Fiendsmith Deck #736795 — Yu-Gi-Oh! TCG

40 Main, 10 Extra, incl. Fiendsmith Engraver x3, Kashtira Fenrir x3, Mulcharmy Purulia x3. Created Jul 31, 2026 by YGO Mod.

Deck Fiendsmith TCG

Created by: YGO Mod (20517634)

Created On: 07/31/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Jul 31, 2026
32± 6/ 100
Power Score
Structural 39
Reliability 35
Going First 35
Going Second 40

Deck — Deck Power Evaluation

Final Contextual Deck Power: 32/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 39
Going First 35
Going Second 40
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Midrange
  • Secondary strategies: Control
  • Format: tcg

Legality

Main 40 / Extra 10 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Attrition & Boss Monsters; Fusion/Xyz disruption
  • Turn 1 (going first): Search core engine, set interaction, establish board
  • Turn 2 (going second): Use Tearlaments/Kashtira to disrupt opponent, then extend
  • Recovery: Recycle via Fiendsmith/Lacrima or discard triggers
  • After siding: None (0 side cards)

Why it scores here

This deck attempts to blend Fiendsmith recursion, Tearlaments disruption, Kashtira resource management, and Mulcharmy draw protection into a single system. However, its extremely low archetype purity (16%) and absence of critical staples like Ash Blossom, Droll & Lock Bird, and Triple Tactics Talent severely fragment its consistency. While it possesses strong individual disruption pieces and fusion/xyz bosses, the lack of a unified starter line and a zero-card side deck make it highly brick-prone and easily interrupted. Popularity or format presence does not compensate for these structural gaps; the score reflects a midrange/control hybrid that struggles to reliably open functional plans or adapt post-side.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 40 Core group P(≥1) ≈ 0.64; 17 searchers help but engines conflict (Inferred)
D2 Opening-Hand Quality & Brick Management 35 No hand traps, high brick risk from Normal Summon limits and split resources (Inferred)
D3 Combo Conversion & Ceiling 35 Ceiling limited by disjointed lines; best case relies on hitting Scheiren/Havnis/Merrli (Inferred)
D4 Combo Floor & Median Output 35 Median output drops when starters miss; relies on generic tech rather than cohesive combos (Inferred)
D5 Interruption Resilience & Route Redundancy 40 Kashtira and Tearlaments GY effects offer some recovery, but lack of hand traps leaves early plays fragile (Inferred)
D6 Resource Economy, Recovery & Grind 45 High searcher density (17 copies) supports resource economy, though missing Triple Tactics Talent hurts recursion (Inferred)
D7 End-Board & Interaction Quality 45 End-board features Sulliek, Trivikarma, and Fenrir, but lacks hard negates or floodgates (Inferred)
D8 Going-Second & Board-Breaking Power 50 Strong going-second toolkit via Tearlaments Scream/Scheiren and Kashtira Fenrir opt (Inferred)
D9 Offensive Pressure & Closing Power 50 Boss monsters reach 2400-3000 ATK; closing power is adequate if board survives (Verified)
D10 Main Deck Efficiency & Flexibility 35 40-card main deck is compact but diluted by 4 distinct sub-archetypes and 0 side deck (Inferred)
D11 Extra Deck Efficiency & Coverage 40 10-slot extra mixes Links, Fusions, and Xyzs with generic tech like Time Thief and Masquerena (Inferred)
D12 Side Deck Adaptability 10 Zero side cards eliminates post-side adaptation entirely (Verified)
D13 Matchup Coverage & Format Fit 30 No tournament context or metagame sample available; alignment is provisional (Provisional)
D14 Pilotability & Error Tolerance 35 High decision complexity across multiple engines and no hand traps reduce error tolerance (Inferred)

How the score was computed

Strategy profile: Balanced. Structural ≈ 39, Going First ≈ 35, Going Second ≈ 40, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: Zero side deck (-4); Missing hand traps (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.64 · key two-card combo ≈ — · full-brick estimate ≈ 0.36 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Strong individual disruption via Tearlaments and Kashtira
  • High searcher density (17 copies) aids resource generation
  • Decent boss monster ATK (2400-3000) for pressure

Weaknesses

  • Extremely low archetype purity (16%) causes engine fragmentation
  • Zero hand traps leave early plays vulnerable
  • No side deck prevents post-side adaptation
  • Missing key staples like Ash Blossom, Droll, and Triple Tactics Talent

Critical choke points

  • Opening hand must contain both a starter and a disruption piece simultaneously
  • Reliance on multiple Normal Summons strains resource economy
  • Lack of hand traps makes first-turn disruption easily countered
Priority Remove Add Reason
1 Mulcharmy Purulia Ash Blossom & Joyous Spring Adds essential hand trap protection without sacrificing too much draw power
2 Super Polymerization Triple Tactics Talent Improves recursion and resource recovery for the grind phase
3 Foolish Burial Goods Called by the Grave (copy 2) Strengthens going-second interaction and GY hate

Evidence & confidence

  • Verified: Legality status; Card counts and copy limits; Banlist restrictions applied
  • Inferred: Consistency estimates from hypergeometric probabilities; Engine cohesion and brick risk analysis; Combo floor/median/ceiling derived from card text roles
  • Provisional: Matchup format fit and meta alignment; Tournament reliability projections
  • 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 Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Fiendsmith

Fiendsmith Breakdown

 
 

 

 

 

 

 

 
 

 

 
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