Sky Striker Deck #757131 — Yu-Gi-Oh! TCG

40 Main, 15 Extra, incl. Sky Striker Ace - Raye x3, Ash Blossom & Joyous Spring x3, Forbidden Droplet x3. Created Sep 27, 2026 by YGO Mod.

Deck Sky Striker TCG

Created by: YGO Mod (20517634)

Created On: 09/27/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 23, 2026
30± 8/ 100
Power Score
Structural 57
Reliability 48
Going First 58
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 57
Going First 58
Going Second 62
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Midrange
  • Secondary strategies: Tempo, Toolbox
  • Format: tcg

Legality

Main 40 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Sky Striker Ace link monsters (Zeke, Zero, Kagari, Camellia, Azalea) and Super Starslayer TY-PHON - Sky Crisis converting Sky Striker spell recursion into board presence and attacks; Direct and piercing damage from Sky Striker Ace - Hayate and Shizuku; a Sky Striker Ace Token from Hornet Drones adds a body
  • Turn 1 (going first): Sky Striker Mobilize - Linkage! or Engage! (Sky Striker search/summon) into Raye/Ace and Link-summon Sky Striker Ace links; hold Ash Blossom and Droll as protection
  • Turn 2 (going second): Hold Ash Blossom, Ghost Ogre, Ghost Belle and Droll (about 81% at least one hand trap in 6 cards) to answer the opponent's first board, then rebuild through Lemnisgate and the Sky Striker spells in the GY
  • Recovery: Recur Sky Striker spells from the GY with Lemnisgate!, Kagari and Shizuku to re-enable Link Summons; Mobilize searches replace lost starters
  • After siding: Not evaluable: side_count is 0, so no post-side plan exists in the evidence

Why it scores here

The deck's Sky Striker engine reliably opens a starter about two times in three (P(at least one of three copies in a 5-card opening hand) ≈ 0.34 per card, with 11 archetype-core copies giving ≈ 0.82 for at least one archetype-core card; Inferred). Its Link Summon routes (Zeke, Zero, Kagari, Camellia, Azalea) convert spell recursion from the Graveyard into board presence, and the nine hand traps (Ash Blossom, Ghost Ogre, Ghost Belle, Droll) give strong going-second interaction (≈ 81% for at least one in six cards; Inferred). Scoring is based on the system: starter access, interruption resilience and interaction, not on the average of the individual card scores and not on the archetype's popularity or usage statistics. Because the list is illegal (three copies of two Semi-Limited cards, two copies of Limited Droll & Lock Bird, and one copy each of Forbidden Called by the Grave and Triple Tactics Talent), the score is capped at 30 and labelled theoretical/structural only. No side deck and no combo or tournament data were supplied, so going-second, post-side and matchup reads remain Inferred or Provisional.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(≥1 of 3 copies in a 5-card opening hand) ≈ 0.34 per card; P(≥1 archetype-core card) ≈ 0.82; 2-card bootstrap via Mobilize plus Raye (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Eight of 19 distinct main-deck cards are one- or two-copy tech/hand-trap slots; Hornet Drones and Lemnisgate are one-copy-dependent, so bricks are plausible (Inferred)
D3 Combo Conversion & Ceiling 60 Link chain Raye → Zero → Kagari/Zeke can reach high board output, but no recorded boards exist to confirm a ceiling (Inferred, text-only)
D4 Combo Floor & Median Output 50 No combos supplied; median output assumed to sit below ceiling because the Extra Deck routes depend on specific starters (Provisional)
D5 Interruption Resilience & Route Redundancy 62 Nine hand traps and several independent Link routes (Zeke, Azalea, Hayate) allow recovery after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 58 Lemnisgate, Kagari and Shizuku recur Sky Striker spells from the Graveyard, sustaining resources across turns (Inferred from card text)
D7 End-Board & Interaction Quality 70 Fourteen negation-text cards plus Forbidden Droplet and Azalea/Engage Zero effects give broad layered interaction (Inferred from card text)
D8 Going-Second & Board-Breaking Power 68 Nine hand traps give about 81% at least one answer in a 6-card hand; Ghost Belle and Ash Blossom are multi-purpose (Inferred)
D9 Offensive Pressure & Closing Power 60 Ace Zero (2000 ATK), TY-PHON (2900 ATK) and direct-attack Hayate/Shizuku give closing pressure, but no recorded attacks exist (Inferred)
D10 Main Deck Efficiency & Flexibility 50 26 spells and 14 monsters in 40 slots, with 16 tech/role-tag cards; compact core but substantial flex (Inferred)
D11 Extra Deck Efficiency & Coverage 60 Full 15-card Extra Deck of 14 Link monsters and one Xyz, with many Link Summon paths; good coverage but no flex slots (Verified composition)
D12 Side Deck Adaptability 20 Side deck size is 0 in the export; no post-side plan can be scored (Verified gap)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated meta sample; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 45 Multiple Link Summon sequences and hand-trap timing decisions raise decision load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 57, Going First ≈ 58, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: banlist_exposure (-12); no_side_deck (0). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) = 55.2 raw; capped at 30 because the list is Illegal (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

  • Strong going-second hand-trap density (9 hand traps, about 81% at least one in six cards)
  • Link Summon routes give board presence and recursion through Sky Striker spells
  • Full Extra Deck (14 Link monsters and one Xyz) with several independent Link paths

Weaknesses

  • Illegal copy counts on Ash Blossom, Mobilize - Engage!, Droll & Lock Bird, plus Forbidden Called by the Grave and Triple Tactics Talent
  • No side deck, so no post-side adaptability
  • Relies on specific Sky Striker starters; Mobilize copies are the main consistency driver

Critical choke points

  • Sky Striker Mobilize searches and Raye summons are the only starter route; if they miss, Link Summons stall
  • Hornet Drones and Lemnisgate are one-copy-dependent recursion pieces
Priority Remove Add Reason
1 Called by the Grave and Triple Tactics Talent Legal tech or a second Sky Striker starter Both are Forbidden in TCG and make the list illegal
2 One copy each of Ash Blossom and Mobilize - Engage!, and one Droll & Lock Bird Legal replacements Brings copy counts within the Semi-Limited and Limited limits
3 None A 15-card side deck Enables a post-side plan so D12 can be scored

Evidence & confidence

  • Verified: Illegal status: five copy-limit violations, including Forbidden cards; Main 40 and Extra 15 are within size rules; Card text for the core engine cards and hand traps
  • Inferred: P(≥1 starter) ≈ 0.34 and archetype-core ≈ 0.82 from hypergeometric estimates; Going-second hand-trap coverage ≈ 0.81; Interaction and recursion quality from text read
  • Provisional: Meta and matchup fit (no dated meta sample); Tournament reliability
  • 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 side deck — post-side plan unscored no win-rate telemetry (going-first/second, matchup, brick/starter rates) Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Sky Striker

Sky Striker Breakdown

 
 

 

 

 

 

 

 
 

 

 
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