Code Talker Deck #767702 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Mulcharmy Purulia x3, Nibiru, the Primal Being x3. Created Oct 20, 2026 by YGO Mod.

Deck Code Talker OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: Low
30± 8/ 100
Power Score
Structural 55
Reliability 48
Going First 52
Going Second 60

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 55
Going First 52
Going Second 60
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Toolbox
  • Secondary strategies: Midrange, Stun
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Link/Synchro/Xyz pressure from Cyberse and Mathmech monsters (Link-3 to Link-5 boards around 2300-3000 ATK); Hand-trap-supported grind: negate or strip the opponent's key plays, then convert the Extra Deck
  • Turn 1 (going first): Open a starter (A.I. Connect, Mathmech Addition, Mulcharmy draw engines), search with Backup or Achichi, and build a Link board; hold Ash/Veiler-style hand traps for the opponent's first Summon
  • Turn 2 (going second): Use a hand trap (19 in the Main Deck) on the opponent's first Summon or activation, then rebuild with Cyberse Link Summons
  • Recovery: Recycle Cyberse monsters through Mathmech Multiplication, Transcode Talker and Decode Talker, and use searchers (11 searcher-text cards) to refill hand
  • After siding: Not applicable: the deck runs 0 side cards, so there is no post-side plan

Why it scores here

This list is a multi-archetype Cyberse toolbox rather than a focused engine: only 8.6% of Main Deck copies carry the exact name 'Code Talker', and the rest are spread across Ignister, Mathmech, Mulcharmy, Solemn, A.I., Firewall and PSY-Frame. Its strongest system-level trait is interaction density: 19 hand traps and 17 negation-text cards give a going-second hand-trap hit of about 0.93 (Inferred), and the 15-card Extra Deck offers 10 Link monsters for pressure. Consistency is middling: the archetype-core group reaches at least one copy in a 5-card opening about 87% of the time (Inferred), but there are no recorded boards, so the floor, median and ceiling of combo output cannot be measured and remain text-only inference. The deck has no side deck, which caps adaptability, and the list is Illegal because it runs three copies of Ash Blossom & Joyous Spring against a legal limit of two; the score is therefore capped and labelled theoretical/structural-only. Popularity was not credited, and no card scores were averaged into this result.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(>=1 archetype-core card in opening 5) ≈ 0.87 across 18 copies; many starters are split across sub-archetypes (Inferred)
D2 Opening-Hand Quality & Brick Management 50 Hand traps and Cyberse search cards are often live, but Link lines need a Cyberse on board and 18 zero-level spells/traps add dead-draw risk (Inferred)
D3 Combo Conversion & Ceiling 50 No parseable boards; ceiling read from text only, e.g. Link-3 recursion via Transcode Talker and Mathmech Circular (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards; median output cannot be measured and is text inference only (Inferred)
D5 Interruption Resilience & Route Redundancy 68 19 hand traps, Ghost Ogre and Infinite Impermanence give multiple independent answers to one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 11 searcher-text cards plus Mulcharmy draw effects recover cards across turns (Inferred)
D7 End-Board & Interaction Quality 72 17 negation-text and 16 removal-text cards, with Solemn Judgment and Evenly Matched for layering (Inferred, semantic from card text)
D8 Going-Second & Board-Breaking Power 68 Going-second hand-trap hit ≈ 0.93 from a 6-card hand (Inferred); board-breaking via Ghost Ogre and Infinite Impermanence (Inferred)
D9 Offensive Pressure & Closing Power 62 Several 2300-3000 ATK Link and Synchro bosses in the Extra Deck, with no tested closing lines (Verified stats, Inferred conversion)
D10 Main Deck Efficiency & Flexibility 45 55 Main Deck cards across 33 distinct names, with 22 tech-tagged cards and only 8.6% exact-archetype purity, lowering compactness (Inferred)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck slots: 10 Link, 2 Synchro, 2 Xyz, 1 Fusion, with redundant Link routes and no shown mandatory bottleneck (Verified composition, Inferred use)
D12 Side Deck Adaptability 10 0 side cards (Verified); no post-side plan exists
D13 Matchup Coverage & Format Fit 40 No tournament link and no dated meta sample; archetype core coverage is 40% of standard inclusion (Provisional)
D14 Pilotability & Error Tolerance 35 Three sub-archetype lines, 19 hand traps and many timing decisions make the deck demanding to pilot (Inferred)

How the score was computed

Strategy profile: Toolbox. Structural ≈ 55, Going First ≈ 52, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: banlist_exposure (-3); no_side_deck (-2); engine_conflicts (-2). Final formula: Illegal list: theoretical/structural-only. Uncapped no-meta estimate = 0.80*55 + 0.20*48 - 7 ≈ 47; capped at 30 because the deck fails the Ash Blossom copy limit.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.87 · key two-card combo ≈ — · full-brick estimate ≈ 0.13 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • 19 hand traps and 17 negation-text cards give strong going-second interaction
  • Several Link-3 to Link-5 threats and a 15-card Extra Deck with redundant Link routes
  • 11 searchers and Mulcharmy draw effects help recover cards across turns

Weaknesses

  • Illegal list: Ash Blossom & Joyous Spring is over its Semi-Limited copy limit
  • Very low exact-archetype purity (8.6%) means engine conflicts across sub-archetypes
  • No side deck and no recorded boards, so both post-side and combo output are unmeasured

Critical choke points

  • Exact-name Cyberse Link Summons depend on a Cyberse monster already being on the field
  • Most of the interaction runs through hand traps, so a board with no monsters leaves the deck with few live answers
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring None; or a legal single copy of another hand trap Removes the illegal copy violation, making the list legal to rate normally
2 A few off-archetype tech cards (e.g. Harpie's Feather Duster or Solemn Judgment) A side deck of 10 to 15 cards Gives the deck a post-side plan and lifts D12 from 10
3 Scattered single copies of sub-archetype cards A tighter core of one Cyberse or Code Talker lane Raises exact-archetype purity and engine coherence (D1, D10)

Evidence & confidence

  • Verified: Main 55, Extra 15, Side 0 are within size rules for OCG; Ash Blossom & Joyous Spring runs 3 copies against a legal limit of 2 (Illegal); Exact-name archetype purity is 8.6% (6 of 70); Copy histogram: 20 singles, 4 pairs, 9 triples
  • Inferred: Hand-trap hit rate of ≈0.93 going second; Archetype-core opening probability ≈0.87; Interaction-density and endboard reads from card text
  • Provisional: Format fit (D13) without a dated meta sample
  • 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 for this deck: going-first/second, matchup and brick rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied Deck has no side deck, so post-side performance cannot be assessed

More OCG Info

Code Talker

Code Talker Breakdown

 
 

 

 

 

 

 

 
 

 

 
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