Ashened Deck #767291 — Yu-Gi-Oh! OCG
40 Main, 15 Extra, incl. Priestess of the Ashened City x3, Ash Blossom & Joyous Spring x3, Effect Veiler x3. Created Oct 20, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/20/2026
Main Deck (40)
- Droll & Lock Bird x1
- Hero of the Ashened City x2
- King of the Ashened City x1
- Nibiru, the Primal Being x2
- Priestess of the Ashened City x3
- Shaman of the Ashened City x1
- Spearhead of the Ashened City x1
- Veidos the Eruption Dragon of Extinction x2
- Ash Blossom & Joyous Spring x3
- Effect Veiler x3
- Awakening of Veidos x3
- Bonfire x1
- Extinguishing the Ashened x2
- Inferno of the Ashened x1
- Obsidim, the Ashened City x3
- Pot of Prosperity x1
- Rekindling the Ashened x1
- Super Polymerization x3
- Ashened for Eternity x2
- Ashened to Endlessness x1
- Infinite Impermanence x3
Extra Deck (15)
- Embers of the Ashened x2
- Garura, Wings of Resonant Life x1
- Mudragon of the Swamp x1
- Starving Venom Fusion Dragon x1
- Veidos the Dragon of Endless Darkness x2
- Dharc the Dark Charmer, Gloomy x1
- Hiita the Fire Charmer, Ablaze x1
- I:P Masquerena x1
- Lyna the Light Charmer, Lustrous x1
- S:P Little Knight x1
- Infernal Flame Banshee x2
- Super Starslayer TY-PHON - Sky Crisis x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 55 |
| Going First | 50 |
| Going Second | 58 |
| Meta Power | provisional |
| Tournament Reliability | 40 |
- Primary strategy: Midrange
- Secondary strategies: Combo, Stun
- Format: ocg
Legality
Main 40 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).
Identity & game plan
- Win condition: Ashened Field Zone engine (Obsidim, the Ashened City) enabling Pyro Special Summons and Fusion/Extra Deck pressure from Veidos, Embers of the Ashened and Starving Venom; Link and Fusion pressure through Charmer and Venom Extra Deck monsters, backed by hand-trap interaction
- Turn 1 (going first): Set Obsidim in a Field Zone and use Priestess, King, Shaman, Spearhead or Hero of the Ashened City to extend, aiming for a Pyro Fusion or Link board; hand traps held for the opponent's first sequence
- Turn 2 (going second): Keep hand traps (Ash Blossom, Effect Veiler, Infinite Impermanence, Droll and Lock Bird, Nibiru) to answer the opponent's first board, then rebuild through Awakening of Veidos and Priestess
- Recovery: Recycle Ashened cards from the GY and banish through Shaman of the Ashened City and Infernal Flame Banshee-style recursion (not in this list); Awakening of Veidos and Bonfire refill the hand
- After siding: No side deck present; no post-side plan can be assessed
Why it scores here
The score is structural and capped low because the list is Illegal: Ash Blossom & Joyous Spring and Super Polymerization are each run three times against a Semi-Limited limit of two, and the deck has no side deck. Within the list, the system reliably sets up its engine. The 31 archetype-core copies give near-certain access to an Ashened card, but the Obsidim Field Zone gate is the real bottleneck, with only about a 34% chance of opening with at least one copy on the play. Hand-trap density (12 cards, about 90% to have one on the draw) gives the deck real interruption and going-second resilience, and the Fusion and Link Extra Deck supplies provide closing pressure. No combo boards, guides or tournament results were supplied, so floor, median and ceiling output are text-only inference and are not averaged from card scores. Popularity in the archetype stats confirms the list is real and accessible, not that it is strong.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 58 | P(>=1 Obsidim in opening 5) ~0.34 on the play and ~0.39 on the draw; Obsidim gates most Ashened Special Summons; archetype core 31 copies, P(>=1 core) ~0.9998 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | Hand traps and Spell/Trap engine pieces are dead without the Field Zone; 21 distinct main cards with mostly 3-copy staples keep bricks moderate (Inferred) |
| D3 | Combo Conversion & Ceiling | 45 | Ceiling comes from text only: Obsidim plus Pyro Special Summons into Veidos Endless Darkness or Embers of the Ashened; no recorded boards (Inferred) |
| D4 | Combo Floor & Median Output | 40 | No recorded boards or power distribution, so the median cannot be measured; text-only estimate (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 60 | Three 3-copy hand traps plus Droll and Nibiru give several independent answers to an opening sequence; recursion via GY Ashened cards (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 58 | Awakening of Veidos, Priestess, Pot of Prosperity and Bonfire refill the hand; banished Pyro recursion through Shaman (Inferred) |
| D7 | End-Board & Interaction Quality | 70 | Ash Blossom, Effect Veiler, Infinite Impermanence and Droll give broad negation and removal text across 10 negation and 8 removal hints (Inferred semantic read) |
| D8 | Going-Second & Board-Breaking Power | 62 | Going-second hand-trap coverage about 0.90 in hand 6, plus Veidos Endless Darkness destroying Spells/Traps on Fusion Summon (Inferred) |
| D9 | Offensive Pressure & Closing Power | 65 | Extra Deck ATK 2800 to 3000 (Veidos, Embers, TY-PHON, Nibiru); Embers and Veidos can attack through or battle-destroy (Verified stats, Inferred closing) |
| D10 | Main Deck Efficiency & Flexibility | 60 | 40 main with 21 distinct cards and 16 tech tags; the copy spread is heavy on 3-copy staples, so it is coherent but the 2-copy Ashened cards are not fully consistent (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 62 | 15 Extra slots: 7 Fusion, 3 Xyz, 5 Link, all deck-linked; the core Fusion monsters are present and Mudragon/Embers coverage is partial (Verified composition, Inferred use) |
| D12 | Side Deck Adaptability | 10 | Side deck is empty (0 cards), so there is no post-side plan; scored on the lack of flexibility (Verified) |
| D13 | Matchup Coverage & Format Fit | 45 | No tournament link and no dated metagame sample; archetype usage stats are context only (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Requires sequencing Obsidim, Priestess-style Special Summons, hand-trap timing and Extra Deck choices; many decision points (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 55, Going First ≈ 50, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Illegal copy-limit cap (-14); No side deck (-4); Obsidim Field Zone choke point (-4). Final formula: No reliable metagame: 0.80*Structural(55) + 0.20*TournamentReliability(40) = 52; modifiers -8 gives 44; Illegal deck capped at 30 (structural-only, not a normal Final score)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.34 · 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 Ashened core (31 copies) makes an Ashened card almost always available
- Broad hand-trap and negation package (Ash Blossom, Effect Veiler, Infinite Impermanence, Droll, Nibiru) for both going-first and going-second interaction
- Full 15-card Extra Deck covering Fusion, Link and Xyz with strong 2800-3000 ATK threats
Weaknesses
- Illegal list: two cards run over the OCG copy limit
- No side deck, so no post-side adaptation
- No recorded boards or win-rate data to confirm the engine works in practice
Critical choke points
- Obsidim in a Field Zone gates most Ashened Special Summons (about one-in-three opening chance on the play)
- Reliance on Spell/Trap hand traps and Super Polymerization that are dead without the right board
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | 1 Ash Blossom & Joyous Spring | none (or a legal non-copy card) | Brings the deck to 2 copies, the OCG Semi-Limited limit, making the list legal without losing the core hand-trap role |
| 2 | 1 Super Polymerization | none (or a legal non-copy card) | Brings the deck to 2 copies, the OCG Semi-Limited limit; legal without changing the Fusion plan's core |
| 3 | none | a 3-to-5 card side deck | Adds post-side flexibility for hand-trap-heavy or Spell/Trap-removal matchups, which scores D12 and the post-side plan |
Evidence & confidence
- Verified: Deck is Illegal: Ash Blossom and Super Polymerization each run 3 copies against a limit of 2 (OCG); Main 40 and Extra 15 meet the OCG size rules; side 0 is within the 0-15 rule; Archetype core copies and Extra Deck breakdown (7 Fusion, 3 Xyz, 5 Link)
- Observed: No recorded combo boards, so no observed floor, median or ceiling exists
- Inferred: Obsidim gating and the one-in-three opening chance (hypergeometric); Going-second hand-trap coverage about 0.90; Engine accessibility and interaction quality from card text and role tags
- Provisional: Meta power and matchup fit: no dated metagame sample or 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 absent No win-rate telemetry (going-first/second, matchup, brick/starter rates) No side deck, so post-side performance cannot be assessed No guides attached for the archetype Meta Power is Provisional unless a dated metagame sample is supplied
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