Runick (Mysterune) Deck #769820 — Yu-Gi-Oh! OCG

48 Main, 15 Extra, incl. Morphing Jar x3, Battlefield Tragedy x3, Radiant Typhoon Vision x3. Created Oct 20, 2026 by YGO Mod.

Deck Runick (Mysterune) OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 20, 2026
35± 8/ 100
Power Score
Structural 50
Reliability 40
Going First 50
Going Second 45

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 50.3
Going First 50
Going Second 45
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Combo
  • Secondary strategies: Control, Toolbox
  • Format: ocg

Legality

Main 48 / Extra 15 / Side 0 — status: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Runick Quick-Play chain that banishes the opponent's deck and Special Summons Runick Fusion/Link monsters through the Extra Monster Zone to attack with Extra Deck boss monsters; Fusion boss monsters such as Freki the Runick Fangs and Sleipnir the Runick Mane pressuring the board after the Quick-Play lines resolve
  • Turn 1 (going first): Open a Runick Quick-Play starter (Flashing Fire, Freezing Curses, Tip, or Destruction) and use it to Special Summon a Runick monster from the Extra Deck, banishing cards along the way; the Fountain plan is not legal as built
  • Turn 2 (going second): Hold Quick-Play Runick spells to respond to the opponent's board, negate or destroy the threat, and then Special Summon a Runick Extra Deck monster to take over the board
  • Recovery: Recycle Runick Quick-Play spells from the GY (Runick Fountain, if legal) and use search effects from Runick Tip and Radiant Typhoon Vision to rebuild the starter
  • After siding: No Side Deck is registered, so there is no post-side plan

Why it scores here

The deck is built around a Runick Quick-Play engine: 40 Spells, most of them Quick-Play, that each banish cards from the opponent's Deck and Special Summon a Runick Extra Deck monster through the Extra Monster Zone. The archetype core is consistent, with 21 Runick copies giving about a 95 percent chance of at least one Runick in a 5-card opening hand, and the four 3-copy starters each have about a 29 percent chance of appearing in the opening hand. Interaction is layered through negation and removal Quick-Plays and Solemn cards, with no hand traps and no floodgates. Recorded combo data is absent, so the combo ceiling and median are text-only inferences. The deck is illegal as built because Runick Fountain runs 3 copies against a Limited cap of 1, which caps the score. The score was not raised by Runick's popularity, and no card scores were averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one 3-copy starter in 5 cards) = 0.29; 21 Runick copies give P(at least one in 5 cards) = 0.95 (Inferred)
D2 Opening-Hand Quality & Brick Management 50 40 Spells with 12 singletons and 12 triple-copy cards, so hands are redundant but many Quick-Play cards are dead without a Runick Extra Deck monster (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable boards; ceiling is a text-only read of Runick Extra Monster Zone summons and banish-based removal (Inferred)
D4 Combo Floor & Median Output 40 No parseable boards; median output is an unverified text-only inference (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Several independent Runick Quick-Play lines and negations, plus Quick-Play recursion through Runick Fountain (Inferred)
D6 Resource Economy, Recovery & Grind 55 Runick Fountain and Quick-Play recursion help rebuild, but Battle Phase skips limit the grind (Inferred)
D7 End-Board & Interaction Quality 55 7 negation-text and 30 removal-text cards with no hand traps and no floodgates (Verified text flags, Inferred quality)
D8 Going-Second & Board-Breaking Power 45 Removal and negation Quick-Plays can answer a board on the opponent's turn, but there are no hand traps and no board breaker beyond Freki and Sleipnir (Inferred)
D9 Offensive Pressure & Closing Power 45 Boss monsters are Freki 2000 ATK and Sleipnir 1500 ATK, with Garura doubling battle damage; this is a modest closing power (Verified stat / Inferred)
D10 Main Deck Efficiency & Flexibility 60 48 Main Deck cards inside the 40 to 60 range with heavy triple-copy use and no pure dead slots (Verified size, Inferred flexibility)
D11 Extra Deck Efficiency & Coverage 60 14 Fusion and 1 Link in the Extra Deck, which covers the Runick summon route with some flex (Verified composition, Inferred coverage)
D12 Side Deck Adaptability 20 No Side Deck is registered, so adaptability is scored at the floor (Verified)
D13 Matchup Coverage & Format Fit 30 No tournament link or dated metagame sample, so matchup fit is Provisional
D14 Pilotability & Error Tolerance 45 Several Quick-Play timing decisions and a Battle Phase skip on each activation raise the pilot's decision load (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 50.3, Going First ≈ 50, Going Second ≈ 45, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist_exposure (-8); no_side_deck (-4); illegal_cap (0). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 48.2 + (-12) = 36.2; capped at 35 because the deck is Illegal (theoretical/structural-only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.95 · 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

  • Consistent Runick core: 21 archetype copies give about a 95 percent chance of at least one in the opening 5 cards
  • Layered removal and negation through Quick-Play spells, with no hand-trap dependence
  • Compact 48-card main deck with an Extra Deck covering several Runick summon routes

Weaknesses

  • Illegal as built: Runick Fountain runs 3 copies against a Limited cap of 1
  • No Side Deck, so there is no post-side adaptation
  • No recorded combos, guides or tournament data to confirm the real conversion rate
  • Individual 3-copy starters appear in the opening 5 cards only about 29 percent of the time

Critical choke points

  • Runick Quick-Play starters are needed to reach the Runick Extra Deck summon, so a hand without one is largely dead
  • The Battle Phase skip on each Runick Quick-Play activation limits follow-up pressure
Priority Remove Add Reason
1 2 copies of Runick Fountain 1 copy of Runick Fountain, or a legal Runick Quick-Play Spell Fixes the OCG Limited violation so the deck can receive a normal score
2 None A Side Deck of 0 to 15 cards Adds post-side adaptability, which is currently scored at the floor

Evidence & confidence

  • Verified: Main Deck 48 and Extra Deck 15 are within the size rules; Runick Fountain has 3 copies against a Limited cap of 1 (illegal); The Runick archetype has 36 cards, and 21 are Runick core cards; No hand traps or floodgates are present
  • Observed: Usage stats show Runick Flashing Fire, Runick Freezing Curses, Runick Tip and Runick Destruction at 90 to 100 percent inclusion
  • Inferred: Opening-hand starter probabilities from the hypergeometric estimates; Interaction and resilience quality from card text; Going-first and going-second estimates
  • Provisional: Meta and matchup fit, since no dated metagame sample is supplied
  • Data gaps: no combos supplied, so combo floor, median and ceiling are text-only inference no tournament link, so archetype meta-share and per-pilot records are absent no win-rate telemetry exists in YGOVN, so going-first, going-second and matchup rates are Unknown no Side Deck registered, so post-side performance is not evaluated Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Runick (Mysterune)

Runick (Mysterune) Breakdown

 
 

 

 

 

 

 

 
 

 

 
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