Ninja Deck #768034 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Kagero the Cannon Ninja x3, Mitsu the Insect Ninja x3, Ninja Grandmaster Hanzo x3. Created Oct 20, 2026 by YGO Mod.

Deck Ninja OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 20, 2026
59± 8/ 100
Power Score
Structural 62
Reliability 60
Going First 61
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 59/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 61.5
Going First 61
Going Second 62
Meta Power provisional
Tournament Reliability 60
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • Format: ocg

Legality

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

Identity & game plan

  • Win condition: Ninja monsters attack directly or pressure through Meizen the Battle Ninja (2500 ATK, direct attacks) and Yaguramaru, backed by Ninja Grandmaster Saizo and Blade Armor Ninja on the Link and Xyz side.; Link and Fusion boards (Underworld Goddess, Ultimate Great Insect) that negate or overwhelm the opponent's field.
  • Turn 1 (going first): Normal Summon Hanzo or Tobari, search or Special Summon a second Ninja, use Ninjitsu Art Notebook or Dancing Leaves for board presence, then Fusion or Link into Meizen or Saizo.
  • Turn 2 (going second): Hold Ghost Ogre & Snow Rabbit or Effect Veiler to stop the opponent's first engine or boss, then rebuild through Ninja searchers and Mitsu-based Defense Position plays.
  • Recovery: Recover through Baku the Beast Ninja (returns a Ninja or Ninjitsu Art card), Ninjitsu Art Tool - Iron Digger and Book of Moon or Eclipse to reset the opponent's board, then rebuild from the GY and Extra Deck.
  • After siding: No side deck is registered, so no post-side plan can be evaluated; the deck relies entirely on game-one construction.

Why it scores here

The deck opens reliably on its Ninja engine: the nine copies of Tobari, Kagero and Mitsu plus three Hanzo searchers give about a 74% chance of at least one low-level starter in a 5-card opening hand (Inferred), and 40/40 Main with 15/15 Extra and 10 three-ofs keeps the list compact. Its interaction is layered across hand traps (Ghost Ogre, Effect Veiler), Mitsu's negation text, Book of Moon and Eclipse, and Iron Digger and Tenchi Kaimei removal, which supports the going-second and end-board scores. Offensive power comes from Meizen and Yaguramaru Fusion pressure and Link/Xyz finishers, not from popularity: archetype usage stats confirm the list is real but do not raise the score. The score comes from consistency, interaction and closing power measured on the system, not from averaging card scores. No combo boards, tournament data or side deck exist, so median output, matchup fit and post-side adaptability are capped and the band is wide.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 P(>=1 of 9 Tobari/Kagero/Mitsu starters in hand 5) ~ 0.74; Hanzo searchers add redundancy (Inferred)
D2 Opening-Hand Quality & Brick Management 62 Ninja-core proxy P(>=1 archetype card in hand 5) ~ 0.99; some dead draws from Book and Instant Fusion (Inferred)
D3 Combo Conversion & Ceiling 58 No recorded boards; ceiling read from text: Hanzo search into Ninjitsu Art, Iron Digger and Duplication into Fusion/Link (Inferred)
D4 Combo Floor & Median Output 50 combos_evidence has 0 parseable boards; median cannot be measured, set to neutral (Provisional)
D5 Interruption Resilience & Route Redundancy 64 Six hand traps, Book of Moon/Eclipse and Baku recursion give independent lines after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Baku and Dancing Leaves recover from the GY; Notebook and Hanzo refill hand (Inferred)
D7 End-Board & Interaction Quality 70 Layered interaction: Ghost Ogre and Veiler hand traps, Mitsu negation, Book of Moon/Eclipse, Iron Digger and Tenchi removal (Inferred semantic read of card text)
D8 Going-Second & Board-Breaking Power 66 Six hand-trap copies give about 0.65 chance of at least one in a 6-card going-second hand; Book of Eclipse and Jioh support (Inferred)
D9 Offensive Pressure & Closing Power 72 Meizen 2500 ATK with direct attacks, Yaguramaru 2000 ATK, Underworld Goddess 3000 ATK via Link, Blade Armor double attack (Verified text, Inferred use)
D10 Main Deck Efficiency & Flexibility 70 40/40 Main, 18 distinct, copy histogram 6/2/10 and 47.3% exact Ninja purity with 12 generic and 9 Ninjitsu Art cards (Verified composition)
D11 Extra Deck Efficiency & Coverage 68 15/15 Extra, 7 Fusion, 6 Link, 2 Xyz; Link and Fusion requirements are mostly met by the Ninja main (Inferred)
D12 Side Deck Adaptability 25 No side deck (0 cards), so no adaptability is available (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; archetype-level share unavailable (Provisional)
D14 Pilotability & Error Tolerance 55 Multi-step Fusion/Link and Ninja chain sequencing with several decision points (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 61.5, Going First ≈ 61, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: No side deck (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers(-2) = 59.2, rounded to 59

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.74 · 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

  • Compact 40/15/0 build with 10 three-of Main cards and an unbroken Ninja engine core
  • Layered hand-trap and negation interaction covering both going-first and going-second turns
  • Strong Fusion and Link finishers with direct-attack and double-attack text

Weaknesses

  • No side deck, so no post-side adaptation in a best-of-three
  • Exact Ninja name purity is under 50% and the generic Book and Knightmare copies dilute the engine
  • No recorded combos, so median output and ceiling are text-only estimates

Critical choke points

  • Low-level starters (Tobari, Kagero, Mitsu, Green Ninja) are the sole opening engine; a hand without one relies on Hanzo searches
  • Meizen and Yaguramaru require 2 Ninja monsters of different types, so Extra access depends on the Main Deck's Ninja spread
Priority Remove Add Reason
1 Ninja-unrelated Book of Moon (one copy) A second Ninja searcher or a side-deck-compatible card Lowers generic dead draws while keeping Ninja card count, but the list has no side deck so this is a main-deck-only trade.
2 None A 3-15 card side deck A side deck is the largest unaddressed gap; any side slot would improve D12 and post-side plans.

Evidence & confidence

  • Verified: Legal status with Limited Instant Fusion and Reinforcement of the Army at one copy each; 40/15/0 composition and copy histogram 6/2/10; Card text for Hanzo, Tobari, Meizen, Yaguramaru, Underworld Goddess and the hand traps
  • Observed: Usage stats show the Ninja core is present in the deck (proxy only)
  • Inferred: 74% chance of at least one low-level starter in hand 5; 0.65 hand-trap chance going second; Interaction density and resilience from text and flags
  • Provisional: Meta Power is null: no dated metagame sample; Matchup fit and median output are provisional
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No side deck registered: post-side adaptability cannot be measured No tournament link: archetype meta-share and match record absent usage_statistics.missing_core lists Saizo, Meizen, Ultimate Great Insect, I:P Masquerena, Blade Armor Ninja and Yaguramaru as missing, yet all six are in the deck's Extra Deck list; the core-presence check appears to scan only the Main Deck, so core coverage is unreliable No win-rate telemetry exists in YGOVN for going-first/second, matchup or brick rate

More OCG Info

Ninja

Ninja Breakdown

 
 

 

 

 

 

 

 
 

 

 
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