Runick (Mysterune) Deck #768257 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Elzette of the White Forest x3, Ash Blossom & Joyous Spring x3, Silvy of the White Forest x3. Created Oct 20, 2026 by YGO Mod.

Deck Runick (Mysterune) OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
StunConfidence: LowEvaluated Oct 20, 2026
30± 6/ 100
Power Score
Structural 50
Reliability 45
Going First 52
Going Second 44

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±6 · Confidence: Low)

Overall score Value
Structural Deck Power 50
Going First 52
Going Second 44
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Stun
  • Secondary strategies: Toolbox, Midrange
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Extra Deck Runick/synchro pressure after Quick-Play spells skip the Battle Phase and remove the opponent's interaction; White Forest and Synchro boss monsters (Diabell, Chaos Angel, TY-PHON) once the board is stable
  • Turn 1 (going first): Open Runick Tip, Runick Destruction, or Runick Flashing Fire to banish interaction and summon a Runick Extra Deck monster through the Extra Monster Zone
  • Turn 2 (going second): Hold Ash Blossom, Infinite Impermanence, and Effect Veiler as hand traps, then pivot into Runick spell-based removal on the opponent's follow-up
  • Recovery: Runick Fountain recycles up to 3 Runick Quick-Play Spells from the GY, and Runick Tip or Radiant Typhoon Vision refill the hand
  • After siding: No Side Deck is registered, so there is no post-side plan; the list cannot adapt between games

Why it scores here

This list does not earn a normal score because it is illegal: Ash Blossom & Joyous Spring runs 3 copies against an OCG limit of 2, and Runick Fountain runs 3 against a limit of 1. The structural read is therefore theoretical only. As a system, the deck opens reliably, since the Runick core has about a 97% chance of at least one copy in a 5-card opening hand, and it converts that access into interaction and Extra Deck summons through Quick-Play spells that skip the Battle Phase. Its main strength is interaction density: about 15 negation-text and 18 removal-text cards, plus 7 hand traps, covering the opponent's responses on both turns. Pressure is limited, with no recorded boards and few cards that close the game on their own. The score is not an average of card scores and does not reflect the popularity of the archetype. It is capped at 30 until the copy counts are legal.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 P(>=1 Runick core in opening 5) ≈ 0.97 across 19 core copies; starter density is strong, though converting it needs multiple specific cards (Inferred)
D2 Opening-Hand Quality & Brick Management 45 Seven one-copy techs and many hand-dependent Quick-Play spells raise brick and dead-card risk in some hands; no recorded boards to check (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable combos; ceiling is text-only. Runick Quick-Play spells chain into Extra Deck summons and banish-based removal, but no concrete boards support a high ceiling (Inferred)
D4 Combo Floor & Median Output 35 No recorded boards, so the median is unknown. Output likely depends on opponent interaction and on drawing one of several specific pieces (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Multiple hand traps and Quick-Play spells give alternative lines after a disruption, but the engine still needs Runick spells to be live (Inferred)
D6 Resource Economy, Recovery & Grind 55 Runick Fountain and Runick Tip recover and reload resources; the deck runs about 13 searcher-text cards (Inferred)
D7 End-Board & Interaction Quality 75 Strong layered interaction: about 15 negation-text and 18 removal-text cards, plus 7 hand traps, with the copy-limit violations inflating this read (Inferred semantic + verified flags)
D8 Going-Second & Board-Breaking Power 45 Going-second hand traps are plentiful, with roughly 71% chance of at least one hand trap in a 6-card hand, but board-breaking is mostly removal rather than mass removal (Inferred)
D9 Offensive Pressure & Closing Power 35 Closing power is modest: a few boss monsters (Chaos Angel 3500, Chengying 3000, TY-PHON 2900) with no recorded attack-conversion data (Verified stats + Inferred)
D10 Main Deck Efficiency & Flexibility 55 40 main cards with 19 distinct, 7 one-copy techs; the list is reasonably compact but carries 55 off-archetype-name copies (Verified composition)
D11 Extra Deck Efficiency & Coverage 60 14 distinct Extra Deck cards across Fusion, Synchro, and one Xyz, with Runick and White Forest engines spread across them (Verified composition + Inferred)
D12 Side Deck Adaptability 20 No Side Deck is registered, so no post-side plan can be evaluated and adaptability is minimal (Verified: side_count 0)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated meta sample; matchup fit is unknown and treated as provisional (Provisional)
D14 Pilotability & Error Tolerance 35 Chained Quick-Play sequencing, skip-Battle-Phase timing, and hand-trap decisions raise the pilot skill floor (Inferred)

How the score was computed

Strategy profile: 0.8 Stun + 0.2 Toolbox (disclosed); D13 dropped and renormalized because no meta sample exists. Structural ≈ 50, Going First ≈ 52, Going Second ≈ 44, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist_exposure (-10). Final formula: 0.80*Structural(50) + 0.20*TournamentReliability(45) + ContextModifiers(-10) = 39, then capped at 30 because the list is Illegal (theoretical/structural-only)

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 layered interaction: negation and removal text across many cards
  • Reliable access to the Runick core in opening hands
  • Multiple Extra Deck routes through Runick and synchro monsters

Weaknesses

  • Illegal copy counts for Ash Blossom and Runick Fountain
  • No Side Deck, so no adaptation
  • Low offensive closing power and no recorded combo data

Critical choke points

  • Runick Quick-Play spells as the sole engine activator for Extra Deck summons
  • Single-copy Extra Deck bosses with no alternate route in the evidence
Priority Remove Add Reason
1 1x Ash Blossom & Joyous Spring (3 to 2) and 2x Runick Fountain (3 to 1) Replace the excess copies with a legal card from the core list, for example Sleipnir the Runick Mane (60% core inclusion in usage stats, currently absent). Verify its banlist status before adding. Makes the list legal, which is required before a normal Final Contextual score can apply
2 Off-archetype 1-copy techs if they do not support the Runick plan Add a Side Deck of 15 cards so the list can adapt between games Raises post-side adaptability (D12), currently the weakest dimension

Evidence & confidence

  • Verified: Legality: 40 Main, 15 Extra, 0 Side; Ash Blossom and Runick Fountain exceed OCG copy limits; Card text and banlist statuses from the evidence pack; Usage stats: Runick core cards at 60–100% inclusion; Sleipnir and TY-PHON are core cards missing here
  • Inferred: Hypergeometric starter access ≈ 0.97 for the Runick core; 0.34 per 3-copy card in a 5-card hand; Interaction density estimate from text roles; Going-first and going-second splits from card text and hand-trap probabilities
  • Provisional: Meta Power (null, no dated metagame sample); Matchup fit (D13), with no tournament data
  • Data gaps: No combos supplied: floor, median, and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot records are absent No win-rate telemetry for going-first, going-second, matchups, or brick rate No Side Deck registered Meta Power is provisional without a dated metagame sample

More OCG Info

Runick (Mysterune)

Runick (Mysterune) Breakdown

 
 

 

 

 

 

 

 
 

 

 
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