantage (Inferred)
D7 End-Board & Interaction Quality 68 13 cards flagged with negation/removal and 13 hand traps give an interaction density around 0.65 per board (Inferred)
D8 Going-Second & Board-Breaking Power 70 Hand‑trap group probability of at least one in a 6‑card hand is 0.5933, supporting solid board‑breaking when going second (Inferred)
D9 Offensive Pressure & Closing Power 55 Yummy monsters have 600‑1000 ATK and extra‑deck monsters are limited, capping closing firepower to about 55 (Inferred)
D10 Main Deck Efficiency & Flexibility 45 60‑card main deck mixes five archetypes; exact Yummy purity is only 18.7%, reducing coherence (Inferred)
D11 Extra Deck Efficiency & Coverage 40 Extra deck contains 15 diverse cards, many not core, lowering efficiency to roughly 40 (Inferred)
D12 Side Deck Adaptability 0 No side deck is present, so adaptability after side is nil (Observed)
D13 Matchup Coverage & Format Fit 40 No tournament or meta data; alignment with format is unknown, provisional low score (Provisional)
D14 Pilotability & Error Tolerance 45 Complex multi‑archetype toolbox with many decision points raises error tolerance, giving a modest pilotability score (Inferred)

How the score was computed

Strategy profile: Toolbox. Structural ≈ 58, Going First ≈ 0, Going Second ≈ 0, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: none. Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.78 · key two-card combo ≈ — · full-brick estimate ≈ 0.22 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • High hand‑trap density for disruption
  • Strong draw/search engine (Radiant Typhoon Vision, Triple Tactics Thrust, Mulcharmy cards)
  • Good engine accessibility (~78% chance to start core)

Weaknesses

  • Low exact Yummy purity (18.7%) leading to a diffuse main deck
  • Extra‑deck is unfocused and contains many off‑core cards
  • No side deck limits post‑side adaptability
  • Lack of a clear, high‑damage combo line

Critical choke points

  • Need at least one Yummy core card in opening hand to launch the engine
  • Reliance on limited cards (Cupsy☆Yummy, Yummy★Snatchy) that are not present reduces consistency
  • Extra‑deck slots are spread across many archetypes, creating potential dead‑draws
Priority Remove Add Reason
1 Yummy★Snatchy (Link 1) or additional Yummy core monsters Increase engine consistency and give a reliable starter for the Yummy line
2 A side deck with extra hand traps (e.g., Solemn Strike, Droll & Lock Bird copies) or floodgates Compensate for the lack of a side deck and improve post‑side adaptability
3 Trim off unrelated extra‑deck cards (e.g., Reprodocus, D/D/D Wave High King Caesar) to focus on core links Raise extra‑deck efficiency and reduce dead draws

Evidence & confidence

  • Verified: Legality status Legal; Card copy limits match banlist (e.g., Limited cards at 1 copy); Card text excerpts provided in evidence
  • Observed: Side deck count is 0
  • Inferred: Engine accessibility probability 0.7763; Brick estimate 0.2237; Hand‑trap group probability 0.5933; Interaction density from role tags; Resource economy from draw cards; Main deck efficiency from archetype purity; Extra deck efficiency from diversity; Pilotability from multi‑archetype complexity
  • Provisional: Matchup coverage and format fit due to missing 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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