Sky Striker Deck #736407 — 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.
Created by: YGO Mod (20517634)
Created On: 07/28/2026
Main Deck (60)
- Cooky☆Yummy x2
- Cupsy☆Yummy x1
- Droll & Lock Bird x2
- Fabled Lurrie x1
- Fiendsmith Engraver x3
- Lacrima the Crimson Tears x1
- Lollipo☆Yummy x2
- Marshmao☆Yummy x2
- Mitsurugi no Mikoto, Aramasa x1
- Mitsurugi no Mikoto, Saji x1
- Mulcharmy Fuwalos x2
- Mulcharmy Meowls x2
- Mulcharmy Purulia x2
- Ame no Habakiri no Mitsurugi x1
- Ame no Murakumo no Mitsurugi x1
- Ash Blossom & Joyous Spring x3
- Ghost Belle & Haunted Mansion x1
- Ghost Ogre & Snow Rabbit x1
- Called by the Grave x1
- Crossout Designator x1
- Fiendsmith's Tract x1
- Forbidden Droplet x3
- Mitsurugi Mirror x1
- Mitsurugi Prayers x3
- Mitsurugi Ritual x1
- Mystical Space Typhoon x1
- Pre-Preparation of Rites x3
- Radiant Typhoon Vision x3
- Sky Striker Mecha - Hornet Drones x1
- Sky Striker Mecha - Widow Anchor x1
- Sky Striker Mobilize - Engage! x3
- Triple Tactics Talent x1
- Triple Tactics Thrust x2
- Yummy☆Surprise x1
- Yummyusment★Acroquey x1
- Yummyusment☆Mignon x1
- Infinite Impermanence x1
- Mitsurugi Great Purification x1
Extra Deck (15)
- Fiendsmith's Desirae x1
- Fiendsmith's Lacrima x1
- Necroquip Princess x1
- Fiendsmith's Agnumday x1
- Fiendsmith's Requiem x1
- Fiendsmith's Sequence x1
- Reprodocus x1
- S:P Little Knight x1
- Sky Striker Ace - Camellia x1
- Sky Striker Ace - Kagari x1
- Yummy★Snatchy x1
- Cooky★Yummy Way x1
- Cupsy★Yummy Way x1
- Lollipo★Yummy Way x1
- D/D/D Wave High King Caesar x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 56/100 (±7 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 55 |
| Going First | 60 |
| Going Second | 60 |
| Meta Power | provisional |
| Tournament Reliability | 60 |
- Primary strategy: Toolbox
- Secondary strategies: Control
- Format: tcg
Legality
Main 60 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Gradual advantage through hand traps, draw/search engine and incremental monster pressure; Board control and occasional beatdown with Fiendsmith or Yummy monsters
- Turn 1 (going first): Open with hand traps (Ash Blossom, Infinite Impermanence) and searchers (Sky Striker Mobilize – Engage!), set up token via Hornet Drones if possible, begin draw engine
- Turn 2 (going second): Utilize hand traps and draw cards, respond to opponent’s plays, then summon Yummy/Mulcharmy monsters to build board
- Recovery: Use Droll & Lock Bird to stop opponent draws, recycle resources with Fiendsmith Engraver and Fiendsmith's Tract, draw more with Radiant Typhoon Vision
- After siding: No side deck; relies on in‑deck flexibility
Why it scores here
The deck reliably opens with a handful of hand traps and searchers, giving it a solid chance to establish early control. Its draw and search engine supplies enough resources to keep the board growing, while numerous negation cards provide strong interaction quality. However, the lack of a dedicated Sky Striker engine and the heavy off‑archetype filler lower its efficiency and closing power, and the absence of a side deck limits post‑side adaptability. Overall, the system is flexible but inconsistent, leading to a moderate overall score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 55 | P(at least one core card in opening hand) ≈ 0.8628, but key engine piece Hornet Drones appears only 0.0833, giving moderate starter reliability (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 65 | Estimated brick probability is 13.7% (p_none_in_hand5_proxy_brick) indicating modest hand quality (Inferred) |
| D3 | Combo Conversion & Ceiling | 60 | Without recorded combo boards, the deck’s best possible turn‑2 board would involve multiple Yummy and Mulcharmy monsters plus Sky Striker token, estimated ceiling around 60 PowerIndex (Inferred) |
| D4 | Combo Floor & Median Output | 45 | Typical games resolve only a few monsters and a handful of spells, giving a median output near 45 (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 70 | The deck contains many independent hand traps and searchers, providing several routes around disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 65 | Draw engines like Radiant Typhoon Vision and Triple Tactics Talent supply card advantage, while Droll limits opponent draws, yielding decent resource economy (~65) (Inferred) |
| D7 | End-Board & Interaction Quality | 70 | Interaction density is high with Forbidden Droplet, Infinite Impermanence, Crossout Designator and other negates, supporting strong end‑board control (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 65 | Hand‑trap count (8) gives a 59.33% chance of a useful response when going second, and removal spells add board‑breaking potential (Inferred) |
| D9 | Offensive Pressure & Closing Power | 45 | The deck’s finish relies on low‑ATK Beast monsters and occasional Fiendsmith Lacrima, limiting closing power to around 45 (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 40 | 60‑card main deck holds 68 off‑archetype cards (only 9.3% exact‑name purity), indicating low compactness (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 45 | All 15 extra‑deck slots are filled with varied Link/Fusion/Synchro options, but many lack synergy with the core, reducing efficiency (Inferred) |
| D12 | Side Deck Adaptability | 20 | No side deck is present, so post‑side adaptability is minimal (Inferred) |
| D13 | Matchup Coverage & Format Fit | 40 | Without tournament data the deck’s matchup fit is uncertain; its hybrid nature suggests average format compatibility (Provisional) |
| D14 | Pilotability & Error Tolerance | 35 | The multitude of tech choices and limited‑use cards raises decision complexity, lowering pilotability (Inferred) |
How the score was computed
Strategy profile: Toolbox. Structural ≈ 55, Going First ≈ 60, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: none. Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.86 · key two-card combo ≈ — · full-brick estimate ≈ 0.14 (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 count for disruption
- Strong interaction suite (negates, Forbidden Droplet, etc.)
- Good draw/search engine with Radiant Typhoon Vision and Triple Tactics Talent
Weaknesses
- Lack of a dedicated Sky Striker engine (only one Hornet Drones)
- Large amount of off‑archetype filler reducing deck efficiency
- No side deck, limiting post‑side adaptability
Critical choke points
- Hornet Drones (only 1 copy) needed for token generation
- Reliance on limited Yummy extra‑deck monsters for beatdown
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Sky Striker Mecha - Hornet Drones (1 copy) | Sky Striker Ace - Camellia (1 copy) or additional Sky Striker Ace links | Provide a reliable engine and improve extra‑deck synergy |
| 2 | Off‑archetype filler cards (e.g., many generic spells) | More Sky Striker core spells (e.g., Sky Striker Mecha - Shark Cannon) | Increase deck compactness and consistency |
| 3 | None (side deck empty) | Side deck tech such as D.D. Storm, Solemn Judgment | Add post‑side adaptability against specific matchups |
Evidence & confidence
- Verified: P(at least one core card in opening hand) 0.8628 from probabilities; P(at least one Hornet Drones) 0.0833 from probabilities; Hand‑trap group probability 0.5933 from probabilities
- Inferred: Engine accessibility moderate based on limited Hornet Drones; Brick estimate 13.7% from proxy; Combo ceiling estimated around 60 PowerIndex; Combo floor median around 45; Redundant lines via hand traps and searchers; Resource economy from draw cards and Droll; Interaction quality from multiple negates; Going‑second board breaking from hand traps and removal; Closing power limited by low‑ATK monsters; Main deck efficiency low due to 68 off‑archetype cards; Extra deck efficiency reduced by lack of synergy; Side deck adaptability minimal; Pilotability reduced by many tech choices
- Provisional: Matchup coverage uncertain without 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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