Supreme King Deck #770879 — Yu-Gi-Oh! OCG

53 Main, 16 Extra, incl. Mulcharmy Fuwalos x3, Supreme King Dragon Darkwurm x3, Supreme King Gate Magician x3. Created Oct 21, 2026 by YGO Mod.

Deck Supreme King OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 21, 2026
30± 10/ 100
Power Score
Structural 53
Reliability 40
Going First 50
Going Second 45

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 53
Going First 50
Going Second 45
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 54 / Extra 16 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Supreme King Z-ARC (4000 ATK Fusion/Synchro-summoned Dragon) and Odd-Eyes boss monsters converting Pendulum-zone advantage into board pressure; Odd-Eyes Absolute Dragon and Clear Wing boss monsters through Xyz/Synchro material chains
  • Turn 1 (going first): Set Pendulum Zones with Supreme King Gate Zero / Gate Magician, then use Pendulum Call or Duelist Alliance to search for the next Pendulum; hope to reach Z-ARC through Wings of Light or Pendulum Summon chains (theoretical, no board data)
  • Turn 2 (going second): Use hand traps (Droll & Lock Bird, Ghost Belle & Haunted Mansion) and Mirror Force / Magic Cylinder to answer the opponent's first board, then rebuild Pendulum Zones (theoretical, no board data)
  • Recovery: Searchers (23 text hits) and Pendulum recursion via Supreme King Dragon Darkwurm, Wisdom-Eye Magician and Odd-Eyes Pendulum Dragon to refill the Pendulum Zones after a board wipe
  • After siding: None: the deck has no Side Deck, so no post-side adjustment is possible (best-of-3 weakness)

Why it scores here

The deck is scored as a system, not as an average of its cards. Its reliable opening is weak: the best-supported starters are 3-copy Pendulum monsters with about a 26% chance of at least one in a 5-card opening hand, and only 8 of 54 main-deck cards are exact-name Supreme King cards (11.4% purity, with the rest spread across Magician and Odd-Eyes sub-archetypes). Searchers (23 text hits, about 95% chance of at least one in a 5-card hand) and Pendulum recursion keep it functional after a disruption, which earns the resilience and resource scores. Interaction density is high, with 26 removal-text, 11 negation-text and 3 hand-trap cards, and the Z-ARC negation effect lifts the end-board score. Popularity did not earn points: the archetype core is absent from the list. The deck has no recorded boards, no tournament record and no Side Deck, so floor, median and going-second values are inferred from text alone. The 16-card Extra Deck exceeds the OCG limit of 15, so the deck is Illegal and the score is capped as a theoretical, structural-only read.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one 3-copy starter in a 5-card hand) ≈ 0.26; searcher-text group P ≈ 0.95; engine depends on Pendulum Zone setup (Inferred)
D2 Opening-Hand Quality & Brick Management 45 27 generic cards and 28 zero-Level spell/trap cards; three hand traps and tech cards raise dead-draw risk; several copies are situational (Inferred)
D3 Combo Conversion & Ceiling 60 Z-ARC and Odd-Eyes Fusion/Xyz routes give a high ceiling; no recorded combo boards exist (Inferred)
D4 Combo Floor & Median Output 40 No combo boards in the export; median output is unknown and set low by Pendulum dependency (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Searchers and multiple Pendulum recursion routes give alternate lines after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Searchers and Pendulum recycling recover resources, but spending is heavy (Inferred)
D7 End-Board & Interaction Quality 70 26 removal-text, 11 negation-text and 3 hand-trap cards; Z-ARC blocks opponent Extra Deck effects (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 55 Hand traps and Mirror Force / Magic Cylinder answer first boards; no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 65 Z-ARC 4000 ATK and Odd-Eyes Absolute Dragon provide closing power; no end-board sample (Inferred)
D10 Main Deck Efficiency & Flexibility 50 54-card Main Deck within the 40–60 rule, but 16 unresolved or off-plan slots and 62 off-archetype copies lower coherence (Verified count, Inferred effect)
D11 Extra Deck Efficiency & Coverage 50 16-card Extra Deck is one over the OCG maximum of 15; 7 Fusion, 4 Synchro, 3 Xyz and 2 Link (Verified)
D12 Side Deck Adaptability 5 Side Deck is empty, so there is no post-side adaptation (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or meta-share data for this archetype in the export (Provisional)
D14 Pilotability & Error Tolerance 35 Pendulum-zone sequencing and multi-branch Extra Deck choices raise decision load; no combo steps recorded (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 53, Going First ≈ 50, Going Second ≈ 45, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Illegal Extra Deck size (-12); No Side Deck (-5); Unresolved passcode (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional), then Illegal cap: 50.4 + modifiers (-20) ≈ 30

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.26 · 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

  • Dense searcher and recursion text (23 hits) keeps the deck functional after disruption
  • High interaction density: 26 removal, 11 negation and 3 hand-trap text hits
  • Z-ARC and Odd-Eyes boss monsters give high closing power

Weaknesses

  • Only 11.4% exact-name archetype purity; engine is split across Magician and Odd-Eyes sub-archetypes
  • No Side Deck, so no best-of-3 plan
  • Extra Deck of 16 breaks the OCG limit of 15
  • No recorded combo boards, so floor and median output are unknown

Critical choke points

  • Pendulum Zone setup: most starters need two Pendulum monsters live at once
  • Z-ARC as the single top-end payoff; if it is not reached, the boss plan collapses
  • Hand-trap dependence when going second
Priority Remove Add Reason
1 One Extra Deck card (for example, the lowest-impact Synchro or Link) Nothing; reduce Extra Deck to 15 to make the list legal Fixes the only verified rule violation
2 One off-plan Spell or Trap A 15-card Side Deck with a Pendulum or Odd-Eyes answer set Adds the missing post-side plan (D12 = 5)
3 The unresolved main-deck passcode (16178681) A verified Supreme King or Magician card Resolves the unknown card and raises archetype purity

Evidence & confidence

  • Verified: Extra Deck count 16 exceeds the OCG maximum of 15; Main Deck count 54 is within the 40–60 range; Copy limits respected for Astrograph Sorcerer, Droll & Lock Bird, Harpie's Feather Duster and Super Polymerization; Side Deck count is 0; Exact-name archetype purity 11.4%
  • Inferred: Starter access from hypergeometric estimates (about 26% for 3-copy starters in a 5-card hand); Searcher-text group reliability (about 95%); Interaction density and end-board quality from card text; Going-first and going-second plans from text alone
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (no tournament data for this archetype)
  • 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 1 main-deck passcode (16178681) could not be resolved to a card no win-rate telemetry for going-first/second, matchup, or brick/starter rates Meta Power is provisional unless a dated metagame sample is supplied deck title is null

More OCG Info

Supreme King

Supreme King Breakdown

 
 

 

 

 

 

 

 
 

 

 
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