Scareclaw Deck #760286 — Yu-Gi-Oh! OCG

54 Main, 16 Extra, incl. D.D. Crow x3, Kashtira Fenrir x3, Kumongous, the Sticky String Kaiju x3. Created Oct 4, 2026 by YGO Mod.

Deck Scareclaw OCG

Created by: YGO Mod (20517634)

Created On: 10/04/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 20, 2026
28± 8/ 100
Power Score
Structural 42
Reliability 30
Going First 38
Going Second 48

Deck — Deck Power Evaluation

Final Contextual Deck Power: 28/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 42
Going First 38
Going Second 48
Meta Power provisional
Tournament Reliability 30
  • Primary strategy: Midrange
  • Secondary strategies: Stun
  • Format: ocg

Legality

Main 54 / Extra 16 / Side 0 — status: Illegal. 7 violation(s).

Identity & game plan

  • Win condition: Link Summon Scareclaw Tri-Heart and other Scareclaw Link monsters, then attack through a board that the hand-trap suite has already cleared (theoretical; the list is illegal).; Visas Starfrost / Visas Amritara Synchro and Fusion pressure (Vicious Astraloud, Super Starslayer TY-PHON) from the Extra Deck once the Scareclaw line is established.
  • Turn 1 (going first): Open a Scareclaw monster from hand, Link Summon with the Extra Deck Link monsters, and keep 2 to 3 hand traps (Ash Blossom, Infinite Impermanence, Evenly Matched) up for the opponent's first response. Hand-trap density makes the first turn fragile on a brick hand.
  • Turn 2 (going second): Use the hand traps (Ash Blossom, D.D. Crow, Ghost Ogre, Droll & Lock Bird) to answer the opponent's board, then rebuild with Scareclaw Reichheart and Scareclaw Acro as the Link base.
  • Recovery: Search with Scareclaw Reichheart, Primitive Planet Reichphobia, and the Scareclaw Link monsters, then rebuild through the Scareclaw Arrival and Belone/Astra graveyard recursion.
  • After siding: Not assessable: the deck has no side deck (side_count 0), so there is no post-side plan.

Why it scores here

This list is illegal under OCG rules (four Forbidden cards, over-limit Ash Blossom, Droll & Lock Bird and an Extra Deck of 16), so this is a structural, theoretical read only and the score is capped low. Structurally, the deck has a strong interaction suite (17 hand traps and 14 negation-text cards), which earns the end-board and going-second dimensions. The Scareclaw engine is weak: only 23 of 54 main-deck cards are exact-name Scareclaw, and the archetype's core cards (Kashtira Riseheart, Rite of Aramesir, Kashtira Big Bang and others) are missing, so the deck does not reliably open a live Link line. No combo boards are recorded, so the ceiling and floor are text-only inference and the score is not an average of the card scores. Popularity and archetype share do not add points; meta is provisional and no side deck is present.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 40 P(>=1 copy of a 3-copy card in a 5-card opening hand) ≈ 0.26; searcher group P(>=1) ≈ 0.61; only 23/54 main cards are exact Scareclaw (Inferred)
D2 Opening-Hand Quality & Brick Management 35 17 hand traps and 9 searchers in 54 cards, with a 6-card going-second hand P(>=1 hand trap) ≈ 0.91; no conflict or brick model run (Inferred)
D3 Combo Conversion & Ceiling 25 No parseable boards, so ceiling is text-only with the Scareclaw Link-3/Tri-Heart line as the only Link ceiling (Inferred)
D4 Combo Floor & Median Output 20 No recorded boards; median output cannot be measured and is estimated low because the Link engine has no confirmed starter density (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Redundant hand traps (3x Ash Blossom, 3x Infinite Impermanence, 3x Evenly Matched) give multiple interruption answers, but the engine has no independent second line (Inferred)
D6 Resource Economy, Recovery & Grind 45 9 searcher-text cards and graveyard recursion (Scareclaw Arrival, Belone, Astra) support grind, though the list is illegal and the Forbidden cards cannot be run (Inferred)
D7 End-Board & Interaction Quality 70 14 negation-text and 24 removal-text cards across main deck, with 3x Ash Blossom and 3x Infinite Impermanence providing layered interaction (Inferred semantic)
D8 Going-Second & Board-Breaking Power 65 Going-second hand P(>=1 hand trap) ≈ 0.91 and multiple negate/removal cards give strong board-breaking; no going-second combo data (Inferred)
D9 Offensive Pressure & Closing Power 55 Scareclaw Tri-Heart 3000 ATK, Vicious Astraloud 3000 ATK, and Swordsoul Supreme 3000 ATK provide a closing threat; no combo data confirms conversion (Inferred)
D10 Main Deck Efficiency & Flexibility 35 54 main cards with 26 distinct and 47 off-archetype copies (67%); copy limit breaches and a 54-card main reduce efficiency (Verified)
D11 Extra Deck Efficiency & Coverage 40 16 Extra Deck cards exceed the OCG maximum of 15; 12 distinct cards across Link, Fusion, Synchro and XYZ (Verified)
D12 Side Deck Adaptability 10 No side deck (side_count 0), so post-side adaptability is effectively absent (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link and no dated metagame sample; archetype share unknown; provisional neutral value (Provisional)
D14 Pilotability & Error Tolerance 35 Multi-archetype build with many decision points (hand traps, Link routes, Visas and Kashtira interactions) and a 16-card Extra Deck; high pilot burden (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 42, Going First ≈ 38, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 30. Modifiers: banlist_exposure (-8); copy_limit_violations (-2); extra_deck_over_limit (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional); Illegal list capped low, theoretical only: 0.80*42.45 + 0.20*30 = 39.96, then -12 modifiers = 28

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.26 · 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

  • Dense interaction suite: 17 hand traps and 14 negation-text cards, with 3-copy redundancy on the top hand traps
  • Scareclaw Link engine has searchers (Reichheart, Reichphobia) and graveyard recursion (Arrival, Belone, Astra)
  • High-ATK Link and Fusion/Synchro closers (Tri-Heart, Vicious Astraloud, Swordsoul Supreme) give end-board pressure

Weaknesses

  • Illegal list: four Forbidden cards, copy-limit breaches and a 16-card Extra Deck
  • Low archetype purity (33% exact-name) and core cards missing, so the engine is not consistently live
  • No side deck; no post-side plan and no adaptability

Critical choke points

  • Opening-hand Scareclaw monster plus Link material: P(>=1 of a 3-copy card) ≈ 0.26 per opening hand
  • Reliance on Forbidden cards for the disruption and board-breaking layers that would have to be removed
Priority Remove Add Reason
1 Kashtira Fenrir (3), Called by the Grave (1), Triple Tactics Talent (1), Cross-Sheep (1) Legal Scareclaw or Visas cards and a second Link monster that stays within the OCG list Forbidden cards make the list illegal; removing them is required before any real score can be assigned
2 One Extra Deck card, and reduce Ash Blossom and Droll & Lock Bird to legal copy counts Legal main-deck Scareclaw monsters (Scareclaw Light-Heart, Scareclaw Belone) Brings the Extra Deck to 15 and each copy count within the legal limit
3 Off-archetype filler (47 off-archetype copies) Core Scareclaw and Visas staples (for example Scareclaw Reichheart and Visas Starfrost as a second copy) Raises archetype purity and engine consistency (D1, D10)
4 None A side deck of 0 to 15 cards Adds post-side adaptability (D12), which is currently zero

Evidence & confidence

  • Verified: Illegal status: four Forbidden cards, copy-limit breaches and an Extra Deck of 16 against an OCG maximum of 15; Main 54, Extra 16, Side 0; exact-name purity 32.9%; Core archetype cards missing: 24 of 25 usage-core cards absent
  • Inferred: Hypergeometric starter and hand-trap probabilities (0.26 for a 3-copy card in hand5; 0.91 for a hand trap in hand6); Interaction density and layering from negation and removal text; Going-second strength from hand-trap density
  • Provisional: Meta Power (no dated metagame sample); Matchup 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 record are absent No win-rate telemetry for going-first, going-second, matchup or brick rates Meta Power is provisional without a dated metagame sample No side deck, so post-side plans cannot be evaluated

More OCG Info

Scareclaw

Scareclaw Breakdown

 
 

 

 

 

 

 

 
 

 

 
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