Constellar Deck #767090 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Constellar Caduceus x3, Constellar Castor x3, Constellar Pollux x3. Created Oct 20, 2026 by YGO Mod.

Deck Constellar OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 20, 2026
30± 10/ 100
Power Score
Structural 57
Reliability 50
Going First 58
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Medium)

Overall score Value
Structural Deck Power 57.4
Going First 58
Going Second 60
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: ocg

Legality

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

Identity & game plan

  • Win condition: Xyz boss plays (Ptolemy Ω7, Stellarknight Constellar Diamond, Tellarknight Constellar Delteros) built off the Constellar/Tellarknight Level 4 engine; Recursion and search loops through Tellarknight Constellar Caduceus and Constellar Twinkle
  • Turn 1 (going first): Normal Summon Constellar Castor or Pollux, use the searchers (Cygnian, Lyran, Sheratan, Caduceus) to fetch the engine, then Xyz into a boss; hold hand traps for the opponent's first activation
  • Turn 2 (going second): Use Ash Blossom, Ghost Ogre and Ghost Belle to break the opponent's first board, then rebuild the Xyz boss from the hand and GY
  • Recovery: Constellar Twinkle and Caduceus recover monsters and spells from the GY; Mulcharmy Fuwalos is a draw engine when the hand is empty
  • After siding: No Side Deck, so no post-side plan exists; this deck cannot adapt between games

Why it scores here

The deck is capped at 30 because it is illegal: it runs two copies of Triple Tactics Talent, which is Forbidden in OCG, and that single violation sets the ceiling. Within the structural model, the Constellar core is reliably accessible (P(at least one core card in a 5-card opening hand) is about 0.98, Inferred), and the searchers and recursion give it a plausible grind. Interaction is dense, with about 17 negation and removal texts across hand traps and tech cards, which supports the end-board score. Going-second hand-trap coverage is about 0.89 for at least one hand trap, which earns a reasonable going-second read. Popularity of the archetype did not earn points, no combo boards were recorded, and card scores were not averaged into the deck score. The lack of a Side Deck and of any tournament or win-rate data keeps the confidence at Medium.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(at least one of 30 archetype-core cards in a 5-card hand) = 0.985; Constellar Tellarknights and Castor are 3-copy starters (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Hand traps and tech cards (16 and 22 tagged) add dead-card risk when they are not the needed answer; 11 singletons help (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable combo boards; ceiling is text-only inference from Xyz boss and searcher chains (Inferred)
D4 Combo Floor & Median Output 50 No recorded boards, so the median is unknown; a floor is inferred from the redundant searchers (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Two Xyz boss routes and multiple searchers give redundancy after one interruption; no recorded lines (Inferred)
D6 Resource Economy, Recovery & Grind 65 Constellar Twinkle and Caduceus recover from the GY and 14 searcher-text cards support a grind (Inferred)
D7 End-Board & Interaction Quality 68 About 17 negation-text and 17 removal-text cards, including Ash Blossom and Ghost Belle, form layered interaction (Inferred, semantic read)
D8 Going-Second & Board-Breaking Power 62 Going-second hand-trap coverage at least one in 6 cards is about 0.89; board-breaking is supported by Heavy Storm and Crossout Designator (Inferred)
D9 Offensive Pressure & Closing Power 60 Xyz bosses at 2500 to 2700 ATK close games; no direct damage or piercing text (Verified stat, Inferred closing)
D10 Main Deck Efficiency & Flexibility 50 55 main cards with 36 off-archetype copies (about 49 percent exact-name purity) and 22 tech slots reduce compactness (Verified composition)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck slots, about 14 Xyz and 1 Link, all used with Constellar Xyz routes (Verified composition)
D12 Side Deck Adaptability 10 No Side Deck is present, so no post-side adaptability exists (Verified, score floor)
D13 Matchup Coverage & Format Fit 45 No dated meta or tournament link, so format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Xyz ladder with Level 4 and Rank routing and many hand-trap timing decisions (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 57.4, Going First ≈ 58, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist_exposure (-12). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 55.9, then modifiers (-12) = 43.9, then Illegal cap applied: score capped at 30 (structural-only, theoretical)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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

  • Archetype core is almost always present in an opening hand (about 0.985)
  • Layered negation and removal across hand traps and tech cards
  • Searchers and GY recursion give a grind plan

Weaknesses

  • Illegal list: Triple Tactics Talent is Forbidden and is run at 2 copies
  • No Side Deck, so no adaptation between games
  • High off-archetype density (about 51 percent) and 22 tech slots reduce consistency

Critical choke points

  • Legality: the deck cannot be played in OCG until the Forbidden card is removed
  • Xyz bosses depend on Level 4 monsters being on the field; a single hand-trap answer can stall the line
Priority Remove Add Reason
1 Triple Tactics Talent (2 copies) A legal Constellar or Tellarknight Spell/Trap (for example Constellar Star Chart copies already in the deck, or another searcher) The only legality violation; removing it is required for any normal score
2 One or two off-archetype tech cards Constellar or Tellarknight monsters or spells Raises exact-name purity and reduces brick risk
3 None (Side Deck is empty) A 6 to 15 card Side Deck of hand traps and anti-Spell/Trap cards Adds post-side adaptability, which is currently absent

Evidence & confidence

  • Verified: Illegal status: Triple Tactics Talent (Forbidden) at 2 copies; Main 55, Extra 15, Side 0 counts are within the size rules; Archetype-core group P(at least one in hand of 5) = 0.9847; Exact-name purity is 48.6 percent
  • Inferred: Consistency estimates from the hypergeometric draw table; Interaction quality from the card text read; Going-second hand-trap coverage read
  • Provisional: Meta power (null); format fit (D13) lacks a dated meta sample; Tournament reliability
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link, so meta-share and pilot match results are absent No win-rate telemetry; going-first, going-second and matchup rates are unknown No Side Deck, so post-side scoring is structural only Meta Power is provisional without a dated metagame sample

More OCG Info

Constellar

Constellar Breakdown

 
 

 

 

 

 

 

 
 

 

 
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