Millennium Deck #767234 — Yu-Gi-Oh! OCG

40 Main, 6 Extra, incl. Heart of the Blue-Eyes x3, Nibiru, the Primal Being x3, Sengenjin Wakes from a Millennium x3. Created Oct 20, 2026 by YGO Mod.

Deck Millennium OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 20, 2026
25± 10/ 100
Power Score
Structural 52
Reliability 40
Going First 50
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 25/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 52
Going First 50
Going Second 58
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Exodia (5-piece Forbidden One win)
  • Format: ocg

Legality

Main 40 / Extra 6 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Assemble the five Forbidden One pieces (Exodia + four limbs) in hand for an instant win (Inferred: low hypergeometric odds, 1 copy each).; Grind advantage through Millennium Ankh, Shield of the Millennium Dynasty and Sengenjin continuous-spell searches, then convert with Nibiru, Heart of the Blue-Eyes and Extra Deck Link/Fusion boards (Inferred).
  • Turn 1 (going first): Open a Millennium starter or searcher, place a Continuous Spell engine, and hold a hand trap (Ash, Ghost Belle, Veiler) for the opponent's first activation.
  • Turn 2 (going second): Use hand traps (Infinite Impermanence, Ghost Ogre, Effect Veiler, Ghost Belle) to stop the opponent's first board, then rebuild through the engine.
  • Recovery: Recover through searchers (Sengenjin, Golem, Heart of the Blue-Eyes) and Ghost Belle GY recursion once the hand traps are spent (Inferred).
  • After siding: Not assessable: the deck runs no Side Deck, so there is no post-side plan.

Why it scores here

The deck reliably opens a Millennium engine: the archetype core group has about 98% odds of at least one copy in a five-card opening hand, and about 82% for at least one searcher, so the first turns are usually functional (Inferred from hypergeometric estimates). Its interaction density is the strongest part of the system, with hand traps and negates (Ash Blossom, Infinite Impermanence, Effect Veiler, Ghost Belle, Ghost Ogre) giving about 98% odds of at least one hand trap when going second. Conversion is weak on the evidence supplied: there are no recorded boards, no guides, and no tournament link, so the combo ceiling and median are text-only inference and stay low. The Exodia win condition needs five single-copy pieces together, which is unlikely in practice. The list is illegal in OCG because it runs three Ash Blossom & Joyous Spring against a limit of two, so the legality cap holds the score at 25. The score comes from consistency, interaction, and resilience on the system, not from the Millennium archetype's popularity and not from averaging card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 Archetype core group P(≥1 in opening 5) ≈ 0.98; searcher group ≈ 0.82; 3-copy engine pieces (Ankh, Shield, Sengenjin) (Inferred)
D2 Opening-Hand Quality & Brick Management 50 18 hand traps and 10 tech cards compete for hand space; 4 Normal Monsters are Exodia limbs with no board role outside the win (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards in combo data; ceiling is a text-only read of the Exodia 5-piece win and Nibiru/Heart of the Blue-Eyes lines (Inferred)
D4 Combo Floor & Median Output 40 No recorded median or power distribution; floor is weak because most starters need a second card to convert (Inferred, Provisional)
D5 Interruption Resilience & Route Redundancy 60 Multiple hand traps and negates (Ash, Veiler, Impermanence, Ghost Belle) give several independent answers to a single disruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Searchers and Continuous Spell engine recover card flow; Ghost Belle recurs from the GY; no net advantage data (Inferred)
D7 End-Board & Interaction Quality 70 Interaction breadth is high: 13 negation-text cards, 8 removal-text cards and 18 hand traps by role tag (Verified tags, Inferred quality)
D8 Going-Second & Board-Breaking Power 60 Going-second hand-trap density is strong (≈0.98 odds of ≥1 hand trap in a six-card hand); no going-second combo split available (Inferred)
D9 Offensive Pressure & Closing Power 45 Closing relies on Exodia 5-piece assembly, Nibiru token boards and Link/Fusion boards; no end-board ATK or lethal-conversion data (Inferred)
D10 Main Deck Efficiency & Flexibility 50 40-card Main with 19 distinct cards; heavy 3-copy engine and hand-trap commitment, with some low-value Exodia slots (Verified composition, Inferred quality)
D11 Extra Deck Efficiency & Coverage 55 Six Extra Deck cards: Exodia Incarnate, Gorgon, S:P Little Knight, I:P Masquerena; Link/Fusion access is reasonable but the Exodia Incarnate is a single-purpose win (Verified composition)
D12 Side Deck Adaptability 10 Side Deck is empty (0 cards), so there is no post-side adaptability in the list (Verified)
D13 Matchup Coverage & Format Fit 35 No tournament link or dated metagame sample; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 40 Several decision points: Exodia piece tracking, hand-trap timing and Continuous Spell placement; the 5-piece win is hard to pilot consistently (Inferred)

How the score was computed

Strategy profile: Midrange primary; Toolbox secondary, not a numeric blend. Structural ≈ 52, Going First ≈ 50, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: legality cap (Illegal) (-18.6); banlist exposure (-4); dependence on one Extra-Deck card (-2). Final formula: No reliable metagame: 0.80*Structural(52) + 0.20*TournamentReliability(40) = 49.6, then modifiers (-6) gives 43.6; the Illegal-deck cap sets Final to 25 (theoretical/structural-only, not a normal Final Contextual score)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.98 · 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

  • Very high archetype core access (≈98% for at least one core card in an opening five).
  • Dense interaction: hand traps and negates answer the opponent's first board on either turn order.
  • Extra Deck covers Link and Fusion routes beyond the Exodia win.

Weaknesses

  • Illegal list: three Ash Blossom & Joyous Spring exceed the OCG limit of two.
  • Exodia 5-piece win is single-copy and very unlikely in a normal game.
  • No Side Deck, so no post-side adaptation.
  • Eighteen hand traps and tech slots risk dead cards when the engine is absent.

Critical choke points

  • Exodia win requires all five Forbidden One pieces in hand at once; no redundant route.
  • Continuous Spell engine (Ankh, Shield, Sengenjin, Golem) depends on the Millennium pieces being in hand.
Priority Remove Add Reason
1 One copy of Ash Blossom & Joyous Spring A legal non-restricted card (e.g. a single-copy tech) Fixes the copy-limit violation so the list is Legal; without this the deck cannot receive a normal score.
2 One Exodia limb or Exodia Incarnate slot A redundant engine starter or searcher Reduces dependence on the five-piece win and improves brick rate.
3 Empty Side Deck Two to three matchup-specific side cards Gives post-side flexibility for best-of-3 play.

Evidence & confidence

  • Verified: Main 40 / Extra 6 / Side 0 falls within OCG size rules (main 40–60, extra 0–15).; Ash Blossom & Joyous Spring is run 3 times against a Semi-Limited OCG limit of 2 (illegal).; Exodia pieces and S:P Little Knight are Limited and run at 1 copy each (legal).; Hand trap count 18 and negation text count 13 from the card scaffold.
  • Inferred: Archetype core ≈ 0.98 and searcher ≈ 0.82 at-least-one odds from hypergeometric estimates.; Interaction quality and going-second hand-trap density from card text.; Exodia 5-piece win is unlikely in practice.
  • Provisional: Meta fit and matchup coverage: no dated metagame or tournament data.
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference. No tournament link: archetype meta-share and per-pilot records absent. No win-rate telemetry in YGOVN (going-first/second, matchup, brick/starter rates). No guides attached for the archetype. Meta Power is provisional and set to null.

More OCG Info

Millennium

Millennium Breakdown

 
 

 

 

 

 

 

 
 

 

 
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