Deep Sea Deck #771047 — Yu-Gi-Oh! OCG

56 Main, 15 Extra, incl. Dark Grepher x3, Jinzo x3, Jinzo - Returner x3. Created Oct 21, 2026 by YGO Mod.

Deck Deep Sea 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 44
Reliability 35
Going First 40
Going Second 46

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 44
Going First 40
Going Second 46
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Tempo
  • Format: ocg

Legality

Main 56 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Extra Deck Synchro and Fusion threats (Dark End Dragon, Gorz, Colossal Fighter, Chimeratech Fortress Dragon) closing after interaction clears the field.; Dark Armed Dragon and Destiny HERO - Malicious as recursive or board-breaking follow-up.
  • Turn 1 (going first): Open Deep Sea Diva or Dark Grepher as a starter, Normal Summon into a Tuner or Synchro line, and hold Solemn Judgment, Mirror Force or Bottomless Trap Hole behind it.
  • Turn 2 (going second): Use Battle Fader, D.D. Crow, Pulling the Rug or Mirror Force from hand to blank the opponent's first board, then rebuild through Deep Sea Diva.
  • Recovery: Recover via Destiny HERO - Malicious, Dark Armed Dragon and graveyard banish effects; the deck has no recorded boards to confirm this route.
  • After siding: Not evaluable: the deck has zero Side Deck cards, so no post-side plan exists.

Why it scores here

This list is Illegal in OCG because it runs two copies of Fossil Dyna Pachycephalo and one Trap Dustshoot, both Forbidden, so the score is a structural read capped low and not a normal contextual score. The system reliably offers interaction density (Solemn Judgment, Mirror Force, Torrential Tribute, Heavy Storm, Bottomless Trap Hole, Starlight Road, Pulling the Rug) and a handful of hand-trap starters, which earns the end-board interaction score. Starter access is weak: Deep Sea Diva and Dark Grepher appear three copies each (about 25% to have at least one in a 5-card opening hand), and none of the 19 usage-stat core Deep Sea cards are present, so the deck is not an archetype-coherent engine. No recorded boards exist, so floor, median and ceiling are text-only inference and combo scores stay low. Popularity and archetype share were not credited, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 Deep Sea core absent (0 of 19 usage-core cards); P(>=1 Deep Sea Diva or Dark Grepher in 5 cards) ≈ 0.25 (Inferred)
D2 Opening-Hand Quality & Brick Management 40 Four hand traps and many non-engine spells over 56 main cards; brick risk high (Inferred)
D3 Combo Conversion & Ceiling 35 No parseable combos; ceiling read from card text only (Inferred)
D4 Combo Floor & Median Output 30 No recorded boards; median output cannot be measured (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Several independent interaction and recursion routes via Destiny HERO - Malicious and Dark Armed Dragon (Inferred)
D6 Resource Economy, Recovery & Grind 45 Graveyard banish and search text present but no resource data (Inferred)
D7 End-Board & Interaction Quality 65 High negation and removal density from Solemn Judgment, Mirror Force, Torrential Tribute and Starlight Road (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 55 Going-second hand traps (Battle Fader, D.D. Crow, Pulling the Rug) and Mirror Force; no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 55 Dark Armed Dragon, Dark End Dragon and Gorz give closing power on paper; no damage or win data (Inferred)
D10 Main Deck Efficiency & Flexibility 35 56 Main cards with 36 distinct; exact Deep Sea purity 0% and 71 off-archetype copies (Verified)
D11 Extra Deck Efficiency & Coverage 50 15 Extra cards (5 Fusion, 10 Synchro); mixed archetype mandatory slots (Verified)
D12 Side Deck Adaptability 10 Zero Side Deck cards, so no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link and no dated metagame sample; Meta Power provisional (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Synchro and Fusion lines with several decision points; step count not recorded (Inferred)

How the score was computed

Strategy profile: Midrange primary, Toolbox secondary (disclosed; weights applied as Midrange profile). Structural ≈ 44, Going First ≈ 40, Going Second ≈ 46, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist exposure (-12). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers(-12); Illegal deck capped low, structural-only theoretical read

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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 negation and removal suite (Solemn Judgment, Mirror Force, Torrential Tribute, Heavy Storm, Bottomless Trap Hole)
  • Several hand traps for going second (Battle Fader, D.D. Crow, Pulling the Rug)
  • Extra Deck has real closing threats (Dark End Dragon, Gorz, Colossal Fighter)

Weaknesses

  • Illegal list: two Forbidden Fossil Dyna Pachycephalo and one Forbidden Trap Dustshoot
  • No Deep Sea core cards present; archetype identity is unclear
  • Off-archetype spread (71 copies outside Deep Sea) weakens engine coherence
  • No Side Deck

Critical choke points

  • Deep Sea Diva and Dark Grepher each appear three times; about a 25% chance of at least one in an opening 5-card hand
Priority Remove Add Reason
1 Fossil Dyna Pachycephalo (x2) and Trap Dustshoot (x1) Legal replacements from the OCG list (e.g., a legal staple or a second copy of a core Deep Sea card) Restores legality; the deck cannot be scored normally while Forbidden cards are present.
2 Off-archetype tech cards with no engine link Deep Sea core cards from the usage-stat list (Abysstrite, Neptabyss, Atlantean Dragoons) Raises engine coherence and starter access toward the archetype-standard build.
3 None (side deck is empty) A 10–15 card Side Deck of hand traps and anti-Synchro interaction Gives a post-side plan and improves D12, which is currently 10.

Evidence & confidence

  • Verified: Illegal status: Fossil Dyna Pachycephalo x2 and Trap Dustshoot x1 are Forbidden in OCG; Main Deck 56 cards, Extra 15, Side 0 are within OCG size rules; Exact Deep Sea name purity 0%, 71 off-archetype copies; Zero Side Deck cards; 0 of 19 usage-core Deep Sea cards present
  • Inferred: Starter probability about 0.25 for Deep Sea Diva or Dark Grepher in a 5-card hand; Interaction density is high based on card text; Going-second hand-trap coverage is adequate on paper
  • Provisional: Meta Power and format fit (no dated metagame sample)
  • Data gaps: no combos supplied; combo floor/median/ceiling is text-only inference no tournament link; archetype meta-share and per-pilot record absent no win-rate telemetry in YGOVN (going-first/second, matchup, brick and starter rates unknown) Meta Power provisional without a dated metagame sample deck title is null

More OCG Info

Deep Sea

Deep Sea Breakdown

 
 

 

 

 

 

 

 
 

 

 
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