Danger! Deck #771271 — 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 Danger! 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 59
Reliability 50
Going First 60
Going Second 55

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 59
Going First 60
Going Second 55
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Tempo
  • 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 and Extra Deck boss monsters (Titanic Galaxy, Galaxy-Eyes Photon Lord, Black Luster Soldier) converting board advantage into attacks; Xyz and Link pressure from the Extra Deck once a Danger! body is on the field
  • Turn 1 (going first): Reveal and discard Danger! monsters from hand to Special Summon a second Danger! monster and draw, then Link or Xyz into a boss using the two bodies
  • Turn 2 (going second): Use hand traps (Infinite Impermanence, Effect Veiler, Droll & Lock Bird) and Lightning Vortex to slow the opponent, then rebuild with the same hand-discard summon chain
  • Recovery: Monster Reincarnation and Danger! Response Team/Second Expedition recursion, plus Chupacabra and Mothman draws, to rebuild the Danger! chain after a board wipe
  • After siding: Not available: the deck runs no Side Deck (0 cards), so there is no post-side adjustment

Why it scores here

The structural read rests on the Danger! engine: 22 of 59 Main Deck cards are Danger! monsters that each reveal from hand, force a discard, and Special Summon a second body while drawing, so P(at least one starter in an opening 5) is roughly 0.91 (Inferred from the hypergeometric draw table). Interruption resilience and recovery are reasonable because several independent hand-starters, Monster Reincarnation, and Danger! Response Team/Second Expedition recursion give more than one route. Interaction is moderate: 10 hand-trap or negate-text cards and Lightning Vortex, but no side deck. The Extra Deck (Titanic Galaxy, Galaxy-Eyes Photon Lord, Black Luster Soldier) supplies closing power. Structural power lands near 59, but the deck runs Allure of Darkness three times against a Limited-1 restriction, so it is illegal and the Final score is capped at 30 as a theoretical, structural-only read. Popularity did not earn points: usage stats show the archetype core is absent from this list, and no combo boards or tournament data exist. Card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(at least one Danger! monster in opening 5) is roughly 0.91 across 22 Danger! monsters with a self-starting hand reveal (Inferred)
D2 Opening-Hand Quality & Brick Management 58 10 hand-trap cards and a 15-card Extra Deck with mostly single copies give moderate brick risk; the copy histogram shows 4 singles and 5 doubles (Inferred)
D3 Combo Conversion & Ceiling 52 No parseable combo boards; ceiling is a text-only read of the Danger! chain plus Galaxy-Eyes and Titanic Galaxy Xyz lines (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards, so median output and floor are unknown and scored conservatively (Provisional)
D5 Interruption Resilience & Route Redundancy 68 Nine self-starting Danger! monsters and two recursion spells give independent routes after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 66 Multiple draw effects (Chupacabra, Mothman, Thunderbird, Response Team) and Monster Reincarnation regenerate resources (Inferred)
D7 End-Board & Interaction Quality 66 Effect Veiler, Infinite Impermanence, Droll & Lock Bird, Lightning Vortex and Extra Deck negate text give layered interaction (Inferred)
D8 Going-Second & Board-Breaking Power 60 Lightning Vortex and hand traps challenge an established board, and Bigfoot/Thunderbird provide board presence (Inferred)
D9 Offensive Pressure & Closing Power 68 Danger! Bigfoot 3000, Thunderbird 2800, Dogman 2400 and Extra Deck bosses at 2500-3000 ATK give strong closing power (Verified stats, Inferred conversion)
D10 Main Deck Efficiency & Flexibility 55 59 Main Deck cards sit inside the 40-60 OCG size range with a moderate garnet-free density; 28 level-0 non-monster cards add spread (Inferred)
D11 Extra Deck Efficiency & Coverage 55 8 Xyz and 7 Link Extra Deck cards, with several fringe choices such as Dark Rebellion and Time Thief Redoer (Verified breakdown, Inferred coverage)
D12 Side Deck Adaptability 15 Side Deck is empty (0 of 15 allowed), so there is no post-side plan (Verified)
D13 Matchup Coverage & Format Fit 40 No dated meta sample and no tournament link; archetype meta-share is unavailable (Provisional)
D14 Pilotability & Error Tolerance 55 Hand-discard summon chains and multiple Xyz/Link steps add decision points, but no combo steps are recorded (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 59, Going First ≈ 60, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist exposure (-8); no side deck (-4). Final formula: No reliable metagame: 0.80*Structural(58.5) + 0.20*TournamentReliability(50) + Modifiers(-12) = 44.8, then capped to 30 because the deck is Illegal (theoretical/structural-only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.91 · 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

  • Self-starting Danger! monsters give high opening-hand access to the engine
  • Several independent hand-starters and recursion spells recover after one disruption
  • Hand traps and Lightning Vortex provide layered interaction against a board
  • Extra Deck bosses supply strong closing attack values

Weaknesses

  • Illegal as built: Allure of Darkness run 3 copies against a Limited-1 restriction
  • No Side Deck, so no post-side adaptation
  • No combo or tournament data, so floor and matchup reads are unsupported
  • Several fringe Extra Deck choices (Dark Rebellion Xyz Dragon, Time Thief Redoer, I:P Masquerena) dilute coherence

Critical choke points

  • Danger! hand-reveal chain depends on the random opponent discard, so a single hand-disruption card can shut down the first summon
  • Extra Deck Xyz/Link lines depend on the same few Level 8 and Level 4 bodies
Priority Remove Add Reason
1 2 copies of Allure of Darkness 1 legal Danger! monster or a 1-copy engine staple within the Limited-1 budget Restores legality, the only hard blocker to a normal Final score
2 1 low-impact tech card a Side Deck of 15 cards with 2-3 targeted hand-traps or removal Gives a post-side plan so the deck is not locked to game one

Evidence & confidence

  • Verified: Allure of Darkness is at 3 copies against a Limited-1 restriction (illegal); Main Deck 59, Extra Deck 15, Side Deck 0 against the OCG size rules; Danger! monster count (22) and hand-trap count (10) from the card list
  • Inferred: P(at least one Danger! starter in opening 5) roughly 0.91; Engine accessibility and interruption resilience from self-starting hand effects; Interaction quality from card text (hand traps and negate effects)
  • Provisional: Meta and matchup fit (no dated sample or tournament link)
  • Data gaps: no combos supplied; combo floor, median, and ceiling are text-only inference no tournament link; archetype meta-share and per-pilot match record absent no win-rate telemetry; going-first/second and matchup rates unknown Meta Power is Provisional without a dated metagame sample

More OCG Info

Danger!

Danger! Breakdown

 
 

 

 

 

 

 

 
 

 

 
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