Adventurer Token Deck #756151 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. First Penguin x3, Water Enchantress of the Temple x3, Penguin Soldier x3. Created Sep 26, 2026 by YGO Mod.

Deck Adventurer Token OCG

Created by: YGO Mod (20517634)

Created On: 09/26/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 20, 2026
25± 10/ 100
Power Score
Structural 53
Reliability 45
Going First 50
Going Second 55

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 53
Going First 50
Going Second 55
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Synchro, Link and Xyz boss monsters (Adamancipator Risen - Dragite, Graydle Dragon, Icejade Gymir Aegirine, Penguin Brave, Mediclius) attacking after Penguin and Adventurer Token board setup; Wandering Gryphon Rider and Water Enchantress conditional Special Summons off an Adventurer Token
  • Turn 1 (going first): Open a Penguin starter (First Penguin or Penguin Squire) plus Royal Penguins Garden to search, then Synchro or Link into a boss; hold Ash Blossom or Ice Barrier for the opponent's first answer
  • Turn 2 (going second): Use Ash Blossom, Maxx C, Droll and Dominus Impulse as hand traps to break the opponent's first line, then rebuild through Penguin searchers
  • Recovery: Penguin Nopenguin recursion from the GY and Glacial Beast Polar Penguin returns, plus Fateful Adventure or Royal Penguins Garden searches to rebuild the Extra Deck route
  • After siding: No side deck is listed, so no post-side plan can be evaluated

Why it scores here

This list is Illegal: one Forbidden card (Triple Tactics Talent) is run, so it receives only a structural read capped at 25 rather than a normal final score. The structural read (about 53) comes from the system: Penguin starters and Royal Penguins Garden searches give moderate access and resource grinding, and the hand traps (Ash Blossom x2, Maxx C, Droll, Dominus Impulse, Red Reboot) plus 13 negation-text and 13 removal-text cards give solid interaction. Adventurer Token conditionals (Water Enchantress, Gryphon Rider, Fateful Adventure, Dracoback) are gated behind a single Rite of Aramesir, which is the main brick and consistency weakness, and the list is only about 4% exact-archetype, so engine coherence is poor. Popularity and archetype usage stats were not used to raise any score, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 52 P(at least 1 Penguin or Adventurer starter in 5) high; the Adventurer Token engine has only one generator (Rite of Aramesir, P(in hand 5)=0.125) (Inferred)
D2 Opening-Hand Quality & Brick Management 38 Many token-gated singletons and 53 off-archetype copies raise the brick rate; no brick sample exists (Inferred)
D3 Combo Conversion & Ceiling 50 No parseable combo boards; ceiling is a text-only read of Synchro and Link boss access (Inferred)
D4 Combo Floor & Median Output 42 No recorded boards, so the median output is unmeasured and set conservatively (Provisional)
D5 Interruption Resilience & Route Redundancy 55 Five hand traps and several Penguin Special Summon-on-Set routes give some redundancy after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 66 Twelve searcher-text cards including Royal Penguins Garden and Fateful Adventure give strong resource recovery (Inferred)
D7 End-Board & Interaction Quality 70 Thirteen negation-text and thirteen removal-text cards, with negating boss monsters, give broad and layered interaction (Inferred from card text)
D8 Going-Second & Board-Breaking Power 66 Five hand-trap-group cards give about 58% at least one hand trap going second, with Dominus Impulse and Ash Blossom as board breakers (Inferred)
D9 Offensive Pressure & Closing Power 68 Several 2400-3000 ATK bosses (Dragite, Graydle, Gymir, Mediclius) give closing power, with Penguin Brave at 2400 (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 45 24 distinct main-deck cards with 53 off-archetype copies and a Forbidden slot reduce coherence (Verified composition, Inferred)
D11 Extra Deck Efficiency & Coverage 58 14 distinct Extra Deck cards across Synchro, Link and Xyz cover many routes but are not tightly tuned to one engine (Verified composition, Inferred)
D12 Side Deck Adaptability 12 No side deck is listed, so there is no post-side adaptability to score (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link, so archetype meta-share and matchup fit are absent (Provisional)
D14 Pilotability & Error Tolerance 40 Many conditional triggers and a multi-archetype token route raise the decision load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 53, Going First ≈ 50, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist_exposure (-8); hard_token_choke_point (-4); legality_cap (-14). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 51 before modifiers; modifiers -12 gives 39; Illegal legality cap sets the final score to 25 (theoretical/structural only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.69 · 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

  • Many searchers and resource-recovery cards
  • Broad hand-trap and negation coverage
  • High-ATK synchro and link bosses

Weaknesses

  • Illegal: Forbidden Triple Tactics Talent in main deck
  • Adventurer Token engine has a single generator
  • Very low exact-archetype purity; off-archetype copies dominate
  • No side deck

Critical choke points

  • Rite of Aramesir (1 copy) gates the Adventurer Token engine
Priority Remove Add Reason
1 Triple Tactics Talent A legal, non-Forbidden Unlimited card that fits the deck's Penguin or interaction plan Makes the list legal so it can receive a normal Final score
2 Off-archetype singletons with weak fit A second Adventurer Token generator or a Penguin starter copy Reduces reliance on a single token route and improves consistency
3 None A side deck of 5 to 15 cards Enables post-side adaptation for best-of-3 play

Evidence & confidence

  • Verified: Legality: Illegal, Triple Tactics Talent is Forbidden with 1 copy run; Main 40 and Extra 15 are within size rules; Side 0 is legal; Card stats and text for listed cards; Archetype purity 3.6% and 53 off-archetype copies
  • Inferred: Consistency estimates from hypergeometric draws; Interaction density from negation and removal text; Going-second hand-trap read
  • Provisional: Meta power (no dated metagame sample); Matchup and format fit (no 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 records absent No win-rate telemetry; going-first and going-second rates are Inferred No side deck list; post-side plan unevaluated Meta Power is Provisional

More OCG Info

Adventurer Token

Adventurer Token Breakdown

 
 

 

 

 

 

 

 
 

 

 
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