Runick (Mysterune) Deck #757544 — Yu-Gi-Oh! OCG

55 Main, 12 Extra, incl. Inspector Boarder x3, Ghost Ogre & Snow Rabbit x3, Card Scanner x3. Created Sep 29, 2026 by YGO Mod.

Deck Runick (Mysterune) OCG

Created by: YGO Mod (20517634)

Created On: 09/29/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 22, 2026
20± 10/ 100
Power Score
Structural 52
Reliability 45
Going First 50
Going Second 48

Deck — Deck Power Evaluation

Final Contextual Deck Power: 20/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 52
Going First 50
Going Second 48
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Stun
  • Format: ocg

Legality

Main 55 / Extra 12 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Runick Quick-Play spells skip the Battle Phase and Special Summon Runick Fusion monsters from the Extra Deck to the Extra Monster Zone, then the Fusion monsters pressure the board and banish or destroy opposing cards.; Bystial and Super Starslayer TY-PHON bosses (2500 and 2900 ATK) once the board is cleared by Runick removal or floodgates.
  • Turn 1 (going first): Open a Runick Quick-Play spell (Runick Tip, Runick Flashing Fire or Runick Destruction) that Special Summons a Runick Fusion, then use Runick Fountain or Radiant Typhoon Vision to keep resources rolling.
  • Turn 2 (going second): Hold Ghost Ogre & Snow Rabbit or Runick Freezing Curses in response, then use Quick-Play removal and a floodgate (Skill Drain, Rivalry of Warlords, Gozen Match) to stall the opponent's board.
  • Recovery: Runick Fountain and Runick Tip return or search Runick Quick-Play spells from the GY, and Freki or Hugin recover Runick spells from the GY.
  • After siding: Not evaluable: the deck has no Side Deck, so no post-side plan exists in the evidence.

Why it scores here

The deck is scored as a system: the Runick archetype core (19 copies, about 0.89 chance of at least one in an opening 5-card hand) gives it a reasonably reliable engine that converts into Runick Quick-Play spells, Fusion summons and recursion through Runick Fountain and Radiant Typhoon Vision. Interaction comes from several Quick-Play removal spells and a floodgate package (Skill Drain, Rivalry of Warlords, Gozen Match, There Can Be Only One, Inspector Boarder). Popularity of the Runick archetype (usage stats show the core cards in most lists) confirms the list is real and accessible, but it did not earn points for power. No combo boards exist in the evidence, so combo ceiling and floor are inferred from card text only, and the individual card scores were not averaged. The deck is illegal in OCG (Mirage of Nightmare at 3 copies while Forbidden, and Runick Fountain at 3 copies while Limited to 1), so the final score is capped low and the evaluation is theoretical and structural only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(at least one archetype core card in opening 5) ≈ 0.89; engine starts from Runick Quick-Play spells with 3 copies of each core card (Inferred)
D2 Opening-Hand Quality & Brick Management 52 14 cards at 3 copies and 9 single-copy tech or floodgate cards that are dead in many hands; brick rate estimated from the copy histogram (Inferred)
D3 Combo Conversion & Ceiling 50 No parseable combo boards; ceiling inferred from Runick Fusion summon plus Quick-Play text only (Inferred)
D4 Combo Floor & Median Output 40 No combo boards, so median output cannot be measured; estimate is text-only (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Several independent Runick Quick-Play starters and Fountain recursion give alternate routes after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Radiant Typhoon Vision draws, Runick Fountain recycles Quick-Play spells, Freki and Hugin recover Runick spells (Inferred)
D7 End-Board & Interaction Quality 60 Floodgates and Quick-Play removal (Freezing Curses, Flashing Fire, Destruction) cover breadth, but several are single copies and Forbidden or Limited cards are present (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 52 Quick-Play removal and Runick Destruction handle the first board, but there is no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 55 Bystial Druiswurm, Magnamhut and Baldrake (2500 ATK) and Super Starslayer TY-PHON (2900 ATK) give closing power, though Runick Fusion monsters are small (Verified stats)
D10 Main Deck Efficiency & Flexibility 45 55 Main Deck cards with 40 Spell Cards, 46 level-0 cards and 19 tech or floodgate slots; compact engine but low flexibility (Inferred)
D11 Extra Deck Efficiency & Coverage 65 10 Runick Fusions, one Link and one Xyz across 12 Extra cards; Extra slots are used efficiently (Verified composition)
D12 Side Deck Adaptability 10 No Side Deck is present (0 cards), so post-side adaptability is effectively absent (Verified)
D13 Matchup Coverage & Format Fit 35 No tournament context or matchup data; score is provisional (Provisional)
D14 Pilotability & Error Tolerance 50 Many Quick-Play timing decisions and multiple floodgate choices; moderate pilot complexity (Inferred)

How the score was computed

Strategy profile: Midrange primary with Stun-style floodgate emphasis (disclosed, not applied). Structural ≈ 52, Going First ≈ 50, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist exposure (-12); no side deck (0). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 50.6 before modifiers; illegal deck capped at 20 (theoretical/structural only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.89 · key two-card combo ≈ — · full-brick estimate ≈ 0.11 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Runick archetype core at 3 copies each gives a high chance of an opening engine starter
  • Runick Fusion Extra Deck access from several Quick-Play spells
  • Floodgate and Quick-Play removal package adds interaction

Weaknesses

  • Illegal in OCG: Mirage of Nightmare (Forbidden) and Runick Fountain over the copy limit
  • No Side Deck at all
  • Floodgate-heavy main deck with many single copies creates dead draws
  • No combo evidence, so the ceiling and floor are unmeasured

Critical choke points

  • Runick Quick-Play spells as the sole engine starters
  • Runick Fusion monsters depend on at least one Runick Quick-Play spell resolving
Priority Remove Add Reason
1 Mirage of Nightmare x3 Legal engine or interaction card (not Forbidden) Forbidden card in OCG makes the list illegal.
2 Runick Fountain x2 Legal Runick card within the 1-copy limit Fountain is Limited to 1 and runs 3.
3 Single-copy floodgates that rarely connect Side Deck of 15 cards Side deck is empty; a side plan is needed for best-of-3 play.

Evidence & confidence

  • Verified: Main Deck is 55 cards and Extra Deck is 12 cards, both within OCG size rules; Mirage of Nightmare is Forbidden and runs 3 copies; Runick Fountain is Limited to 1 and runs 3 copies; Runick core inclusion is 100 percent for Flashing Fire and Freezing Curses in usage stats
  • Inferred: P(at least one archetype core card in opening 5) ≈ 0.89; Consistency and brick rates are estimated from the copy histogram; Interaction quality is read from card text
  • Provisional: Meta Power is null because no dated metagame sample is supplied; Matchup fit (D13) is provisional without a meta sample
  • 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 not evaluable no win-rate telemetry exists in YGOVN — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Runick (Mysterune)

Runick (Mysterune) Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top