Adventurer Token Deck #770092 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. The Phantom Knights of Decayed Cloak x3, The Phantom Knights of Doomed Soleret x3, The Phantom Knights of Silent Boots x3. Created Oct 20, 2026 by YGO Mod.

Deck Adventurer Token OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 20, 2026
30± 8/ 100
Power Score
Structural 52
Reliability 45
Going First 48
Going Second 56

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 52
Going First 48
Going Second 56
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Phantom Knights Xyz/Link pressure (Break Sword, Malevolent Scythe, Rusty Bardiche) backed by Adventurer Token board presence and Xyz dragons from the Extra Deck; Dark Requiem / Arc Rebellion Xyz Dragons (3000 ATK) and Super Starslayer TY-PHON as high-ATK closers
  • Turn 1 (going first): Open a Phantom Knights searcher or Rite of Aramesir, summon an Adventurer Token, then Xyz or Link into a board with hand traps held up for the opponent's first interaction
  • Turn 2 (going second): Hold 2-3 hand traps (Ash Blossom, Ghost Belle, Effect Veiler, Droll & Lock Bird) against the opponent's starter, then rebuild through Phantom Knights recursion from the GY
  • Recovery: Phantom Knights monsters and Spell/Trap recursion from the GY (Fog Blade, Umbrage Veil, Requiem) plus Fateful Adventure searches to refill the Extra Deck route
  • After siding: Not available: the deck runs 0 side cards, so there is no post-side plan

Why it scores here

The deck's strongest core is the Phantom Knights package: 7 archetype copies give about a 64% chance of at least one in an opening 5-card hand, and their GY recursion keeps lines alive after an interruption. Ten hand traps (about 85% to hold at least one when going second) give it a real going-second plan against a board. Its Extra Deck supplies high-ATK Xyz closers (3000 ATK Dragons, 2900 ATK TY-PHON) that convert advantage into pressure. The Adventurer Token half is thin: only 1 Fateful Adventure, 2 Rite of Aramesir and 2 Water Enchantress, so the engine often lacks its token, which lowers consistency and the median output. Popularity and usage data only confirm the list is real; they did not earn points. The score was built from consistency, median output, and interaction on the system, not by averaging card scores. The deck is Illegal (1 copy of the Forbidden Called by the Grave), so the score is capped and structural-only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 50 P(at least one of 7 Phantom Knights core in opening 5) ≈ 0.64; Adventurer Token starters are only 5 copies total (Inferred)
D2 Opening-Hand Quality & Brick Management 50 10 hand traps and 10 searchers give a functional hand most draws; some dead Adventurer draws without a token on field (Inferred)
D3 Combo Conversion & Ceiling 45 No recorded boards supplied; ceiling is an inference from the Xyz and Link Extra Deck and recursion text (Inferred)
D4 Combo Floor & Median Output 40 No combos or median index supplied; floor set low to reflect the thin token engine (Provisional)
D5 Interruption Resilience & Route Redundancy 58 Hand traps and multiple Phantom Knights recursion routes give some route redundancy after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 GY recursion from several Phantom Knights monsters and Spell/Traps plus searchers recover resources (Inferred)
D7 End-Board & Interaction Quality 62 27 removal-text and 13 negation-text cards plus Fog Blade and Umbrage Veil give layered interaction (Inferred)
D8 Going-Second & Board-Breaking Power 60 Going second with 10 hand traps has an 84.5% chance of holding at least one hand trap in 6 cards (Inferred)
D9 Offensive Pressure & Closing Power 60 Extra Deck holds 3000 ATK Dragons and a 2900 ATK TY-PHON for closing; piercing and direct attack text not verified (Inferred)
D10 Main Deck Efficiency & Flexibility 50 40-card main with 25 distinct cards, 14 singletons and 11 tech; compact but tech-heavy with a loose Adventurer subtheme (Inferred)
D11 Extra Deck Efficiency & Coverage 60 15 Extra slots filled with 14 distinct cards (Xyz 11, Link 4); mostly flexible, with several singleton routes (Verified)
D12 Side Deck Adaptability 20 No side deck is run, so no post-side adaptation exists (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link; archetype meta-share not available, so format fit cannot be measured (Provisional)
D14 Pilotability & Error Tolerance 50 Several Xyz and Link routes with multiple summon-branch decisions; moderate complexity for the pilot (Inferred)

How the score was computed

Strategy profile: Midrange primary with Stun secondary, approximate 80/20 (Midrange weights used for the structural sum). Structural ≈ 52, Going First ≈ 48, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist exposure (-8); engine conflicts (-4). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) = 50.2, then -12 modifiers = 38.2, then capped at 30 by the Illegal-deck rule

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.64 · 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

  • Phantom Knights core (7 copies) is about a 64% opener and recurs from the GY
  • 10 hand traps give a strong going-second plan (about 85% to hold one)
  • High-ATK Xyz closers in the Extra Deck

Weaknesses

  • Illegal list: Called by the Grave (Forbidden) is run
  • Adventurer Token engine is thin (5 starter copies) and often unlit
  • No side deck, so no post-side plan
  • No combo data, so the ceiling and median are inferred

Critical choke points

  • The Adventurer Token must be on field for Water Enchantress, Illegal Knight and Wandering Gryphon Rider to work
  • Single Forbidden card makes the list illegal until removed
Priority Remove Add Reason
1 Called by the Grave a legal hand trap or Phantom Knights engine card Forbidden card; the deck is Illegal until it is removed
2 Dracoback, the Rideable Dragon an extra Adventurer Token starter Equip spell that needs a monster on field; more token starters would lift the thin token engine
3 a 3-card side deck The deck runs no side cards, so there is no post-side adaptation

Evidence & confidence

  • Verified: Called by the Grave is Forbidden in OCG and run 1 copy, making the list Illegal; Main 40 and Extra 15 are within size rules; Side 0 is within 0-15; Droll & Lock Bird and S:P Little Knight are Limited at 1 copy; Ash Blossom is Semi-Limited at 2 copies, all legal; No side deck is run
  • Observed: Archetype usage: Wandering Gryphon Rider, Fateful Adventure, Dracoback at 83% inclusion; Foolish Burial at 67% is not run
  • Inferred: Phantom Knights core opens about 64% of the time in hand 5; Hand traps hold at least one in hand 6 about 85% of the time going second; Adventurer Token engine is thin and often unlit
  • Provisional: Meta Power is null: no dated metagame sample; Format fit (D13) is a placeholder: no tournament link
  • Data gaps: no combos supplied; combo floor, median and ceiling are text-only inference no tournament link; archetype meta-share and pilot record are absent no win-rate telemetry exists for going-first, going-second, matchup or brick rates Meta Power is Provisional unless a dated metagame sample is supplied no side deck, so post-side performance is unmeasurable

More OCG Info

Adventurer Token

Adventurer Token Breakdown

 
 

 

 

 

 

 

 
 

 

 
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