Toon Deck #767929 — Yu-Gi-Oh! OCG

46 Main, 3 Extra, incl. Elfnote Regina x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia x3. Created Oct 20, 2026 by YGO Mod.

Deck Toon OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 20, 2026
49± 8/ 100
Power Score
Structural 55
Reliability 48
Going First 60
Going Second 68

Deck — Deck Power Evaluation

Final Contextual Deck Power: 49/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 55
Going First 60
Going Second 68
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Midrange
  • Secondary strategies: Stun
  • Format: ocg

Legality

Main 46 / Extra 3 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Synchro or Elfnote board presence (Black Rose Dragon, Elfnote June Pride, Kewl Tune RS) backed by Blue-Eyes White Dragon, Nibiru, Bystial Magnamhut and Elfnote Tinia/Lucina as high-ATK beatsticks; Mulcharmy draw-engine card advantage that outlasts the opponent over several turns
  • Turn 1 (going first): Open with Mulcharmy and Elfnote starters (Regina, Fortuna, Power Patron) to build a board while holding hand traps (Infinite Impermanence, Effect Veiler, Ash Blossom) for the opponent's first meaningful activation
  • Turn 2 (going second): Use the 6-card hand to find a hand trap (about 90% at least one) and negate the opponent's board-building summon or engine, then rebuild through Mulcharmy draws and Elfnote summons
  • Recovery: Mulcharmy Fuwalos and Purulia draw whenever the opponent Summons, and Elfnote Regina and Lucina search or recycle Elfnote monsters from the Deck to refill
  • After siding: No side deck registered; there is no documented post-side plan

Why it scores here

The deck is scored as one system: 14 hand-trap-type cards and roughly 19 negation-text and 22 removal-text cards give dense interaction, and about a 90% chance of at least one hand trap in a going-second six-card hand supports its interaction-first, going-second plan. Mulcharmy (6 copies) gives repeatable draw; the Elfnote/Synchro chain is consistent for the core (about 83% chance of at least one core card in five) but has no recorded combo boards, so ceiling and floor are text-only reads with low certainty. Structural power comes out near 55, with Tournament Reliability around 48 because the deck runs no side deck (D12 near 10) and mixes many sub-archetypes (Elfnote, Mulcharmy, Dominus, Kewl Tune, Bystial, Blue-Eyes, Rose Dragon) with only three Extra Deck cards. Popularity earned no points: the archetype is labelled Toon but the list runs no Toon cards and misses every Toon usage-stat core card, so the label is a provenance concern and not a strength; no card scores were averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 P(at least one core card in a 5-card opening) about 0.83 across 13 archetype-core copies; 2-card bootstrap from Mulcharmy and Elfnote is plausible but not simulated (Inferred)
D2 Opening-Hand Quality & Brick Management 50 11 non-monster Traps and 14 hand-trap or tech cards create some dead-hand risk when no opposing board is present; no brick-rate data (Inferred)
D3 Combo Conversion & Ceiling 55 No recorded boards; the Elfnote Regina to Lucina/Tinia/Fortuna chain and Synchro to Black Rose Dragon or June Pride are the text-based ceiling (Inferred)
D4 Combo Floor & Median Output 45 combos_evidence has zero parseable boards, so the median is unknown; a floor read rests on the Mulcharmy draw engine alone (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Multiple independent interruption answers (Impermanence, Veiler, Ash, Impulse, Synchro Emergency, Droll) and Mulcharmy recursion (Inferred)
D6 Resource Economy, Recovery & Grind 60 Mulcharmy draws on Summon, six searcher-text cards, and Elfnote Regina recursion give card economy across turns (Inferred)
D7 End-Board & Interaction Quality 72 19 negation-text and 22 removal-text hits across the list; interaction density is high and layered (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 70 At least one hand trap in a going-second six-card hand about 0.90; Blue-Eyes, Nibiru and Bystial give board-breaking options (Inferred)
D9 Offensive Pressure & Closing Power 60 Closing bodies include Blue-Eyes White Phantom Beast 3000, Nibiru 3000, June Pride 3100 and Elfnote Tinia 2400 (Verified card text and stats)
D10 Main Deck Efficiency & Flexibility 45 46 main cards across 24 distinct names; nine triple copies but nine sub-archetypes diluting coherence (Inferred)
D11 Extra Deck Efficiency & Coverage 50 Only three Extra cards, all Synchro (June Pride, Kewl Tune RS, Black Rose Dragon); limited access and single copies (Verified composition, Inferred access)
D12 Side Deck Adaptability 10 No side deck (0 of 15 slots), so the best-of-3 plan has no adaptation (Verified composition)
D13 Matchup Coverage & Format Fit 45 No tournament link; archetype meta-share absent, so format fit is only a structural guess (Provisional)
D14 Pilotability & Error Tolerance 45 Multiple hand-trap timing decisions plus Synchro and Elfnote chains; complexity is moderate-high for one player (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 55, Going First ≈ 60, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: No side deck (-3); Archetype label and sub-archetype spread conflict (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional; no dated metagame sample)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.83 · 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 interaction: 14 hand-trap or tech cards and about 90% chance of a going-second hand trap
  • Repeatable card advantage from six Mulcharmy copies
  • Legal list with every restricted card at or under its limit

Weaknesses

  • No side deck for best-of-3
  • Archetype label Toon does not match the list; Toon usage-stat core is absent
  • Sub-archetype spread (Elfnote, Mulcharmy, Dominus, Kewl Tune, Bystial) reduces engine focus
  • Only three Extra Deck cards limit Synchro access

Critical choke points

  • Synchro summons depend on the three Extra Deck cards and on available tuners in hand
  • Elfnote chain requires the Regina or Lucina starter to be live
Priority Remove Add Reason
1 One copy of Dominus Impulse or a non-core trap A 1–3 card side deck (for example hand traps or boss removal) to enable post-side play A zero-card side deck is the largest gap in this list for best-of-3 play
2 Off-archetype singletons that do not feed the engine Additional Elfnote or Mulcharmy support, or a Toon package if the Toon label is intended Coherence and the archetype label both need to match the deck's real plan

Evidence & confidence

  • Verified: Legal list: 46 main, 3 extra, 0 side; restricted copies within limits; Card text and stats for all resolved cards; Usage stats: 12 rows; 6 of 11 core cards present; core list lacks Toon cards
  • Inferred: Hypergeometric consistency: about 0.83 core in five; about 0.90 hand trap in six going second; Interaction density from text flags; Ceiling and floor from text only (no boards)
  • Provisional: Meta Power (null); Matchup and format fit (no tournament data)
  • Data gaps: No combos supplied; combo ceiling, median and floor are text-only inference No tournament link; archetype meta-share and per-pilot record absent No win-rate or brick telemetry in YGOVN Meta Power is Provisional unless a dated metagame sample is supplied Archetype label Toon has no matching Toon cards in the list

More OCG Info

Toon

Toon Breakdown

 
 

 

 

 

 

 

 
 

 

 
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