Phantom Beast (Chimera) Deck #769284 — Yu-Gi-Oh! OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
30± 8/ 100
Power Score
Structural 57
Reliability 45
Going First 60
Going Second 55

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 57
Going First 60
Going Second 55
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Combo
  • Format: ocg

Legality

Main 49 / Extra 15 / Side 0 — status: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Fusion and Link summons from the Extra Deck (Chimera, Fiendsmith, Guardian Chimera, Chaos Angel) that convert the board into a large attacker; Fiendsmith's Lacrima and Fiendsmith's Desirae as Fiendsmith-engine boss monsters, with Chimera the Illusion Beast as an alternate fusion finisher
  • Turn 1 (going first): Open with Nightmare Apprentice or Gazelle to search the Chimera Fusion / Fiend key cards, then use Chimera Fusion or Mulcharmy draw effects to reach a Fusion Summon. Not verified by recorded boards.
  • Turn 2 (going second): Play a hand trap (Ash Blossom, Droll & Lock Bird, Evenly Matched, Cornfield Coatl) to disrupt the opponent's first engine, then rebuild through Mulcharmy draws and Chimera Fusion. Not verified by recorded boards.
  • Recovery: Recycle through Nightmare Apprentice and Gazelle searches, plus Mulcharmy draw effects and Fiendsmith GY revival (Lacrima / Requiem) to rebuild a board after a disruption. Inferred from card text only.
  • After siding: No Side Deck is registered, so there is no post-side plan. The deck cannot adapt between games in this export.

Why it scores here

The deck is scored as a connected system, not as an average of its cards. Its consistency comes from a core of Nightmare Apprentice, Gazelle, Chimera Fusion and Mulcharmy draw effects that together make the engine reachable on turn 1 to 2 (P of at least one core card in a 5-card hand is about 0.91, Inferred). Interaction is broad, with about 14 hand traps and disruption cards and a good chance of a hand trap going second, which earns the going-second and interaction scores. Conversion and floor are lower: no recorded boards exist, so the combo ceiling and median are text-only estimates. The deck has no side deck and its legality is broken, so it is capped at 30 and labelled theoretical or structural only. Popularity or archetype usage did not earn points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(at least one core-group card in a 5-card opening hand) ≈ 0.91; P(Chimera Fusion or Apprentice in hand) ≈ 0.28 each; the list is over copy limit on Ash and Engraver (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Brick and dead-card risk from 16 tech / singleton slots and 18 singleton cards; 7 hand-trap-tagged cards help hands stay live (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards; the Chimera Fusion and Fiendsmith fusion lines are read from card text only (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards, so no median power index; floor estimated from tech density and singleton starters (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Multiple searchers (16 searcher-tagged cards) and 7 hand traps give alternate routes after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Mulcharmy draw effects and Nightmare Apprentice recursion give some card economy; no resource signature is available (Inferred)
D7 End-Board & Interaction Quality 70 About 14 interaction or removal-tagged cards, including Ash Blossom, Droll & Lock Bird, Lightning Storm and Harpie's Feather Duster (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 65 Going-second value from Ash, Droll, Evenly Matched and Cornfield Coatl against a board; no going-second split (Inferred)
D9 Offensive Pressure & Closing Power 60 Boss monsters include Guardian Chimera (3300 ATK), Chaos Angel (3500 ATK) and Chimera Illusion Beast (3100 ATK); closing depends on Extra Deck access (Verified stats, Inferred)
D10 Main Deck Efficiency & Flexibility 50 49 Main Deck cards in the 40–60 range; 18 singleton and 16 tech slots reduce coherence (Verified count, Inferred quality)
D11 Extra Deck Efficiency & Coverage 58 15 Extra Deck cards with 8 Fusion, 6 Link and 1 Synchro; several are not in the usual core (Chimera the King, Guardian Chimera, Berfomet) (Verified count, Inferred use)
D12 Side Deck Adaptability 20 No Side Deck is listed (0 cards), so there is no post-side plan; scored low (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated meta sample; archetype share is not available (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step fusion and hand-trap timing, with many decision points per turn (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 57, Going First ≈ 60, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist_exposure (-8). Final formula: 0.80*Structural(57) + 0.20*TournamentReliability(45) + ContextModifiers(-8) = 46.6 before the legality cap; capped to 30 because legality status is Illegal (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.91 · 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

  • Broad interaction suite (about 14 hand traps and disruption spells)
  • Multiple searchers and draw effects keep the hand functional
  • Strong Extra Deck bosses with flexible Fusion and Link access

Weaknesses

  • Illegal copy-limit and Forbidden card violations
  • No Side Deck, so no post-side adaptation
  • High singleton and tech count reduces consistency

Critical choke points

  • Chimera Fusion is one card for the fusion line; copy limit on Ash and Engraver affects the hand cushion
  • Dependence on Extra Deck fusion/link access without a recorded line
Priority Remove Add Reason
1 Triple Tactics Talent (1 copy, Forbidden) A legal non-Forbidden card of the deck's choice Forbidden in OCG; the list cannot be legal while it is in the Main Deck.
2 1 Ash Blossom & Joyous Spring (3 copies, limit 2) A legal card of the deck's choice Copy limit is 2 for Semi-Limited OCG status.
3 1 Fiendsmith Engraver (2 copies, limit 1) A legal card of the deck's choice Limited to 1 copy in OCG.
4 Optional: 2 to 3 tech singletons Side Deck cards (up to 15) A Side Deck is currently empty and would give the deck post-side adaptability.

Evidence & confidence

  • Verified: Legality: 3 copy-limit violations and Triple Tactics Talent is Forbidden in OCG; Main Deck size 49 (within 40-60), Extra Deck 15 (within 0-15), Side Deck 0; Card texts and banlist statuses for all 49 Main and 15 Extra cards; Usage stats: Chimera Fusion, Gazelle and Apprentice are core cards
  • Inferred: Core engine P(≥1 in 5-card hand) ≈ 0.91; Going-second hand-trap P ≈ 0.62; Structural score 57 from Midrange profile
  • Provisional: Meta power is null; no dated meta sample; D13 matchup fit set at neutral 50
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied Side Deck is empty; no post-side data

More OCG Info

Phantom Beast (Chimera)

Phantom Beast (Chimera) Breakdown

 
 

 

 

 

 

 

 
 

 

 
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