Danger! Deck #769457 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Chaos Summoning Beast x3, Dark Beckoning Beast x3, Dark Summoning Beast x3. Created Oct 20, 2026 by YGO Mod.

Deck Danger! OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 20, 2026
52± 8/ 100
Power Score
Structural 60
Reliability 45
Going First 60
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 52/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 60
Going First 60
Going Second 62
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Combo
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Summon Armityle the Chaos Phantasm (Fusion, 10,000 ATK on your turn) by banishing Uria, Hamon and Raviel, or beat down with the 4000-ATK Lords; Superdreadnought Rail Cannon Gustav Max and Super Dora chip damage and removal from Xyz material
  • Turn 1 (going first): Search a Lord-enabler (Chaos Summoning Beast, Phantasmal Summoning Beast, Dark Beckoning Beast or Dark Summoning Beast), then set up 3 Fiends, 3 face-up Traps or 3 face-up Continuous Spells to Special Summon a Lord
  • Turn 2 (going second): Use the 4 hand traps (Ghost Belle x2, Ghost Ogre, Droll & Lock Bird) to slow the opponent, then find a Lord and Fusion into Armityle
  • Recovery: Searchers plus Lord GY effects (Uria gains ATK per Continuous Trap in the GY) rebuild the Lord from the Deck
  • After siding: No side deck is registered, so no post-side plan exists; the deck can only repeat its main-deck plan

Why it scores here

The deck reliably opens into a searcher: P(at least one searcher-text card in a 5-card opening hand) is about 0.96, so the engine is accessible on turn one. The Lord-summon conditions are the real constraint: P(at least one of the 8 Lords in 5 cards) is about 0.69 going first and about 0.76 going second, but each Lord also needs 3 Fiends, 3 face-up Traps or 3 face-up Continuous Spells in place, and the deck has only 4 Traps and 4 Continuous Spells to supply that. Conversion and ceiling come from text (Armityle's 10,000 ATK and Lord-level 4000 ATK bodies), not from any recorded board, so the combo scores are Inferred. Interaction is broad (Awakening negations, Skill Drain, Cerulean Skyfire, Fallen Paradise protection, four hand traps, Gangaridai removal) and earns points for the system, not for the archetype label or averaged card scores. The deck has no side deck and no meta data, so its adaptability is low and its matchup fit is Provisional.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(>=1 searcher-text card in 5) ~0.96; P(>=1 Lord in 5) ~0.69 going first, with summon conditions (Inferred)
D2 Opening-Hand Quality & Brick Management 55 8 cards at 3 copies and redundant searchers reduce dead hands, but Lord-enabling Traps and Continuous Spells are thin (Inferred)
D3 Combo Conversion & Ceiling 70 Armityle x3 plus three Lord bodies and Awakening give a high text-based ceiling; no recorded boards exist (Inferred)
D4 Combo Floor & Median Output 50 No recorded boards; median depends on the Lord set-up conditions being met, so it sits at the middle (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Four searchers and several Beast starters give two or more independent routes after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 66 Searchers and Uria's GY-based ATK gain help rebuild; no resource telemetry exists (Inferred)
D7 End-Board & Interaction Quality 70 Awakening, Skill Drain, Cerulean Skyfire, Fallen Paradise and four hand traps give layered interaction (Verified card text, Inferred quality)
D8 Going-Second & Board-Breaking Power 62 Four hand traps plus Harpie's Feather Duster give going-second answers; the Lords are weak to a Lord-removal board (Inferred)
D9 Offensive Pressure & Closing Power 74 Three 4000-ATK Lords and a 10,000-ATK Armityle (on your turn) close games quickly, but there is no direct-damage package beyond Gustav Max (Verified stats, Inferred)
D10 Main Deck Efficiency & Flexibility 60 40 main cards run 20 distinct names with a full 3-copy core, but 15 non-monster slots and 8 singletons use slots flexibly (Inferred)
D11 Extra Deck Efficiency & Coverage 58 15 Extra slots hold 4 Fusions (Armityle x3 needs all three Lords), 7 Links and 4 Xyz; the Fusions depend on Lord availability (Inferred)
D12 Side Deck Adaptability 10 side_count = 0; no post-side plan or side construction exists to adapt matchups (Verified)
D13 Matchup Coverage & Format Fit 50 No dated metagame or tournament data; archetype meta-share unavailable, so the score is neutral (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step summon procedures with face-up requirements and a large Extra-Deck decision tree make the deck demanding to pilot (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 60, Going First ≈ 60, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: No side deck (-3); Summon-condition choke points (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.96 · 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

  • Four searchers plus Lord-enablers make the engine reliably accessible on turn one
  • Three 4000-ATK Lords and a 10,000-ATK Armityle give high closing power
  • Layered interaction: Awakening, Skill Drain, Cerulean Skyfire, Fallen Paradise and four hand traps

Weaknesses

  • No side deck, so the deck cannot adapt between games
  • Lord summon conditions depend on a narrow count of Traps, Continuous Spells and Fiends
  • Usage data shows only 1 of 11 standard core cards present

Critical choke points

  • Lord summon conditions: 3 Fiends for Raviel, 3 face-up Traps for Uria, 3 face-up Continuous Spells for Hamon
  • Armityle's fusion needs all three Lords on the field
Priority Remove Add Reason
1 One Harpie's Feather Duster or one Foolish Burial (or one singleton) Side-deck cards A side deck of 0 is a complete adaptability gap; adding even 3 to 5 side cards gives a post-side plan (Inferred).
2 One Dark Summoning Beast A fourth Trap or Continuous Spell enabler Uria and Hamon need 3 face-up Traps or Continuous Spells; more enablers reduce summon failures (Inferred).

Evidence & confidence

  • Verified: Main 40 and Extra 15 legal for OCG; all Limited singletons run at 1 copy; No cards are Forbidden; side_count is 0; Card text for Lords, Armityle, Awakening, Skill Drain, hand traps
  • Inferred: Lord access probabilities (0.69 first, 0.76 second); Summon-condition bottleneck from Trap, Continuous Spell and Fiend counts; Ceiling and median from text only; no recorded boards; Usage data indicates a non-standard build (1 of 11 core cards)
  • Provisional: Meta Power and matchup fit (D13) without a dated metagame sample; Tournament reliability without tournament data
  • 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/second, matchup and brick rates are Inferred or Unknown Meta Power is Provisional without a dated metagame sample Deck title is null and the platform archetype label Danger! does not match the card pool (the engine is Sacred Beast Lords)

More OCG Info

Danger!

Danger! Breakdown

 
 

 

 

 

 

 

 
 

 

 
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