Melffy Deck #753089 — Yu-Gi-Oh! OCG
40 Main, 15 Extra, incl. Melffy Puppy x3, Melffy Wally x3, Rescue Cat x3. Created Sep 20, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 09/20/2026
Main Deck (40)
- Droll & Lock Bird x1
- Kalantosa, Mystical Beast of the Forest x1
- Maxx "C" x1
- Melffy Catty x2
- Melffy Fenny x1
- Melffy Pony x1
- Melffy Puppy x3
- Melffy Wally x3
- Rescue Cat x3
- Melffy Rabby x1
- Ash Blossom & Joyous Spring x2
- Ghost Belle & Haunted Mansion x3
- Ghost Ogre & Snow Rabbit x2
- Hop Ear Squadron x1
- Melffy Pinny x1
- Melffy Rabbys x3
- Melffy Footsteps x3
- Melffy Hide-and-Seek x1
- Dominus Purge x3
- Infinite Impermanence x3
- Melffy Playtime Surprise x1
Extra Deck (15)
- Melffys' Joyful Surprise x2
- Accel Synchro Stardust Dragon x1
- Herald of the Arc Light x1
- Merry Melffys x1
- Satellite Warrior x1
- Stardust Dragon x1
- Desert Locusts x1
- Silvera, Wolf Tamer of the White Forest x1
- Divine Arsenal AA-ZEUS - Sky Thunder x1
- Joyous Melffys x1
- Melffy Godmommy x1
- Melffy Mommy x1
- Melffy of the Forest x1
- Number 64: Ronin Raccoon Sandayu x1
Couldn't load the deck
Deck — Deck Power Evaluation
Final Contextual Deck Power: 63/100 (±8 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 68.2 |
| Going First | 68 |
| Going Second | 74 |
| Meta Power | provisional |
| Tournament Reliability | 61 |
- Primary strategy: Midrange
- Secondary strategies: Stun, Synchro/Xyz/Fusion
- Format: ocg
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Extra Deck Synchro/Xyz/Fusion bosses (Joyous Melffys direct attacks, Accel Synchro Stardust Dragon, Satellite Warrior) built off a swarm of Level 2 Beast monsters; Hand-trap and negation stall (12 hand traps, Herald, Stardust Dragon, Dominus Purge) that buys time for the Extra Deck plan
- Turn 1 (going first): Normal Summon Melffy Rabby or Rabbys on T1 (Rabbys adds a Melffy card on Normal Summon), or Melffy Footsteps to search up to 4 Melffy monsters, then Synchro/Xyz from the Level 2 Beasts
- Turn 2 (going second): Hold hand traps (Ash Blossom, Ghost Belle, Infinite Impermanence, Ghost Ogre) for the opponent's first summon or key spell/trap; respond with Level 2 Melffy bounce monsters (Rabbys, Puppy, Wally, Catty, Pony, Fenny) and continue into Extra Deck summons
- Recovery: Re-use the Level 2 Melffy monsters that return to hand on opponent summons (Puppy, Wally, Catty, Pony, Fenny, Pinny), recurse Melffy Footsteps from the GY, and rebuild Xyz/Synchro material from the field
- After siding: None. The deck runs 0 Side Deck cards, so there is no post-side plan and no adaptation for best-of-3
Why it scores here
The deck reliably opens a functional plan: the archetype core (22 copies) has a hypergeometric P(at least one in a 5-card opening hand) of about 0.987, and Melffy Footsteps plus the many Level 2 Beast starters give several independent openings (D1 80, Inferred). Its interaction is dense, with 12 hand traps and about 14 negation-text cards, which lifts end-board and going-second scores (D7 80, D8 72, Inferred from text and the hand-trap probability of 0.90 by going second). Resilience is a real strength because most Level 2 Melffy monsters return to hand and re-summon when the opponent summons, and several recur from the GY (D5 74, D6 72). The deck is held back by the absence of any combo-board data (D3/D4 are text-based and low confidence), no Side Deck (D12 15), an unverified format fit (D13 provisional at 50), and a summon-trigger dependence that is weak against non-summoning lines. The score was built from consistency, interaction and resilience on the deck as a system; Melffy's usage statistics confirm the list is real and standard, but did not add points, and card scores were not averaged.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 80 | P(at least one of the 22 archetype-core copies in a 5-card opening hand) = 0.987; Footsteps and Level 2 starters give redundant openings (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 66 | Brick risk comes from 12 hand traps that are dead without an opponent action and a 1-copy Divine Arsenal AA-ZEUS with no Level 12 monsters in the deck; redundancy is high (Inferred) |
| D3 | Combo Conversion & Ceiling | 66 | No parseable boards exist (total_combos 0); ceiling is inferred from Level 2 Beast to Synchro/Xyz routes such as Rabbys-Pinny-Merry Melffys and Mommy-Joyous Melffys (Inferred) |
| D4 | Combo Floor & Median Output | 55 | No recorded combo boards, so the median output is inferred from starter density and hand-trap-induced stalls only (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 74 | Most Level 2 Melffy monsters return to hand and re-summon on opponent summons; Catty, Puppy, Pony and Fenny recur from the field or GY (Inferred from card text) |
| D6 | Resource Economy, Recovery & Grind | 72 | Melffy Footsteps recurs from the GY, and bounced Melffy monsters re-use the field; Hide-and-Seek draws (Inferred from card text) |
| D7 | End-Board & Interaction Quality | 80 | 12 hand traps plus Herald, Stardust Dragon, Dominus Purge and Ghost Ogre; negation-text count 14 and removal-text count 13 (Inferred from text and flags) |
| D8 | Going-Second & Board-Breaking Power | 72 | Going-second hand-trap probability is 0.90 for at least one hand trap in a 6-card hand; Kalantosa, Herald and Stardust add board breaking (Inferred) |
| D9 | Offensive Pressure & Closing Power | 70 | Joyous Melffys (2000 ATK, direct attacks), Accel Synchro Stardust Dragon and Satellite Warrior (2500 ATK) give closing bodies (Verified stats, Inferred closing) |
| D10 | Main Deck Efficiency & Flexibility | 70 | 40 cards, 21 distinct, with 8 three-copy and 3 two-copy cards; 12 hand traps and many 1-copy techs make it compact but low on diversity (Verified composition) |
| D11 | Extra Deck Efficiency & Coverage | 62 | 15 Extra cards (7 Synchro, 6 Xyz, 2 Fusion) with about 1 dead slot (Divine Arsenal AA-ZEUS needs an Xyz-battle condition and has no Level 12 partners) (Verified composition, Inferred use) |
| D12 | Side Deck Adaptability | 15 | Side Deck is 0 cards, so there is no post-side plan (Verified, legal size range 0-15) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link or dated meta sample; archetype share unavailable, so the score is a neutral provisional placeholder (Provisional) |
| D14 | Pilotability & Error Tolerance | 58 | Engine decisions depend on opponent summon timing and hand-trap timing across many cards, with several chains per turn (Inferred from card text) |
How the score was computed
Strategy profile: Midrange (meta-neutral: D13 dropped and remaining weights renormalized by 95). Structural ≈ 68.2, Going First ≈ 68, Going Second ≈ 74, Meta = provisional, Tournament Reliability ≈ 61. Modifiers: Zero Side Deck (-2); Summon-trigger dependence (-2); Banlist exposure (-1); Dead Extra slot (-1); Engine compactness (2). Final formula: 0.80*Structural(68.2, meta-neutral) + 0.20*TournamentReliability(61) + ContextModifiers(-4) = 62.8 -> 63 (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.99 · key two-card combo ≈ — · full-brick estimate ≈ 0.01 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Very high starter density: about 15 Level 2 Melffy Beast monsters plus Footsteps and Hide-and-Seek
- Strong opposing-summon response, with monsters that return and re-summon, giving good resilience
- Dense interaction: 12 hand traps plus Herald, Stardust Dragon, Dominus Purge and Ghost Ogre
- Extra Deck with multiple Synchro and Xyz bosses that give closing power and recursion
Weaknesses
- No Side Deck, so no post-side plan
- Hand traps are dead without an opponent action, which raises brick risk on the going-first hand
- Engine depends on opponent summons, so it is weaker against non-summoning lines
- Divine Arsenal AA-ZEUS is a near-dead Extra slot
- No combo or tournament data, so the floor and ceiling are inferred
Critical choke points
- Turn 1 engine depends on Melffy Footsteps or a T1 Normal Summon of a Level 2 Melffy monster
- Level 2 monsters that bounce on opponent summons are the main resilience line, and they require the opponent to summon
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Divine Arsenal AA-ZEUS - Sky Thunder (Extra) | A Level 2 Melffy Synchro or Xyz boss, or a Side Deck of 15 cards | The Extra slot is near-dead with no Level 12 partners; a Side Deck would fix the zero post-side plan (Inferred) |
| 2 | One Melffy Puppy copy (3 copies vs typical 2) | A Side Deck hand trap or floodgate | Puppy runs 3 copies against a typical 2, and a Side Deck gives the deck an adaptation route (Inferred from usage stats) |
Evidence & confidence
- Verified: Legal OCG list: 40 Main, 15 Extra, 0 Side; Limited and Semi-Limited copy limits respected; Composition: 21 distinct Main cards, 14 distinct Extra cards, 12 hand traps, 9 searcher-text cards; Archetype core group has 22 copies, usage stats available (20 rows, 55% of core present)
- Inferred: Consistency: P(at least one archetype-core card in a 5-card opening hand) = 0.987; Hand-trap probability: 0.902 for at least one hand trap in a 6-card hand going second; Interaction density and resilience from card text (negation 14, removal 13); Going-first and going-second scores from the dimension blend
- Provisional: Meta Power and D13 matchup fit: no dated metagame sample or tournament link
- Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot match record are absent No win-rate telemetry: going-first, going-second and matchup signals are inferred Meta Power is provisional without a dated metagame sample Deck title is null in the export
Couldn't load the combos





