Knightmare Deck #767999 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Nibiru, the Primal Being x3, Rescue-ACE Air Lifter x3, Rescue-ACE Hydrant x3. Created Oct 20, 2026 by YGO Mod.

Deck Knightmare OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 20, 2026
58± 8/ 100
Power Score
Structural 62
Reliability 52
Going First 52
Going Second 68

Deck — Deck Power Evaluation

Final Contextual Deck Power: 58/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 61.6
Going First 52
Going Second 68
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Rescue-ACE boss monsters (Turbulence, Preventer, Fire Engine, Arbitrator) recycled through Hydrant, HQ and RESCUE! recursion; Link pressure from Promethean Princess, Worldsea Dragon Zealantis and Accesscode Talker once the board is stabilised
  • Turn 1 (going first): Normal Summon into a searcher (Air Lifter or Quick Attacker) to add an ALERT!/Rescue-ACE follow-up, keeping Hydrant as the protecting monster, then link into Arbitrator when a second Rescue-ACE is live (Inferred)
  • Turn 2 (going second): Hold hand traps (Infinite Impermanence, Effect Veiler, Ash Blossom, Droll & Lock Bird, Ghost Ogre) to answer the opponent's first board, then rebuild with Rescue-ACE recursion (Inferred)
  • Recovery: Banish Rescue-ACE cards from the GY to fuel Turbulence and Preventer summons and RESCUE! on Hydrant or Arbitrator (Inferred)
  • After siding: Not evaluable: Side Deck size is 0, so no post-side plan exists in the submitted list (Provisional)

Why it scores here

The deck is scored as a system: its engine rests on a Rescue-ACE core (Hydrant, Air Lifter, Quick Attacker, ALERT!, RESCUE!) that is reached through 11 searcher-text cards and recycled from the Graveyard, which gives it a reasonable chance of finding a starter but no single reliable one (Hydrant appears in an opening 5 about 34% of the time). Its strongest traits are interaction density (12 hand-trap-tagged cards, 8 negation and 9 removal effects) and recursion, so it is well placed to disrupt the opponent's first board and rebuild afterwards. Going second is the stronger side for this list, since a six-card hand contains a hand trap about 90% of the time. The score does not come from popularity: the archetype label 'Knightmare' matches none of the 55 archetype-related copies, which are Rescue-ACE, and archetype usage stats say only 43% of the core cards are present. No combo boards exist, so floor, median and ceiling are text-only inferences, and the lack of a side deck and tournament data holds the score down. Card scores were not averaged into the result.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(>=1 Hydrant in opening 5) ≈ 0.34; 11 searcher-text cards lift P(>=1 searcher) to ≈ 0.82; no single guaranteed starter (Inferred)
D2 Opening-Hand Quality & Brick Management 55 12 hand-trap and 8 tech cards are dead without an opposing action on the first turn; P(>=1 hand trap in 6) ≈ 0.90 keeps most hands live (Inferred)
D3 Combo Conversion & Ceiling 66 Text-only ceiling: Arbitrator link → Hydrant/HQ recursion → Turbulence/Preventer summons plus RESCUE!; no parseable boards (Inferred)
D4 Combo Floor & Median Output 52 combo data has zero boards, so the median is unobserved and is set near neutral with low certainty (Provisional)
D5 Interruption Resilience & Route Redundancy 66 Hydrant's protection plus Rescue-ACE GY recursion and multiple hand traps give more than one route after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 68 11 searchers, Turbulence banishing two GY Rescue-ACE cards, and RESCUE! recursion give good resource regeneration (Inferred)
D7 End-Board & Interaction Quality 74 Removal and negation text across 9 removal and 8 negation effects, including EXTINGUISH!, CONTAIN!, Preventer and Ghost Ogre, layered over hand traps (Inferred semantic)
D8 Going-Second & Board-Breaking Power 70 Hand-trap density is high on the going-second turn, and Preventer and Turbulence can challenge a board that has already been set (Inferred)
D9 Offensive Pressure & Closing Power 66 Turbulence and Arbitrator at 3000 ATK, Preventer at 2800, Fire Engine at 2500; closing relies on Rescue-ACE boss recursion (Verified stat + Inferred)
D10 Main Deck Efficiency & Flexibility 60 40 main with 22 distinct cards; 12 singles and 8 triple copies; a tech-heavy mix with little fat (Verified composition)
D11 Extra Deck Efficiency & Coverage 64 15 link cards across 14 distinct names, two Promethean Princess, and Arbitrator covering the Rescue-ACE line; Linkuriboh and S:P Little Knight are Limited (Verified)
D12 Side Deck Adaptability 25 Side Deck size is 0; the list has no side, so post-side adaptability cannot be assessed and is scored low (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated metagame sample; archetype share is unknown (Provisional)
D14 Pilotability & Error Tolerance 48 Several once-per-turn Rescue-ACE chains and hand-trap timing choices raise the decision load (Inferred from card text)

How the score was computed

Strategy profile: 100% Midrange profile; Stun/Toolbox considered qualitatively only. Structural ≈ 61.6, Going First ≈ 52, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: Hydrant dependence (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional; no dated metagame sample)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.34 · 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 interaction: 12 hand-trap-tagged cards plus 8 negation and 9 removal effects
  • Recursion engine: Hydrant, HQ, RESCUE!, ALERT! and Turbulence recycle Rescue-ACE cards from the GY
  • High going-second hand-trap coverage (P≈0.90 in a 6-card hand)
  • Legal in OCG: all 6 restricted cards run within their limits

Weaknesses

  • No single reliable starter; the engine depends on drawing one of several searchers
  • Archetype label 'Knightmare' does not match the Rescue-ACE list
  • No side deck, so no post-side plan
  • Many once-per-turn effects raise pilot error risk

Critical choke points

  • Rescue-ACE Hydrant (3 copies) controls protection, searches and RESCUE! targets
Priority Remove Add Reason
1 CONTAIN! A second Rescue-ACE Hydrant or an additional searcher Hydrant is the engine's single choke point, and the list runs only one non-engine negation for a Rescue-ACE board (Inferred)
2 Ghost Ogre & Snow Rabbit Side-equivalent flexibility (add a side deck of 15) The list has no side deck, so post-side adaptability is missing (Provisional)

Evidence & confidence

  • Verified: Legal OCG size (40/15/0) and copy limits on all 6 restricted cards; Card text, stats and banlist status from the resolved list; Archetype usage stats: 3 of 7 core cards present (42.9%)
  • Inferred: Hypergeometric opening-hand probabilities (Main Deck only); Hand-trap and searcher function reads from card text; Going-second advantage and recursion ceiling
  • Provisional: Meta Power is null (no dated metagame sample); Matchup and format-fit read (D13); Post-side plan (no side deck)
  • 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 and starter rates) Archetype label 'Knightmare' conflicts with the Rescue-ACE card list No side deck (Side Deck size 0); post-side plan cannot be evaluated Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Knightmare

Knightmare Breakdown

 
 

 

 

 

 

 

 
 

 

 
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