DoomZ Deck #736665 — Yu-Gi-Oh! TCG
50 Main, 16 Extra, incl. DoomZ V Five - Amalthe x3, DoomZ VII Seven - Elara x3, Mulcharmy Fuwalos x3. Created Jul 30, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 07/30/2026
Main Deck (50)
- Dimension Shifter x1
- DoomZ V Five - Amalthe x3
- DoomZ VII Seven - Elara x3
- DoomZ XII Zero - Drastea x2
- Droll & Lock Bird x2
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x3
- Power Patron DoomZ x1
- Jupredo the Shademachine Power Patron x3
- Vidolium the Unstable Power Patron of Unity x1
- Ash Blossom & Joyous Spring x3
- Ghost Belle & Haunted Mansion x2
- DoomZ Change x3
- DoomZ Command "A.D.R.A.S.T.E.I.A." x2
- DoomZ Command "D.O.O.M.D.U.R.G." x1
- DoomZ Raiders x3
- Illusion Gate x3
- Lightning Storm x2
- Plundered Power Patron Plane - Vidolia x1
- Prohibited Power Patron Portal - Terminus x3
- Super Polymerization x3
- Triple Tactics Talent x1
- DoomZ Destruction x1
Extra Deck (16)
- Garura, Wings of Resonant Life x1
- Mudragon of the Swamp x1
- Sea Monster of Theseus x1
- The Dragon that Devours the Dogma x1
- Clockwork Knight x1
- DoomZ Break - Diactorus x2
- DoomZ XII End - Drastrius x2
- DoomZ XIII Over - Graflareio x2
- Gagagaga Magician x1
- Jupiter the Power Patron of Destruction x1
- Number F0: Utopic Draco Future x1
- Number F0: Utopic Future x1
- Varudras, the Final Bringer of the End Times x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 36/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 57 |
| Going First | 60 |
| Going Second | 55 |
| Meta Power | provisional |
| Tournament Reliability | 35 |
- Primary strategy: Combo
- Secondary strategies: Midrange, Control
- Format: tcg
Legality
Main 50 / Extra 16 / Side 0 — status: Illegal. 1 violation(s).
Identity & game plan
- Win condition: Equip-powered WIND Machine Xyz Boss Monsters; Board Breaker Removal (Lightning Storm, Illusion Gate, Super Polymerization)
- Turn 1 (going first): Search DoomZ/Equip cards, Special Summon to trigger effects, attach Equipment, Xyz Summon boss monster, set interaction.
- Turn 2 (going second): Deploy board breakers to clear opponent's field, resume DoomZ engine to establish pressure.
- Recovery: Recycle equipped monsters via DoomZ text effects, draw via Mulcharmy/Power Patron triggers.
- After siding: No side deck; forced to play without adaptation.
Why it scores here
This DoomZ deck attempts a heavy Equip-to-Xyz combo strategy supported by midrange control elements. While the main deck contains a high density of DoomZ core cards and searchers that reliably open, the list suffers from significant structural flaws. It illegally exceeds the Extra Deck limit, runs zero side cards, and splashes multiple conflicting engines (Mulcharmy, Power Patron, generic tech) that increase brick risk and pilot complexity. Without parsed combo data or metagame samples, its performance remains theoretical, capping its score well below competitive tiers despite strong individual boss monster effects.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 65 | P(≥1 starter in 5) ≈ 0.9998; high archetype core density supports consistency (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 60 | 18 searchers mitigate brick, but multi-engine composition raises redundancy risk (Inferred) |
| D3 | Combo Conversion & Ceiling | 55 | Text suggests strong equip-to-Xyz lines and boss payoffs, though unverified by parsed boards (Inferred) |
| D4 | Combo Floor & Median Output | 50 | Median output likely drops a few monsters to equip and summon an Xyz; moderate floor (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 55 | Multiple independent starters and equip recycling provide route redundancy (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 60 | Heavy searcher presence (18) and equip-based protection sustain resource economy (Inferred) |
| D7 | End-Board & Interaction Quality | 65 | Boss monsters offer negation/protection; hand traps and board breakers layer interaction (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 60 | Lightning Storm, Illusion Gate, and Super Polymerization provide reliable going-second tools (Inferred) |
| D9 | Offensive Pressure & Closing Power | 70 | End-board features high-ATK bosses (Vidolium 5000, Jupiter 3500) ensuring closing power (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 55 | 50-card main with 23 distinct cards; compact but diluted by splash engines (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 60 | Covers Xyz/Fusion/Link efficiently, but illegally runs 16 cards instead of 15 (Verified) |
| D12 | Side Deck Adaptability | 10 | Zero side cards completely eliminate post-side adaptation capability (Verified) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament link or dated metagame sample provided; alignment is speculative (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Complex equip/Xyz lines and multi-engine decisions lower error tolerance (Inferred) |
How the score was computed
Strategy profile: 0.85 Combo / 0.15 Midrange. Structural ≈ 57, Going First ≈ 60, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: Illegal Extra Deck Limit (-10); Zero Side Deck (-5); Multi-Engine Conflict (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + Modifiers
Probability & combo summary
- Opening a starter: P(≥1) ≈ 1 · key two-card combo ≈ — · full-brick estimate ≈ 0.15 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High archetype core density (~40 copies) ensures frequent opens
- Strong boss monster ATK and protection effects (Vidolium, Jupiter, Drastrius)
- Multiple board-breaking options (Lightning Storm, Illusion Gate, Super Polymerization)
- Heavy searcher presence (18 cards) supports resource continuity
Weaknesses
- Illegal Extra Deck size (16/15) disqualifies competitive play
- Zero side cards prevents Best-of-3 adaptation
- Conflicting multi-engine composition increases brick risk
- No parsed combo data to verify consistency or floor/median
- Complex pilotability with multiple decision points lowers error tolerance
Critical choke points
- Requires specific Equip Spells to activate Xyz engine
- Lacks side deck for matchup tuning
- Dependent on drawing both DoomZ monsters and Equip Spells simultaneously
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Any Extra Deck card | N/A | Trim 1 Extra Deck card immediately to comply with the 15-card limit and restore legality. |
| 2 | One copy of Mulcharmy Fuwalos | Additional DoomZ searcher or hand trap | Reduce engine conflict and improve consistency. |
| 3 | Generic tech cards | Side deck cards tailored to top matchups | Enable Best-of-3 adaptation and fix the zero-side vulnerability. |
Evidence & confidence
- Verified: Legality violation: Extra Deck 16 > 15; Side deck count: 0; Card text confirms Equip/Xyz engine mechanics
- Inferred: P(≥1 starter) ≈ 0.9998; Combo floor/median inferred from card text due to 0 parseable boards; Multi-engine brick risk estimated from composition histogram; Pilotability complexity assessed from card interactions
- Provisional: Matchup coverage and format fit; Meta Power
- 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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