Virtual World Deck #768033 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Noh-P.U.N.K. Foxy Tune x3, Virtual World Xiezhi - Jiji x3, Ghost Ogre & Snow Rabbit x3. Created Oct 20, 2026 by YGO Mod.

Deck Virtual World OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 20, 2026
60± 8/ 100
Power Score
Structural 63
Reliability 58
Going First 66
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 60/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 62.7
Going First 66
Going Second 60
Meta Power provisional
Tournament Reliability 58
  • Primary strategy: Midrange
  • Secondary strategies: Tempo
  • Format: ocg

Legality

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

Identity & game plan

  • Win condition: Synchro pressure from the Extra Deck: Psychic End Punisher, Virtual World Kyubi - Shenshen, Ukiyoe-P.U.N.K. Amazing Dragon and P.U.N.K. JAM Dragon Drive; Xyz and Fusion follow-ups (Wollow, Evolzar Lars, Ukiyoe-P.U.N.K. Rising Carp) when the Synchro line is interrupted
  • Turn 1 (going first): Open Virtual World Lulu, Jiji or Ze Amin to start hand-trigger and Tuner chains, then Synchro into a 2800-3500 ATK boss while holding Ghost Ogre or Droll for interaction
  • Turn 2 (going second): Use Ghost Ogre and Droll as hand traps to break the opponent's first turn, then rebuild through Virtual World hand effects and the Gate spells
  • Recovery: Recur Virtual World monsters from the GY through the Gate spells and Hime/Roshi revival effects, and use P.U.N.K. Tuners to re-enter Synchro
  • After siding: No side deck is present, so no post-side plan can be evaluated; the list has no sideboard adaptation

Why it scores here

The deck reliably opens a functional plan: the 16 core Virtual World and P.U.N.K. copies give about a 93.5% chance of at least one in a 5-card opening hand (Inferred), and the searcher and hand-effect density (74% for at least one searcher in hand) keeps the Synchro engine reachable on turn 1 or 2. Conversion is strong on paper because the Extra Deck holds several 2800-3500 ATK boss Synchros, but no recorded boards exist, so the ceiling is text-based and not observed. Interaction is layered across hand traps (Ghost Ogre x3, Droll x1), negation spells and traps, and Kyubi's removal text, which earns a good endboard score, while the absence of any side deck caps the score. Popularity and archetype usage were not counted as power, and the score did not come from averaging individual card scores; it reflects the system's consistency, interaction, and closing power after the dual-archetype split and the missing side deck are accounted for.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 P(≥1 core in hand5) ≈ 0.935 across 16 Virtual World/P.U.N.K. copies; searcher text in hand5 ≈ 0.74; Inferred
D2 Opening-Hand Quality & Brick Management 62 Hand-trap and tech cards (Ghost Ogre x3, Droll, Teleport) are situational and about 6.5% of 5-card hands miss the core group; Inferred
D3 Combo Conversion & Ceiling 62 No parseable boards; ceiling inferred from Synchro bosses (Psychic End Punisher 3500, Kyubi 2800, Amazing Dragon 3000) and hand-trigger text (Inferred)
D4 Combo Floor & Median Output 55 No recorded boards, so median and floor are unobserved and held near neutral; Provisional
D5 Interruption Resilience & Route Redundancy 70 Several independent starters (Lulu, Jiji, Ze Amin, Qinglong, Chuche) and a Gate-based recursion line; Inferred from text and copy counts
D6 Resource Economy, Recovery & Grind 62 Multiple LP-cost effects (Ze Amin, Madame Spider, Dragon Drive, Wa Gon) and Gate recursion; net economy inferred from text (Inferred)
D7 End-Board & Interaction Quality 72 Interaction density from Ghost Ogre, Droll, Gate Xuanwu/Chuche/Qinglong, Joruri Dangerous Gabu and Kyubi removal text; Inferred semantic read
D8 Going-Second & Board-Breaking Power 62 Hand traps (4 total) and Droll's Limited status are the going-second tools; no going-second split data exists; Inferred
D9 Offensive Pressure & Closing Power 70 Three boss Synchros at 3000+ ATK plus Foxy Tune at 2300 ATK give a closing threat; Verified stats, Inferred conversion
D10 Main Deck Efficiency & Flexibility 58 40 main slots with 33 off-exact-name copies across Virtual World, P.U.N.K. and generic cards; purity is 40% exact name; Verified composition, Inferred efficiency
D11 Extra Deck Efficiency & Coverage 70 Extra Deck is 11 Synchro, 3 Xyz, 1 Fusion with several top-end bosses and one Synchro Tuner; Verified composition
D12 Side Deck Adaptability 20 No side deck present (side_count 0), so no post-side adaptability is available; Verified
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; archetype share unavailable; Provisional
D14 Pilotability & Error Tolerance 55 Synchro chains, hand-trigger timing and LP-cost decisions raise the decision load; Inferred

How the score was computed

Strategy profile: Midrange. Structural ≈ 62.7, Going First ≈ 66, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: engine split between Virtual World and P.U.N.K. (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional; D13 dropped, weights renormalized over 95): 0.80*62.7 + 0.20*58 - 2 = 59.8 ≈ 60

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.94 · key two-card combo ≈ — · full-brick estimate ≈ 0.06 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Core engine present in about 93.5% of 5-card hands (Inferred)
  • Multiple independent starters and Gate recursion
  • Layered interaction from hand traps and negation
  • Strong Synchro bosses in the Extra Deck

Weaknesses

  • No side deck (side_count 0) for best-of-3 adaptation
  • Two sub-archetypes split the engine (40% exact-name purity)
  • No recorded boards, so combo floor and median are unobserved
  • LP-cost effects add resource pressure

Critical choke points

  • Dependence on Virtual World hand effects needing another Virtual World monster on field
  • Single copy of Droll & Lock Bird (Limited) as the only card-level floodgate-style hand trap
Priority Remove Add Reason
1 none in main 8-15 side-deck slots covering the expected hand traps and boss monsters No side deck is present, which caps D12 at 20 and removes any post-side plan
2 one P.U.N.K.-only Tuner (Joruri-P.U.N.K. Madame Spider or Gagaku-P.U.N.K. Wa Gon) one additional Virtual World starter or Gate Reduces the dual-archetype split and strengthens the single-engine line (Inferred)

Evidence & confidence

  • Verified: Legal in OCG: Droll & Lock Bird at 1 copy (Limited, legal 1), main 40, extra 15, side 0; Core usage: 7 of 7 core cards present (100%); Extra Deck composition: 11 Synchro, 3 Xyz, 1 Fusion
  • Inferred: P(≥1 core in hand5) ≈ 0.935 from the hypergeometric table; Interaction density and resilience from card text; Ceiling from Synchro boss stats and hand-trigger text
  • Provisional: Meta power and matchup fit (no tournament link or dated sample); Floor and median combo output (no recorded boards)
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied no side deck present, so post-side behaviour cannot be evaluated

More OCG Info

Virtual World

Virtual World Breakdown

 
 

 

 

 

 

 

 
 

 

 
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