Mermail Deck #768996 — Yu-Gi-Oh! OCG

60 Main, 15 Extra, incl. Abyssrhine, the Atlantean Spirit x3, Atlantean Dragoons x3, Mermail Abyssteus x3. Created Oct 20, 2026 by YGO Mod.

Deck Mermail OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 20, 2026
35± 12/ 100
Power Score
Structural 51
Reliability 40
Going First 50
Going Second 48

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±12 · Confidence: Low)

Overall score Value
Structural Deck Power 51
Going First 50
Going Second 48
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Control, Toolbox
  • Format: ocg

Legality

Main 60 / Extra 15 / Side 0 — status: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Extra Deck boss monsters from the Atlantean / Mermail / Abyss- / Daedalus pools (e.g. Poseidra Abyss, Mermail Abyssgaios, Levia-Dragoon - Daedalus), reached through Atlantean and Mermail searchers and recursion from the Graveyard.; Board pressure from Atlantean Dragoons direct attacks and Level 3 or lower Sea Serpent monsters, plus Umi / Atlantis field-driven Extra Deck summons.
  • Turn 1 (going first): Open on a searcher-into-engine line (Neptabyss, Mermail Abyssteus, Mermail Abysspike) and use Atlantean and Mermail searches to find a Level 7 or Xyz/Link enabler; hold Ash Blossom and Droll & Lock Bird as interaction.
  • Turn 2 (going second): Use Ash Blossom, Droll & Lock Bird, Dominus Impulse and The Great Gallant Bandit to interrupt the opponent's first summon or search, then convert with Mulcharmy draw effects and the Extra Deck bosses.
  • Recovery: Graveyard recursion through Atlantean and Mermail monsters that send themselves to the GY for effects (Abyssrhine, Atlantean Heavy Infantry, Mermail Shadow Squad, Abysstrite), and searchers that rebuild the hand.
  • After siding: Not available: the deck runs no Side Deck (side_count 0), so there is no post-side plan in this list.

Why it scores here

The deck is scored as a system, not as an average of its card scores. Its opening-hand access is decent: the searcher text group has an estimated 0.86 chance of at least one hit in a 5-card opening hand, and the archetype core group about 0.97 (Inferred). Interaction is dense on paper, with 4 hand traps and 13 negation-text cards, but the deck has no recorded boards, so the combo ceiling and median are text-only inferences and score low. The list is Illegal in OCG: Ash Blossom and Dominus Impulse are each run at 3 copies against a limit of 2, so it is capped at 35 and labelled structural-only. Popularity and archetype usage stats were not used to add points, and no tournament or meta share is attached, so Meta Power stays provisional.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 65 P(at least 1 searcher-text card in 5-card opening hand) ~0.86 and archetype core ~0.97; engine access good but unmeasured against real boards (Inferred)
D2 Opening-Hand Quality & Brick Management 60 60-card main over 33 distinct cards with 1-copy and 3-copy spread; heavy off-archetype spread (purity 8%) implies some dead draws (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable recorded boards; ceiling estimated from text only (Inferred)
D4 Combo Floor & Median Output 35 No recorded boards, so no median or floor measurement; low by default (Provisional)
D5 Interruption Resilience & Route Redundancy 45 Several hand traps (Ash Blossom, Droll & Lock Bird, Dominus Impulse, Gallant Bandit) but mostly one-card answers and no independent second line evidenced (Inferred)
D6 Resource Economy, Recovery & Grind 60 19 searcher-text cards and Graveyard recursion from several Atlantean and Mermail monsters support rebuilding (Inferred)
D7 End-Board & Interaction Quality 65 21 removal-text and 13 negation-text cards give broad interaction; no observed board data to confirm durability (Inferred)
D8 Going-Second & Board-Breaking Power 55 Going-second hand traps and Dominus Impulse can challenge a summon, but the split is unmeasured (Inferred)
D9 Offensive Pressure & Closing Power 60 Extra Deck bosses with 2800 to 3000 ATK and direct attack from Atlantean Dragoons; closing text is clear but not observed (Verified card text / Inferred)
D10 Main Deck Efficiency & Flexibility 45 Main deck is compact at 60 but only 8% exact-archetype purity and 33 distinct cards, lowering coherence; two copy-limit violations (Verified)
D11 Extra Deck Efficiency & Coverage 55 15-card Extra Deck spread across Xyz, Synchro and Link with several Mermail and Atlantean bosses; no Extra-Deck access evidence beyond the structure (Inferred)
D12 Side Deck Adaptability 10 No Side Deck (side_count 0), so no adaptability is available for best-of-3 (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link, no archetype meta share and no dated meta sample; left at a provisional neutral-low value (Provisional)
D14 Pilotability & Error Tolerance 40 No combo steps recorded; many conditional Summon and GY-trigger chains imply moderate-to-high decision load (Inferred)

How the score was computed

Strategy profile: Midrange (meta-neutral: D13 dropped and weights renormalized over 95). Structural ≈ 51, Going First ≈ 50, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-8); no side deck (-4). Final formula: 0.80*Structural(51) + 0.20*TournamentReliability(40) + ContextModifiers(-12) = 36.8; Illegal-list cap applied, final = 35 (theoretical/structural-only, not a normal Final Contextual score)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.23 · 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 searcher text (19 cards) gives good access to the engine
  • Multiple hand traps and negation text provide interaction on both turns
  • Extra Deck spread across Xyz, Synchro and Link gives several bosses
  • Mermail and Atlantean core is heavily represented and recognisable

Weaknesses

  • Illegal in OCG: two cards over the copy limit
  • Low exact-archetype purity (8%) suggests coherence depends on several sub-archetypes
  • No Side Deck, so no post-side plan
  • No recorded combos, so ceiling and median are unmeasured

Critical choke points

  • Two-card hand traps (Ash Blossom, Droll & Lock Bird) are the main interaction and are unrecoverable once spent without a searcher or recursion
  • Reliance on a Level 7 enabler and Atlantean/Mermail searches to reach the Extra Deck bosses
Priority Remove Add Reason
1 one copy each of Ash Blossom & Joyous Spring and Dominus Impulse a legal third card that does not exceed the OCG Semi-Limited copy limit Restores legality; the deck cannot receive a normal score while over the limit
2 one 1-copy tech or off-archetype card a 15-card Side Deck with one or two answers to the opposing strategy Adds the post-side plan the list currently lacks (best-of-3)

Evidence & confidence

  • Verified: Legality: 60 main, 15 extra, 0 side; Ash Blossom and Dominus Impulse over the OCG Semi-Limited limit of 2; Card text for hand traps, searchers and Extra Deck bosses taken from the evidence excerpts
  • Inferred: Starter access estimates from hypergeometric values (0.86 searcher, 0.97 archetype core); Interaction density from text role hints; Going-first and going-second estimates
  • Provisional: Meta Power and matchup fit (no dated meta sample or tournament link)
  • 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, going-second and matchup signals are Inferred or Unknown no Side Deck; post-side plan cannot be assessed deck title is null

More OCG Info

Mermail

Mermail Breakdown

 
 

 

 

 

 

 

 
 

 

 
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