Altergeist Deck #767843 — Yu-Gi-Oh! OCG

54 Main, 15 Extra, incl. Altergeist Marionetter x3, Altergeist Meluseek x3, Altergeist Multifaker x3. Created Oct 20, 2026 by YGO Mod.

Deck Altergeist OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
40± 10/ 100
Power Score
Structural 54
Reliability 45
Going First 55
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 40/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 54
Going First 55
Going Second 60
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Stun
  • Format: ocg

Legality

Main 54 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Link Summon Altergeist boss monsters (Adminia, Memorygant, Primebanshee) from a Link-material engine that recurs Altergeist monsters from GY; Hand-trap and negation exchanges that leave the opponent without a board while Altergeist monsters attack
  • Turn 1 (going first): Open on Altergeist starters (Meluseek, Multifaker, Marionetter, Pookuery, Malwisp) and set up a Link line into a boss monster, keeping Ash Blossom, Infinite Impermanence and Evenly Matched to protect the first extension
  • Turn 2 (going second): Use hand traps (Ash Blossom, Droll & Lock Bird, Infinite Impermanence, Evenly Matched, Linkuriboh) on the opponent's first summon or search, then rebuild the board from Altergeist recursion
  • Recovery: Recover through Altergeist GY-recursion effects (Revitalization, Manifestation, Kidolga, Primebanshee) and Pookuery/Multifaker re-summons after a board is cleared
  • After siding: No Side Deck is registered, so there is no post-side plan; the list cannot adapt between games

Why it scores here

The 54-card main deck is built around the Altergeist archetype, with 35 exact-name copies and 22 archetype-core copies, so the probability of seeing at least one Altergeist starter in the opening hand is high (about 0.94 for the core group, Inferred). Its real strength is structural: about 10 hand traps and 15 negation-text cards give it interaction on both turns, and Altergeist recursion lets it rebuild after an interruption. Conversion and median output could not be measured because no recorded boards exist, so the combo scores come from card text only and the ceiling is not a reliable average. The deck has no Side Deck, so it cannot adapt between games, and it has no tournament or meta data, so Meta Power is provisional. The score is capped low because the list runs 3 copies of Ash Blossom & Joyous Spring against a limit of 2, which makes it illegal; the score reflects the system (engine access, interaction, and recovery) and is not an average of individual card scores or a reward for archetype popularity.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(≥1 Altergeist core card in opening hand) ≈ 0.94 across 22 core copies; P(≥1 of any 3-copy card in 5 cards) ≈ 0.26 (Inferred)
D2 Opening-Hand Quality & Brick Management 55 27 distinct main-deck cards with 10 single-copy slots and 28 level-0 spells/traps; some brick risk from hand traps that need specific conditions (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards in combo data; ceiling inferred from Link-material and recursion text only (Inferred)
D4 Combo Floor & Median Output 40 No recorded combo median available; floor assumed lower than ceiling because hand-trap-first lines need a live target (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Multiple independent hand-trap and recursion routes (Revitalization, Manifestation, Kidolga, Primebanshee) allow continuing after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Recursion effects (Pookuery, Multifaker, Malwisp, Silquitous) regenerate resources, but Kunquery and the Trap-search cards add cost (Inferred from text)
D7 End-Board & Interaction Quality 70 Interaction density from 10 hand traps and 15 negation-text cards, with Altergeist Protocol and Haunted Rock protecting the field (Inferred from text and role flags)
D8 Going-Second & Board-Breaking Power 65 Strong going-second interaction (Ash Blossom, Droll & Lock Bird, Evenly Matched, Solemn Judgment) against a board; no going-second split is measured (Inferred)
D9 Offensive Pressure & Closing Power 60 Link boss monsters Adminia (3000 ATK), Memorygant (2800 ATK) and Primebanshee (2100 ATK) give closing power; no end-board data is recorded (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 60 54 main cards in the legal 40–60 range with a 27-card distinct count and 22 archetype-core copies; 3-of hand traps lower flexibility (Verified structure)
D11 Extra Deck Efficiency & Coverage 60 15 Extra cards (13 Link, 1 Synchro, 1 XYZ) at the 15-card cap with a clear Link core (Verified structure)
D12 Side Deck Adaptability 10 No Side Deck is registered (Side Deck size 0), so post-side adaptability is absent (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or meta share is available; matchup fit cannot be measured (Provisional)
D14 Pilotability & Error Tolerance 35 Many activation windows and hand-trap timing decisions with Link-material and recursion conditions raise the skill needed (Inferred)

How the score was computed

Strategy profile: Midrange primary; Stun secondary used only as a reading of the interaction density, not as the weight profile. Structural ≈ 54, Going First ≈ 55, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Illegal copy limit (-12); No Side Deck (0). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) = 52.2, then capped to 40 because the deck is Illegal (3 copies of a Semi-Limited card, limit 2)


More OCG Info

Altergeist

Altergeist Breakdown

 
 

 

 

 

 

 

 
 

 

 
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