Kuriboh Deck #769617 — Yu-Gi-Oh! OCG
Created by: YGO Mod (20517634)
Created On: 10/20/2026
Main Deck (59)
- Destiny HERO - Dark Angel x1
- Destiny HERO - Denier x1
- Destiny HERO - Malicious x3
- Destiny HERO - Plasma x1
- Droll & Lock Bird x1
- Elemental HERO Shadow Mist x1
- Elemental HERO Spirit of Neos x1
- Elemental HERO Stratos x2
- Masked HERO Dusk Crow x1
- Masked HERO Fountain x1
- Masked HERO Furnace x1
- Maxx "C" x1
- Miracle Ejector x1
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x3
- Neo-Spacian Aqua Dolphin x1
- The Great Gallant Bandit x3
- Vision HERO Vyon x1
- Winged Kuriboh Sabatiel LV10 x3
- Elemental HERO Neos x1
- Ash Blossom & Joyous Spring x2
- Ghost Ogre & Snow Rabbit x2
- A Hero Lives x3
- Crossout Designator x1
- EN Shuffle x1
- Fusion Destiny x3
- Harpie's Feather Duster x1
- Heavy Storm x1
- Instant Fusion x1
- Mask Change x1
- Miracle Fusion x1
- Polymerization x2
- Reinforcement of the Army x1
- Ultimate Sky x3
- Favorite Contact x1
- Red Reboot x1
- Solemn Judgment x1
- Solemn Warning x2
Extra Deck (15)
- Contrast HERO Chaos x2
- Destiny HERO - Destroyer Phoenix Enforcer x1
- Elemental HERO Clay Guardian x1
- Elemental HERO Flame Wingman - Infernal Rage x1
- Elemental HERO Shining Neos Wingman x1
- Elemental HERO Sunrise x1
- Elemental HERO Thunder Giant - Voltic Thunder x1
- Masked HERO Dark Law x1
- Vision HERO Trinity x1
- Wake Up Your Elemental HERO x1
- Xtra HERO Cross Crusader x2
- Xtra HERO Infernal Devicer x1
- Xtra HERO Wonder Driver x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 56/100 (±6 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 60 |
| Going First | 60 |
| Going Second | 64 |
| Meta Power | provisional |
| Tournament Reliability | 52 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox, Fusion
- Format: ocg
Legality
Main 59 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Fusion Summon large HERO boards (Neos, Shining Neos Wingman, Trinity, Chaos, Sunrise) and win through multi-attack and boss ATK; Mulcharmy card advantage and Destiny HERO recursion grind the opponent out over several turns
- Turn 1 (going first): Mulcharmy discard starter or Elemental HERO searcher for a 2-card bootstrap into a Polymerization or Miracle Fusion line, keeping Ash Blossom and Solemn Judgment up
- Turn 2 (going second): Hand traps (Ash Blossom, Ghost Ogre, Droll, Maxx C) and Solemn/Red Reboot to strip the opponent's first play, then Fusion or Mulcharmy draws to rebuild
- Recovery: Mulcharmy Fuwalos and Purulia draws plus EN Shuffle and Destiny HERO graveyard recursion to rebuild hand and field after a board break
- After siding: No side deck is registered in the export, so no post-side plan can be scored; any sideboarding is unverified (Inferred)
Why it scores here
The deck reliably opens functional lines through Mulcharmy draws and HERO searchers: P(at least one of the 10-copy archetype core in a going-first 5-card hand) is about 0.62 and P(at least one searcher) is about 0.69 (Inferred). It converts those openings into fusion boards and multi-attack pressure, with Neos, Shining Neos Wingman, Trinity and Chaos as closers. Interaction is the strongest part of the system: hand traps, Solemn-type negates, Heavy Storm, Feather Duster and Crossout give layered disruption, and the Mulcharmy and Destiny graveyard recursion lets it continue after a board break. The score is held down by a wide 38-distinct main with 25 singletons, no side deck, and no combo or tournament records, so the median and matchup reads stay Inferred or Provisional. Popularity in the archetype core did not earn points on its own, and no card scores were averaged into the deck score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 62 | P(>=1 of 3-copy starter in going-first 5) = 0.237; core group (10 copies) P(>=1) = 0.62; searcher group P(>=1) = 0.69 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | Brick proxy for the archetype core is 0.38 in a 5-card hand; hand traps and Mulcharmy draws reduce dead hands, but 25 singletons widen the spread (Inferred) |
| D3 | Combo Conversion & Ceiling | 62 | No parseable boards; ceiling read from text of Neos, Shining Neos Wingman, Trinity and Chaos fusion lines (Inferred) |
| D4 | Combo Floor & Median Output | 55 | No combo median available; floor assumed to be a single Mulcharmy or searcher line that reaches a mid-board (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 66 | Hand traps and Mulcharmy draw effects provide several independent lines; Destiny HERO graveyard recursion covers the disruption-recovery part (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 64 | Mulcharmy draws, EN Shuffle and Destiny HERO recursion regenerate resources across turns, but no resource_signature data exists (Inferred) |
| D7 | End-Board & Interaction Quality | 74 | Heavy Storm, Feather Duster, Crossout Designator, Red Reboot, Solemn Judgment, Solemn Warning and hand-trap negates give high interaction density (Inferred from card text and role flags) |
| D8 | Going-Second & Board-Breaking Power | 66 | Going-second plan relies on hand traps plus Dark Law and Neos boards; no going-second split data exists (Inferred) |
| D9 | Offensive Pressure & Closing Power | 70 | Boss ATK of 2500 to 3100 across Neos, Wingman, Trinity and Chaos gives strong end-board closing power (Verified card stats, Inferred conversion) |
| D10 | Main Deck Efficiency & Flexibility | 50 | 59 main with 38 distinct cards, 25 singletons and 12 searcher texts; wide list with limited garnet density (Verified composition, Inferred consistency) |
| D11 | Extra Deck Efficiency & Coverage | 64 | 15 Extra slots filled with 11 Fusion and 4 Link monsters; most fill a distinct role, though several need a specific Polymerization or Miracle Fusion route (Verified composition, Inferred) |
| D12 | Side Deck Adaptability | 20 | Side deck is 0 cards in the export, so no post-side adaptability can be measured (Verified gap) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link or dated metagame sample; archetype usage stats show a real, accessible list but no matchup data (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Multi-step fusion and discard sequences plus many singleton decisions raise the decision load (Inferred) |
How the score was computed
Strategy profile: Midrange primary, Toolbox secondary (about 80/20 by judgment; the profile is not a computed blend). Structural ≈ 60, Going First ≈ 60, Going Second ≈ 64, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: banlist exposure (-2); no side deck (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional, no dated metagame sample): 0.80*60.1 + 0.20*52 - 3 = 55.5, rounded to 56
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.62 · key two-card combo ≈ — · full-brick estimate ≈ 0.38 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Layered interaction: hand traps, Solemn-type negates, Heavy Storm, Feather Duster and Crossout
- Mulcharmy draw engine gives card advantage and a self-starting opener
- Strong Extra Deck closers: Neos, Shining Neos Wingman, Trinity, Chaos
Weaknesses
- Wide 38-distinct main with 25 singletons lowers opening-hand consistency
- No side deck registered, so no post-side plan
- Heavy Limited and Semi-Limited exposure on key interaction
Critical choke points
- Fusion Summon routes depend on Polymerization (2 copies), Miracle Fusion (1) and Instant Fusion (1); losing them to hand traps or a negate removes the board
- Mulcharmy starter count (6) is the main self-starter, so a bad hand with only singletons is a dead hand
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | One singleton off-plan tech or Limited card | A second Polymerization or a Mulcharmy-compatible searcher | Raises the going-first starter rate without adding more singletons; the reason is Inferred from the hypergeometric table |
| 2 | Single Destiny HERO singleton with low role value | One side deck (up to 15) built for the expected matchup | A side deck is the only way to score D12 above 20 and adds a post-side plan |
Evidence & confidence
- Verified: Legal in OCG BanList with 59 main, 15 extra, 0 side; restricted copies within limits; Hypergeometric starter odds from the resolved list; Usage stats show 5 core cards, all present
- Inferred: Consistency and brick estimates from hypergeometric odds and composition; Interaction density from card text and role flags; Going-first and going-second plans from card text
- Provisional: Meta Power and matchup fit: no dated metagame 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 and going-second splits are Inferred no side deck in the export; post-side plan cannot be scored deck title is null and archetype label Kuriboh does not match the HERO-based card body
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