Ninja Deck #755209 — Yu-Gi-Oh! OCG

54 Main, 16 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: LowEvaluated Oct 20, 2026
35± 8/ 100
Power Score
Structural 53
Reliability 40
Going First 55
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 53
Going First 55
Going Second 60
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Control
  • Format: ocg

Legality

Main 54 / Extra 16 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Ninja board of Ninjitsu Art-driven monsters converting into Fusion, Link and Xyz boss monsters (Meizen, Yaguramaru, Super Starslayer TY-PHON, Supreme King Z-ARC), with direct attacks from Meizen; Stardust Dragon and Underworld Goddess as board-control closers after interaction
  • Turn 1 (going first): Open a Ninja starter (Tobari, Mitsu, Hanzo, Green Ninja or Baku), search or Special Summon into a Ninjitsu Art Trap or Iron Digger, then link or fuse into a boss monster
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Ogre, Maxx C) and Dark Hole or Heavy Storm to strip the opponent's board, then rebuild with Ninja recursion from the GY
  • Recovery: Recycle Ninja monsters from the GY through Iron Digger, Hidden Village and Ninjitsu Art cards, and use Tobari's GY effect to resummon
  • After siding: Not evaluable: the deck runs no side deck (side_count 0), so there is no post-side plan

Why it scores here

This is a theoretical, structural-only read because the list is Illegal: it runs Cross-Sheep (Forbidden in OCG) and has 16 Extra Deck cards against a 15-card maximum, so it does not receive a normal Final Contextual score. Its engine is reasonably accessible: the Ninja core (22 copies) has about a 94% chance of at least one card in a 5-card opening hand (Inferred, hypergeometric), and the Ninjitsu Art cards give it recursion and removal. Interaction is the strongest area, with 5 hand traps, Solemn Judgment, Dark Hole, Heavy Storm and Destructive Daruma supporting it. The main weaknesses are a low Ninja purity of about 33%, which leaves 47 off-archetype copies that raise brick risk, the absence of any side deck, and the absence of recorded combos or tournament data, so the floor and median are unknown. Structural power is a blend of the 14 dimensions weighted for a Midrange profile, not an average of card scores, and popularity did not earn points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one Ninja core card in hand of 5) ≈ 0.94 across 22 core copies; engine starters are spread across several monsters (Probabilities, Inferred)
D2 Opening-Hand Quality & Brick Management 55 54 main with 47 off-archetype copies, 20 singleton cards and 14 Trap/Spell-heavy slots raise brick risk; estimated from composition (Inferred)
D3 Combo Conversion & Ceiling 45 No recorded boards; ceiling is a text-only read of Ninjitsu Art chains into Fusion/Link/Xyz bosses (Inferred)
D4 Combo Floor & Median Output 40 No combo samples, so median and floor are unmeasured and held near neutral (Provisional)
D5 Interruption Resilience & Route Redundancy 55 Five hand traps and several recursion effects offer alternate lines, but the single Tobari/Hanzo starter layer is narrow (Inferred)
D6 Resource Economy, Recovery & Grind 58 Nine searcher-text cards and GY recursion through Iron Digger and Hidden Village support grind (Inferred)
D7 End-Board & Interaction Quality 70 Nine negation-text cards, 24 removal-text cards, five hand traps, and Solemn Judgment/Heavy Storm provide layered interaction (Verified flags, Inferred semantics)
D8 Going-Second & Board-Breaking Power 60 Dark Hole, Heavy Storm, Destructive Daruma and Harpie's Feather Duster give strong board wipes going second (Inferred)
D9 Offensive Pressure & Closing Power 65 Extra Deck bosses include 4000 ATK Z-ARC, 3000 ATK Borrelsword and Underworld Goddess, plus Meizen direct attacks (Verified stats, Inferred closing)
D10 Main Deck Efficiency & Flexibility 45 Main Deck is within the 40–60 range at 54 cards, but 34 distinct cards and a 33% exact-archetype purity lower the coherence score (Verified composition, Inferred)
D11 Extra Deck Efficiency & Coverage 50 Extra Deck has 16 slots, one over the maximum, with Forbidden Cross-Sheep taking one; eight Link monsters and several flexible Fusion/Link options (Verified)
D12 Side Deck Adaptability 5 No side deck is run (side_count 0), so post-side adaptability is effectively absent (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated metagame sample exists, so format fit is Provisional and held near neutral (Provisional)
D14 Pilotability & Error Tolerance 45 Chains across Ninjitsu Art, Fusion, Link and Xyz monsters require many decision points and sequencing (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 53, Going First ≈ 55, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-8); no side deck (-2). Final formula: Illegal cap: 0.80*Structural(53) + 0.20*TournamentReliability(40) = 50.4, minus 10 in modifiers = 40.4, capped to 35 for an Illegal list; theoretical/structural-only (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.94 · 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

  • Core Ninja engine is accessible in the opening hand at about 94%
  • Layered interaction: five hand traps, Solemn Judgment, Dark Hole, Heavy Storm and Destructive Daruma
  • Strong Extra Deck closers, including Supreme King Z-ARC (4000 ATK) and Super Starslayer TY-PHON

Weaknesses

  • Illegal list: Forbidden Cross-Sheep and a 16-card Extra Deck
  • Low Ninja purity (about 33%) with 47 off-archetype copies
  • No side deck, so there is no post-side plan
  • No combo samples or tournament data, so floor and median are unknown

Critical choke points

  • The Ninja starter layer (Tobari, Mitsu, Hanzo and Green Ninja) is narrow, so a single starter loss can stall the engine
  • Forbidden Cross-Sheep occupies an Extra Deck slot that must be removed before the list is legal
Priority Remove Add Reason
1 Cross-Sheep (50277355) A legal Link-2 or Link-3 Ninja-compatible monster or a second Ninja starter Removes the Forbidden card and brings the Extra Deck to 15, making the list legal
2 One off-archetype Trap or Spell A third-copy Ninja starter or a Ninja search card Raises Ninja purity and reduces the brick risk noted in D2
3 A 3–5 card side deck covering the format's common boards Gives a post-side plan so D12 is no longer empty

Evidence & confidence

  • Verified: Legality: Illegal, Cross-Sheep Forbidden with 1 copy run, Extra Deck 16 over the 15 maximum; Main Deck size 54 is within 40–60; side count is 0; Card text and stats for the Ninja engine, hand traps and Extra Deck bosses from the evidence excerpts
  • Inferred: P(at least one Ninja core card in hand of 5) ≈ 0.94; Interaction density and board-breaking strength from card text; Brick risk from off-archetype composition
  • Provisional: Meta Power and format fit (no dated metagame sample); Median and floor output (no combo samples)
  • 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 for going-first/second, matchup, or brick/starter rates Meta Power is Provisional unless a dated metagame sample is supplied No side deck: post-side adaptability cannot be measured

More OCG Info

Ninja

Ninja Breakdown

 
 

 

 

 

 

 

 
 

 

 
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