Ninja Deck #754778 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Mitsu the Insect Ninja x3, Ninja Grandmaster Hanzo x3, Tobari the Sky Ninja x3. Created Sep 26, 2026 by YGO Mod.

Deck Ninja OCG

Created by: YGO Mod (20517634)

Created On: 09/26/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
25± 10/ 100
Power Score
Structural 52
Reliability 45
Going First 50
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 25/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 52
Going First 50
Going Second 50
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Ninja monster beatdown through Meizen the Battle Ninja, Yaguramaru, Twilight Ninja Getsuga and White Dragon Ninja, supported by Ninjitsu Art Tool and Ninjitsu Art traps; Extra Deck Link and Xyz pressure (Ninja Grandmaster Saizo, Blade Armor Ninja, Number 2: Ninja Shadow Mosquito) once the Ninja engine is online
  • Turn 1 (going first): Summon a Ninja starter (Tobari, Mitsu, Hanzo or Green Ninja), search or Set a Ninjitsu Art card, then fusion or link into a board-breaking monster; keep Ash Blossom and Maxx C for the opponent's first response
  • Turn 2 (going second): Use Ash Blossom, Maxx C and Droll and Lock Bird to answer the opponent's board, then rebuild a Ninja board from the Graveyard with Baku, Notebook of Mystery and Hidden Village
  • Recovery: Recur Ninja monsters from the Graveyard through Hidden Village of Ninjitsu Arts, Baku the Beast Ninja and Twilight Ninja Tobari's Graveyard-to-hand path
  • After siding: Not evaluable: the deck runs zero side-deck cards, so there is no post-side plan

Why it scores here

This Ninja list reliably opens its archetype core, since the core set is present in about 99% of opening hands by the proxy estimate, and it has three-copy starters (Tobari, Mitsu, Hanzo) with roughly a one-in-three chance of a starter in the opening five. It converts that starter into a Ninjitsu Art and Extra Deck summon route, which gives it a plausible Midrange shape rather than a pure combo one. Its interaction is real but thin, centred on Ash Blossom, Maxx C, Droll and Lock Bird and Crossout Designator. Floor and median output are unmeasured because no combo boards exist for this list. The score is capped low because the list is Illegal: two Forbidden cards (Triple Tactics Talent and Cross-Sheep) are run, and the score was not built from popularity or from averaging card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 Starter P(at least one of a 3-copy starter in 5 cards) is about 0.34; archetype core open in 5 cards is about 0.99 (Inferred)
D2 Opening-Hand Quality & Brick Management 55 16 single-copy cards and no side deck give moderate brick risk; several Level 0 Continuous traps are low-impact early (Inferred)
D3 Combo Conversion & Ceiling 45 No recorded boards; ceiling is a text-only read of Ninjitsu Art and fusion or link routes (Inferred)
D4 Combo Floor & Median Output 40 No combo evidence, so floor and median output are unmeasured (Provisional)
D5 Interruption Resilience & Route Redundancy 55 Four hand traps and recursion via Hidden Village and Baku give partial route redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 55 Graveyard recursion and searchers exist, but the deck has no resource measurement (Inferred)
D7 End-Board & Interaction Quality 62 Ash Blossom x2, Maxx C, Droll and Lock Bird and Crossout Designator; layering is moderate (Inferred)
D8 Going-Second & Board-Breaking Power 55 Six-card going-second hand-trap probability is about 0.49 for four hand traps; no board-breaker count (Inferred)
D9 Offensive Pressure & Closing Power 60 Meizen, Yaguramaru and Getsuga give strong ATK; Ninja monsters can attack directly with Meizen (Verified text, Inferred scoring)
D10 Main Deck Efficiency & Flexibility 55 40 Main with 26 distinct cards and 16 singles; efficient count but thin on Ninja engine redundancy (Inferred)
D11 Extra Deck Efficiency & Coverage 50 15 Extra Deck slots with 11 distinct cards; Meizen, Yaguramaru and Saizo give flexible summon access (Inferred)
D12 Side Deck Adaptability 15 Zero side-deck cards; post-side adaptability cannot be scored (Provisional)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; archetype usage is context only (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Ninjitsu Art chains and several Quick Effects raise the decision load (Inferred)

How the score was computed

Strategy profile: Midrange primary, Stun-leaning interaction reads. Structural ≈ 52, Going First ≈ 50, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist exposure (-12); illegal cap (-13). Final formula: No reliable metagame: 0.80*Structural(52) + 0.20*TournamentReliability(45) = 50.6; banlist exposure -12 gives 38.6; Illegal cap sets the final score to 25 (theoretical/structural-only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.34 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Three-copy Ninja starters with strong archetype core access
  • Compact hand-trap package of four cards (Ash Blossom x2, Maxx C, Droll and Lock Bird)
  • Flexible Extra Deck with Meizen, Yaguramaru and Saizo summon routes

Weaknesses

  • Two Forbidden cards make the list Illegal
  • No side deck, so no post-side plan
  • Roughly 38 percent of copies fall outside the exact Ninja archetype name, diluting the engine
  • No combo evidence to show what the deck converts into

Critical choke points

  • Starter access depends on Ninja monsters, so a single Ninjitsu Art or Ninja disruption can stall the turn
  • Triple Tactics Talent and Cross-Sheep cannot be legally run, so the list cannot be played as built
Priority Remove Add Reason
1 Triple Tactics Talent A legal Ninja or Ninjitsu Art support spell or trap that is not Forbidden in OCG Removes the Forbidden card that makes the list Illegal
2 Cross-Sheep A legal Link monster that fits the Ninja Link route (for example Ninja Grandmaster Saizo is already present, so a different Link-2 or Link-3 Ninja) Removes the second Forbidden card and keeps the Link route intact
3 One copy of a Limited-status card if the banlist is re-checked Confirm legal copy limits for Maxx C, Droll and Lock Bird, S:P Little Knight and Crossout Designator Several Limited cards are at their maximum legal copies; confirm before relying on them
4 No side deck A side deck of 3-6 cards with Ninja-relevant answers The deck has no post-side plan; the OCG Side limit is 15

Evidence & confidence

  • Verified: Main 40, Extra 15, Side 0 are within OCG size rules; Triple Tactics Talent and Cross-Sheep are Forbidden in OCG and run at one copy each; Ash Blossom is Semi-Limited with two copies, which is legal; Archetype purity is 61.8 percent exact Ninja name
  • Inferred: Starter access probability (about 0.34 per three-copy starter); Brick risk from 16 single-copy cards and no side deck; Interaction layering from Ash, Maxx C, Droll and Crossout Designator; Going-second hand-trap probability (about 0.49)
  • Provisional: Meta Power (null); Matchup fit and format fit, since no dated metagame sample was supplied; Post-side plan, since the deck runs no side cards
  • Data gaps: No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot match record are absent No win-rate telemetry exists in YGOVN (going first, going second, matchup, brick, starter and OTK rates) Meta Power is Provisional without a dated metagame sample No side deck, so post-side adaptability cannot be measured No guides attached (guides_evidence total 0)

More OCG Info

Ninja

Ninja Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top