Toon Deck #769088 — Yu-Gi-Oh! OCG

55 Main, 12 Extra, incl. Fluffal Cat x3, The Abyss Dragon Swordsoul x3, Dark Rabbit x3. Created Oct 20, 2026 by YGO Mod.

Deck Toon OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
30± 8/ 100
Power Score

Deck — Deck Power Evaluation

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

  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 58 / Extra 12 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Toon World enables Blue-Eyes Toon Dragon and Toon Mermaid (Toon monsters that must be Special Summoned while Toon World is face-up), with Toon Dark Magician and Toon Cyber Dragon as direct-attack threats; Link and Synchro pressure (Chaos Angel, Psychic End Punisher, Worldsea Dragon Zealantis, Arms of Genex Return Zero) once the board is stabilised
  • Turn 1 (going first): Search Toon World (Toon Bookmark or Toon Table of Contents), set up the Toon World board, then use hand traps (Ash Blossom, Ghost Belle, Effect Veiler) to protect the first Toon summon
  • Turn 2 (going second): Hand traps (Effect Veiler, Droll & Lock Bird, Ghost Ogre & Snow Rabbit, Infinite Impermanence) to disrupt the opposing board, then a Toon or Link follow-up through the remaining hand
  • Recovery: Toon Table of Contents and Toon Bookmark rebuild the Toon World enabler; Rainbow Bridge Bifrost and Terraforming add Field Spells for flexibility
  • After siding: No Side Deck is registered, so no post-side plan can be scored; the deck cannot adapt between games

Why it scores here

The deck is scored as a system, not as an average of its cards. Its legality is broken: Ash Blossom & Joyous Spring is run three times against a Semi-Limited limit of two, and Toon Cannon Soldier is run despite being Forbidden, so the evaluation is capped as theoretical/structural only. The strongest points are interaction density (17 negation and 21 removal text hits, 15 hand traps) and a credible going-second plan, which together lift Interruption Resilience and Going-Second scores. The engine is the main weakness: only 11 of 58 Main Deck cards carry the exact Toon archetype name (15.7% purity), so Toon World is a single enabler that is only partly supported by its searchers, and the Toon monsters are dead without it. There is no combo data, no side deck and no tournament link, so Floor, Ceiling and Meta are scored as inference only and popularity earned no points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(>=1 of a 3-copy card in opening hand of 5) ≈ 0.24; searcher group P(>=1) ≈ 0.73; archetype core P ≈ 0.54; Toon World engine is a single-copy-per-card bottleneck (Inferred)
D2 Opening-Hand Quality & Brick Management 42 Hand traps and searchers are common, but 17 singles plus 13 triples and off-archetype spread (59 of 70 non-Toon copies) produce a high risk of dead or conflicting openers (Inferred)
D3 Combo Conversion & Ceiling 35 No recorded boards; ceiling is text-only: Toon World into Blue-Eyes Toon Dragon or Toon Mermaid, or Chaos Angel and Psychic End Punisher, is plausible but unverified (Inferred)
D4 Combo Floor & Median Output 30 No recorded boards; median output cannot be measured, so the floor is scored conservatively (Provisional)
D5 Interruption Resilience & Route Redundancy 50 Multiple hand traps (15) and two search routes to Toon World give some redundancy after an interruption; no recorded line evidence (Inferred)
D6 Resource Economy, Recovery & Grind 40 Toon World costs 1000 LP and Toon monsters cost 500 LP each to attack with; recursion is limited to Toon Bookmark and Toon Table of Contents (Inferred)
D7 End-Board & Interaction Quality 65 17 negation-text cards, 15 hand traps and 21 removal-text cards give broad interaction; Toon Terror and Ghost Ogre add layered answers (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 60 Going-second plan is hand-trap heavy and mirrors the deck's strengths; no going-second split exists (Inferred)
D9 Offensive Pressure & Closing Power 55 Blue-Eyes Toon Dragon (3000), Toon Dark Magician (2500), Chaos Angel (3500) and Psychic End Punisher (3500) give closing threats, but the Toon ones depend on Toon World (Inferred)
D10 Main Deck Efficiency & Flexibility 40 58 Main Deck cards spread across 31 distinct names with 13 triples and 17 singles; 13 searchers plus an unresolved passcode dilute density (Inferred)
D11 Extra Deck Efficiency & Coverage 50 12 Extra Deck cards (6 Link, 3 Synchro, 3 Fusion) cover several routes, but Link and Synchro requirements are loosely aligned with the Toon Main Deck (Inferred)
D12 Side Deck Adaptability 10 No Side Deck is registered (side_count 0), so post-side adaptation cannot be scored (Verified)
D13 Matchup Coverage & Format Fit 35 No tournament link or dated metagame sample; archetype meta-share is absent (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Toon World setup, hand-trap timing and Link and Synchro material decisions are demanding for an average pilot (Inferred)

How the score was computed

Strategy profile: Midrange primary, Toolbox secondary (Inferred). Modifiers: none.


More OCG Info

Toon

Toon Breakdown

 
 

 

 

 

 

 

 
 

 

 
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