Rescue-ACE Deck #768000 — 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 Rescue-ACE OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 20, 2026
62± 8/ 100
Power Score
Structural 65
Reliability 58
Going First 66
Going Second 68

Deck — Deck Power Evaluation

Final Contextual Deck Power: 62/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 65
Going First 66
Going Second 68
Meta Power provisional
Tournament Reliability 58
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Tempo
  • Format: ocg

Legality

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

Identity & game plan

  • Win condition: Link-4 or Link-3 boss (Rescue-ACE Arbitrator, Worldsea Dragon Zealantis, Amblowhale, Promethean Princess) built from a Rescue-ACE Warrior/Machine pair on the field; Rescue-ACE Turbulence / Preventer as high-ATK Link-fodder-free bosses after searched revival through RESCUE! and EMERGENCY!
  • Turn 1 (going first): Open a Rescue-ACE starter (Impulse, Air Lifter, Quick Attacker, Hydrant), use ALERT! or Air Lifter's search to find the next Rescue-ACE piece, and build a Link-3/4 boss while holding Infinite Impermanence or Effect Veiler for the opponent's first response.
  • Turn 2 (going second): Hold a hand trap (Effect Veiler, Ash Blossom, Infinite Impermanence, Ghost Ogre, Nibiru) against the opponent's first summon or search, then rebuild with a Rescue-ACE starter once the disruption is spent.
  • Recovery: Use the GY banish costs of Turbulence, Preventer and the Quick-Play Spells (EMERGENCY!, RESCUE!) to revive Rescue-ACE monsters and reach the Link Summon again; Hydrant keeps the monsters safe from targeting.
  • After siding: None: the deck runs no Side Deck, so there is no tested post-side plan (the rules allow 0 side cards).

Why it scores here

The deck reliably opens a functional Rescue-ACE starter: the probability that at least one of its 18 monster copies that can start a line is in a 5-card opening hand is about 0.96 (hypergeometric, Inferred), and the 25 archetype-core copies make a non-live hand rare. Its interaction density is the main source of points: 12 hand traps and 8 negation-text cards give about a 0.90 chance of at least one hand trap in a going-second 6-card hand (Inferred), which earns D7 and D8. Its ceiling and floor are scored from text only because no recorded boards exist, so D3 and D4 stay near the middle and are not averages of card scores. Popularity was not credited: the archetype usage data confirms the core, but it does not make the list strong. The deck loses points for the absence of a Side Deck (D12) and for having no tournament or meta data (D13 provisional), and it carries a small compactness penalty because 28 of its 40 main-deck copies are off-archetype tech and generic cards.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 74 P(≥1 of 18 starter-capable monster copies in 5-card hand) ≈ 0.96; core archetype P ≈ 0.995 (Inferred)
D2 Opening-Hand Quality & Brick Management 66 12 tech/hand-trap cards and 12 non-archetype copies raise dead-card risk in some hands (Inferred)
D3 Combo Conversion & Ceiling 60 No recorded boards; ceiling is a text read of Link-4 and 2800–3000 ATK bosses (Inferred)
D4 Combo Floor & Median Output 55 No recorded boards; median output is an inference from the single-starter and interaction-first structure (Inferred)
D5 Interruption Resilience & Route Redundancy 70 Redundant starters, Hydrant targeting protection and ALERT!/RESCUE!/EMERGENCY! recursion (Inferred)
D6 Resource Economy, Recovery & Grind 66 Searchers 11 copies, GY-banish recursion via Turbulence/Preventer and Spell/Trap recovery (Inferred from text)
D7 End-Board & Interaction Quality 76 8 negation-text cards plus 12 hand traps; removal via EXTINGUISH!, CONTAIN! and Turbulence (Inferred semantic)
D8 Going-Second & Board-Breaking Power 72 Going-second hand-trap P ≈ 0.90; board-breaker density via Turbulence, Preventer and EXTINGUISH! (Inferred)
D9 Offensive Pressure & Closing Power 70 Link-3/4 bosses at 2400–3000 ATK; no end-board ATK data (Verified stats, Inferred closing)
D10 Main Deck Efficiency & Flexibility 62 40 main with 22 distinct cards; 28 off-archetype copies lower compactness (Verified composition)
D11 Extra Deck Efficiency & Coverage 70 15 Link Extra Deck slots with multiple usable bosses; flex slots such as Linkuriboh and Masquerena (Verified composition)
D12 Side Deck Adaptability 30 Side Deck is 0 cards; no post-side plan exists (Verified composition)
D13 Matchup Coverage & Format Fit 50 No tournament link or archetype meta-share is supplied (Provisional)
D14 Pilotability & Error Tolerance 58 Hand-trap timing and Link-summon sequencing are moderately complex (Inferred)

How the score was computed

Strategy profile: Midrange primary; Stun interaction weighting not applied (no stun-specific evidence). Structural ≈ 65, Going First ≈ 66, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: No Side Deck (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers = 0.80*65 + 0.20*58 - 2 ≈ 62

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.96 · 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

  • Core archetype density (25 copies) and a 0.995 chance of at least one core card in a 5-card opening hand
  • 12 hand traps and 8 negation-text cards give strong going-second interaction
  • 15 Link Extra Deck slots with several 2800–3000 ATK bosses
  • Legal under OCG rules, with all restricted cards at their legal copy limit

Weaknesses

  • No Side Deck, so no post-side adaptation
  • 28 off-archetype copies dilute the engine (generic tech and hand traps)
  • No recorded boards, so combo ceiling and median are unmeasured
  • High hand-trap density can leave some hands with no starter

Critical choke points

  • Rescue-ACE starter monsters (Impulse, Air Lifter, Quick Attacker, Hydrant) are the entry point for every line
  • Hydrant as the target-protection piece for the core
Priority Remove Add Reason
1 One Ghost Ogre & Snow Rabbit (or one Rescue-ACE Preventer) A Side Deck of 3–5 cards covering the matchups the deck loses to No post-side plan is the largest documented gap (D12 = 30) and the cheapest to fix; the extra side slots need no change to the core.

Evidence & confidence

  • Verified: Legality: 40 main, 15 Extra, 0 side; all restricted cards at legal copy limits (Limited/Semi-Limited); Composition: 22 distinct main cards, 12 hand-trap/tech flags, 28 off-archetype copies
  • Inferred: Starter P(≥1 in 5-card hand) ≈ 0.96 (hypergeometric); Hand-trap P(≥1 in going-second 6-card hand) ≈ 0.90; Interaction and recursion quality from card text
  • Provisional: Meta Power (no dated metagame sample); Matchup coverage (no tournament data)
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot match record are absent No win-rate telemetry for going-first/second, matchup, or brick/starter rates Meta Power is provisional unless a dated metagame sample is supplied

More OCG Info

Rescue-ACE

Rescue-ACE Breakdown

 
 

 

 

 

 

 

 
 

 

 
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