Sky Striker Deck #765645 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Alligator's Dragon Knight x3, Marshmao☆Yummy x3, Mulcharmy Fuwalos x3. Created Oct 14, 2026 by YGO Mod.

Deck Sky Striker TCG

Created by: YGO Mod (20517634)

Created On: 10/14/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
30± 8/ 100
Power Score
Structural 48
Reliability 40
Going First 44
Going Second 52

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 48
Going First 44
Going Second 52
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Extra Deck boss and synchro/link pressure (Mediclius, Nibiru, Gallant Bandit, Red-Eyes Black Dragon Exceed) once the hand-trap and draw engine has cleared interaction; Sky Striker Ace - Kagari / Camellia link pressure, with Yummy synchro and link chains as a second line
  • Turn 1 (going first): Open a Dark Time Wizard or Mulcharmy starter, search with Alligator's Dragon Knight or Dark Time Wizard, and build a Link-1 or Level-2 Synchro board; hold Ash Blossom and Droll for the opponent's first activation
  • Turn 2 (going second): Use the six-card hand to present a hand trap (Ash, Ghost Belle, Ghost Ogre, Effect Veiler, or Droll) on the opponent's first summon, then stabilise with Mulcharmy draw effects and Solemn-protected boss summons
  • Recovery: Mulcharmy Fuwalos and Purulia draw cards when the field is emptied; Yummy and Dark Time Wizard recursion from the GY refills the hand and the Extra Deck
  • After siding: No side deck is registered, so no post-side plan exists in this list

Why it scores here

The list is illegal in TCG: Marshmao☆Yummy is run three times against a limit of one, and Ash Blossom & Joyous Spring is run three times against a limit of two, so the structural score is shown for reference only and the final score is capped low. Structurally the deck can open a live engine most of the time, since the core archetype group has an estimated 86% chance of at least one copy in a five-card opening hand (Inferred), and it has strong interaction density (14 negation-text cards, 14 hand traps) that makes it resilient on the going-second side. The main weaknesses are the split identity: the list mixes Dark Time Wizard, Yummy, Mulcharmy and Sky Striker, with only 3 exact-name Sky Striker copies out of 70 archetype-tagged cards, and it misses the core Sky Striker Ace - Camellia that appears in 96% of recorded lists. No recorded boards exist, so combo ceiling and median are text-only inferences, and the lack of a side deck removes any post-side plan. Popularity of the archetype did not earn points, and no card scores were averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 52 P(≥1 archetype-core copy in 5-card opening hand) ≈ 0.86 across 17 core copies; but the core is split across sub-archetypes, so the engine is less coherent than the count suggests (Inferred)
D2 Opening-Hand Quality & Brick Management 48 14 hand traps and 10 searchers give a functional opening, but 22 generic and off-archetype slots raise brick and conflict risk (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards; best line is text-only and the Sky Striker Ace link core (Camellia) is absent, which caps the ceiling (Inferred)
D4 Combo Floor & Median Output 40 No combo evidence; median output relies on Mulcharmy draw and Yummy recursion read from card text, with no measured power distribution (Inferred)
D5 Interruption Resilience & Route Redundancy 50 14 negation-text cards and multiple recursion sources give several independent routes, though only partly tied to one engine (Inferred)
D6 Resource Economy, Recovery & Grind 45 Mulcharmy draw and Dark Time Wizard recursion regenerate resources, but no resource signature is recorded (Inferred)
D7 End-Board & Interaction Quality 66 Layered interaction: Ash Blossom, Ghost Ogre, Ghost Belle, Effect Veiler, Solemn Judgment and Solemn Warning, with Droll & Lock Bird for draws (Inferred semantic)
D8 Going-Second & Board-Breaking Power 62 P(≥1 hand trap in 6-card going-second hand) ≈ 0.84 gives strong early disruption; Nibiru and The Great Gallant Bandit add board-breaking (Inferred)
D9 Offensive Pressure & Closing Power 52 Closing power comes from 3000-ATK Nibiru and Mediclius plus Red-Eyes Exceed, but none of these are reliably reached on one turn (Inferred)
D10 Main Deck Efficiency & Flexibility 45 55 main-deck cards with 67 off-archetype copies and only 3 exact-name Sky Striker copies, so compactness is poor (Verified composition, Inferred consequence)
D11 Extra Deck Efficiency & Coverage 50 15 Extra Deck slots mix Yummy synchros, Sky Striker links and Mediclius/Red-Eyes, with a mix of flexible and situational summons (Inferred)
D12 Side Deck Adaptability 15 No side deck is registered, so no post-side construction exists (Verified)
D13 Matchup Coverage & Format Fit 40 Format-fit is provisional: no dated meta sample or tournament link is supplied, and the illegal copy counts make the list unrunnable as built (Provisional)
D14 Pilotability & Error Tolerance 35 Multi-archetype routing with many optional triggers and several hand-trap timing decisions makes execution demanding (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 48, Going First ≈ 44, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-8); illegal-status cap (-8). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 0.80*48 + 0.20*40 = 46.4; modifiers -8 gives 38.4; the Illegal status caps the final score at 30 (theoretical/structural-only)


More TCG Info

Sky Striker

Sky Striker Breakdown

 
 

 

 

 

 

 

 
 

 

 
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