Blackwings Deck #771270 — Yu-Gi-Oh! OCG

59 Main, 15 Extra, incl. Danger! Chupacabra! x3, Danger! Nessie! x3, Danger!? Jackalope? x3. Created Oct 21, 2026 by YGO Mod.

Deck Blackwings 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 56
Reliability 50
Going First 50
Going Second 62

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 56
Going First 50
Going Second 62
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 59 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Danger! monsters (Bigfoot, Thunderbird, Dogman) and Xyz/Link boards (Number S38, Number 90, Dark Rebellion) convert board presence into attacks; no recorded win line exists.; Number 38 / Number S38 chain and Number 11 control steal, all text-only (Inferred).
  • Turn 1 (going first): Open a Danger! monster plus a second hand card, reveal it to Special Summon and draw, then build toward a Link or Xyz board; hold Effect Veiler / Droll for the opponent's first summon.
  • Turn 2 (going second): Hold Infinite Impermanence, Effect Veiler, Droll & Lock Bird and Number 90/38 negations for the opponent's turn, then rebuild with Danger! revival and draw effects.
  • Recovery: Danger! monsters and Second Expedition / Response Team recycle from the GY, and Monster Reincarnation / Wee Witch's Apprentice recover a monster from the GY.
  • After siding: Not available: the deck runs 0 side cards, so there is no post-side plan.

Why it scores here

The deck is scored on its system, not on its cards. Its Danger! core (22 monsters, most with hand-reveal Special Summon plus draw) gives a real chance of a live engine, but the summon needs a second card in hand, so the single-card opening is weaker than the raw count suggests. Interaction is the strongest area: hand traps and negations (Infinite Impermanence, Effect Veiler, Droll & Lock Bird, Number 90, Number 38) give a credible going-second plan. Conversion, median output and closing power cannot be measured because no boards are recorded, so those scores rest on card text (Inferred). The archetype label (Blackwings) earned no points: only one Blackwing card and none of the nine usage-stat core cards are present. The deck is also illegal by a copy-limit violation (Allure of Darkness x3, limit 1), so the final score is capped at 30 and the result is structural/theoretical only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(≥1 Danger! monster in opening 5) ≈ 0.91 but P(≥2 Danger! in opening 5) ≈ 0.62, since a lone reveal cannot summon (Inferred)
D2 Opening-Hand Quality & Brick Management 60 22 Danger! monsters give redundancy, but 4 single-copy tech/Limited cards and 28 level-0 spells/traps add dead-card risk (Inferred)
D3 Combo Conversion & Ceiling 55 Number 38 → Number S38 and Number 90 are the only multi-step lines, with no recorded boards to confirm them (Inferred)
D4 Combo Floor & Median Output 50 No combos_evidence rows (0 boards); floor and median are text-only estimates (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Hand-reveal monsters and recursion (Monster Reincarnation, Second Expedition) give alternate starts after a disruption (Inferred)
D6 Resource Economy, Recovery & Grind 58 Multiple draw effects (Danger! monsters, Response Team, Second Expedition) offset discard costs; Monster Reborn and Lightning Vortex add cost (Inferred)
D7 End-Board & Interaction Quality 68 10 hand-trap-flagged cards plus negation bosses (Number 90, Number 38) and Lightning Vortex give broad interaction (Verified text + Inferred)
D8 Going-Second & Board-Breaking Power 58 P(≥1 hand trap in going-second 6) ≈ 0.69; Lightning Vortex and Number 11 steal add board-breaking (Verified probability + Inferred)
D9 Offensive Pressure & Closing Power 60 Bigfoot 3000, Thunderbird 2800 and Number S38 3000 give high ATK, but no boards confirm conversion (Verified stat + Inferred)
D10 Main Deck Efficiency & Flexibility 50 59 main cards with 24 distinct; 28 non-monster slots and 11 tech cards dilute the core (Inferred)
D11 Extra Deck Efficiency & Coverage 60 15 Extra cards (8 Xyz, 7 Link) fill the slots with mostly flexible extenders; no core Extra card is confirmed (Verified composition + Inferred)
D12 Side Deck Adaptability 10 No side deck is included, so there is no post-side adaptation (Verified composition)
D13 Matchup Coverage & Format Fit 45 No tournament link and no dated meta sample; Blackwings is not a measured meta presence here (Provisional)
D14 Pilotability & Error Tolerance 55 Simple reveal-and-summon turns, but hand-trap timing and multi-choice Xyz/Link routes raise decision load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 56, Going First ≈ 50, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: Banlist exposure (copy limit) (-6). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 0.80*56 + 0.20*50 = 54.8; modifiers -6 gives 48.8; Illegal cap (copy-limit violation) sets final to 30. Theoretical/structural-only.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.91 · key two-card combo ≈ 0.62 · 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

  • Danger! monsters (22 copies) give a high chance of a second-card summon with a draw.
  • Ten hand-trap-flagged cards and several negation bosses give strong going-second interaction.
  • Extra Deck is full with flexible Xyz and Link extenders.

Weaknesses

  • Illegal as listed: Allure of Darkness x3 exceeds the limit of 1.
  • No side deck, so there is no post-side plan.
  • The Blackwings label has no core support: 0 of 9 usage-core cards are present.
  • A lone Danger! in hand cannot summon itself, so the opening is more fragile than the count suggests.

Critical choke points

  • Opening needs a second card alongside a Danger! monster to start the engine.
  • Allure of Darkness copy count must be fixed before the list is playable.
Priority Remove Add Reason
1 2 copies of Allure of Darkness 1 copy of Allure of Darkness is the legal maximum, so fill the 2 slots with another playable card Copy-limit violation makes the deck illegal, which caps the score.
2 none a 15-card side deck with hand-trap and negation answers A side deck is needed for best-of-3 play; D12 is 10 with 0 side cards.
3 the Blackwings archetype label, or add Blackwing core cards Current core presence is 0 of 9; the label does not describe the deck.

Evidence & confidence

  • Verified: Allure of Darkness runs 3 copies against a legal limit of 1 (Limited).; Main 59, Extra 15, Side 0; main and extra sizes are legal.; Usage-core presence is 0 of 9 Blackwing core cards.; P(≥1 hand trap in going-second 6) ≈ 0.69.
  • Inferred: P(≥1 Danger! in opening 5) ≈ 0.91 and P(≥2) ≈ 0.62.; Interaction density is strong, based on card text.; Conversion and median output are unmeasured; scores rest on text only.
  • Provisional: D13 matchup and format fit is provisional without a dated meta sample.; Meta Power is null.
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference. No tournament link: archetype meta-share and per-pilot record are absent. No win-rate telemetry; going-first/second and matchup signals are Inferred. Meta Power is provisional without a dated sample.

More OCG Info

Blackwings

Blackwings Breakdown

 
 

 

 

 

 

 

 
 

 

 
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