Ninja Deck #769212 — Yu-Gi-Oh! OCG

55 Main, 14 Extra, incl. Artifact Lancea x3, Mitsu the Insect Ninja x3, Mulcharmy Fuwalos 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: LowEvaluated Oct 20, 2026
36± 8/ 100
Power Score
Structural 50
Reliability 40
Going First 46
Going Second 56

Deck — Deck Power Evaluation

Final Contextual Deck Power: 36/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 50.3
Going First 46
Going Second 56
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 55 / Extra 14 / Side 0 — status: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Ninja monster beatdown and Ninjitsu Art value, backed by Fusion, Link and Xyz boss monsters (Meizen, Yaguramaru, Saizo, Borrelsword, TY-PHON); Disruption from hand traps and negations that lets Ninja bodies attack through an interrupted opponent
  • Turn 1 (going first): Open a Ninja starter (Tobari, Mitsu, Hanzo or Green Ninja) and use Ninjitsu Art Notebook or Hanzo to find more Ninja bodies, then Fusion or Link into a boss. Hand traps are held for the opponent's first activation.
  • Turn 2 (going second): Hold hand traps (16 copies, about 89% to hold at least one in a six-card hand) to stop the opponent's board, then rebuild with Ninja bodies and Ninjitsu Art Tool or Duplication.
  • Recovery: Ninja monsters recur from the GY (Tobari, Baku, Kagero, Iron Digger) and Hanzo and Notebook re-search Ninja bodies and Ninjitsu Art.
  • After siding: Not evaluable: the deck has no Side Deck, so there is no post-side plan.

Why it scores here

The deck reliably opens a Ninja starter: the 22 exact-name Ninja cards give about 93% chance of at least one in a five-card opening hand (Inferred), and a Ninja body or Ninjitsu Art search is usually reachable by turn two. Its hand-trap density (16 copies, about 89% to hold one in a six-card hand) gives it real going-second disruption. Conversion into pressure relies on Fusion, Link and Xyz bosses, but only 32% of the Main Deck is exact-name Ninja and 47 slots are off-archetype (Mulcharmy, Eyes Restrict, Invoked, Spright, Book of), so the engine is diluted and the bricking risk is high. No recorded boards exist, so floor, median and ceiling are text-only inference and are not averaged. The score is capped at 36 because the list is Illegal: Ash Blossom & Joyous Spring is run three times against an OCG limit of two. Popularity did not earn points, and card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(at least one of 22 Ninja-core cards in a 5-card hand) = 0.93; but no single starter has more than 25% per-card odds, so the opening depends on the Ninja core being present (Inferred)
D2 Opening-Hand Quality & Brick Management 45 Hand-trap density and off-archetype Mulcharmy/Book slots create dead draws; 0 Side Deck to fix them; brick rate estimated high (Inferred)
D3 Combo Conversion & Ceiling 50 No parseable boards; ceiling read from text: Fusion/Link/Xyz bosses plus Ninjitsu Art Tool and Duplication (Inferred)
D4 Combo Floor & Median Output 40 Median output unknown with no boards; text-only read puts the floor well below the ceiling (Inferred)
D5 Interruption Resilience & Route Redundancy 58 9 negation-text cards, Ninja GY recursion (Tobari, Baku, Kagero) and Green Ninja give redundant re-entry after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 50 5 searcher-text cards (Hanzo, Notebook, Reinforcement, Iron Digger) and GY recursion give some grind; Instant Fusion and Ash over-limit do not help the economy (Inferred)
D7 End-Board & Interaction Quality 55 10 removal-text cards and Dancing Leaves/Jioh give layered interaction, but Ash Blossom is over the copy limit (Inferred)
D8 Going-Second & Board-Breaking Power 62 Hand-trap density gives about 89% chance of holding one at going second; board-breaking from Jioh and Dancing Leaves is text-only (Inferred)
D9 Offensive Pressure & Closing Power 58 Boss monsters are real and strong (TY-PHON 2900, Borrelsword 3000 with 3 Link effects, Meizen 2500) but only one Borrelsword copy is in the Extra Deck list and no closing lines are recorded (Inferred)
D10 Main Deck Efficiency & Flexibility 42 55 Main Deck cards with 32% exact-name purity; 23 Level 0 spells/traps and 8 Mulcharmy cards dilute the engine (Verified count, Inferred effect)
D11 Extra Deck Efficiency & Coverage 55 14 of 15 Extra slots used across Fusion, Link and Xyz with off-archetype bosses (Invoked, Spright, Eyes Restrict); coverage is wide but unfocused (Verified count, Inferred)
D12 Side Deck Adaptability 10 No Side Deck (0 of 15); no post-side plan or adaptability exists (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated meta sample; archetype_stats show Ninja core usage but no matchup or meta-share data (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Ninjitsu Art and Fusion/Link chains with many decision points and a high brick rate; demanding for a casual pilot (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 50.3, Going First ≈ 46, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Legality: over copy limit (Illegal) (-12). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Final = 48.2 before the legality modifier, then -12 for Illegal status = 36

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.93 · 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

  • Large Ninja core: 22 exact-name cards, about 93% to open at least one in a five-card hand (Inferred)
  • Heavy hand-trap and negation density (16 hand traps, 9 negation texts) for going second (Inferred)
  • Strong boss options across Fusion, Link and Xyz (TY-PHON, Borrelsword, Meizen, Yaguramaru)

Weaknesses

  • Illegal list: Ash Blossom run 3 times against an OCG limit of 2 (Verified)
  • No Side Deck, so no post-side adaptability (Verified)
  • Low archetype purity (31.9%) with 47 off-archetype slots dilutes the engine (Verified count)
  • Many dead draws possible from 8 Mulcharmy cards and Level 0 spells/traps (Inferred)

Critical choke points

  • Ninja starter presence in the opening hand (about 93% for the core group, but no single card above 25% per copy) (Inferred)
  • Ninjitsu Art value chain depends on Hanzo, Notebook and Iron Digger; loss of these removes the engine (Inferred)
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring 1 Ninja or Ninjitsu Art card within the OCG limit Fixes the illegal copy count (Verified) and keeps the hand-trap count near 15, which is still high for consistency (Inferred).
2 1 Mulcharmy Meowls 1 Ninja monster Raises archetype purity from 31.9% and reduces dead draws when the Mulcharmy engine is absent (Inferred).
3 0 1 to 3 Side Deck cards (for example extra hand traps or a counter to the expected matchup) A Side Deck is currently empty, so no post-side plan exists (Verified).

Evidence & confidence

  • Verified: Main 55 and Extra 14 are within OCG size rules (40-60 and 0-15); Ash Blossom & Joyous Spring: 3 copies vs OCG limit of 2 (Semi-Limited); 0 Side Deck cards; Archetype purity 31.9%, 47 off-archetype copies; Copy histogram: 8 at 1 copy, 4 at 2, 13 at 3
  • Inferred: Opening and hand-trap hit rates from hypergeometric estimates; Engine conflict and brick estimate from off-archetype count; Starter-diversity and recursion reads from card text; Strategy classification as Midrange with Stun and Toolbox secondaries
  • Provisional: Meta Power (null, no dated metagame sample); Matchup and format fit (no tournament link or meta-share)
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference No tournament link; archetype meta-share and per-pilot match record are absent No win-rate telemetry (going-first/second, matchup, brick/starter/OTK rates) Meta Power is Provisional unless a dated metagame sample is supplied Deck has no title (deck_name null) No Side Deck

More OCG Info

Ninja

Ninja Breakdown

 
 

 

 

 

 

 

 
 

 

 
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