Superheavy Samurai Deck #771282 — Yu-Gi-Oh! OCG

49 Main, 21 Extra, incl. Convex Knight x3, Gadget Gamer x3, Morphtronic Celfon x3. Created Oct 21, 2026 by YGO Mod.

Deck Superheavy Samurai OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
26± 8/ 100
Power Score

Deck — Deck Power Evaluation

Final Contextual Deck Power: 26/100 (Confidence: Low)

  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 49 / Extra 21 / Side 0 — status under the rules at evaluation time: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Extra Deck end-boards from Train/Morphtronic/Link lines: Superdreadnought Rail Cannon Gustav Rocket (ATK 5000) and Flying Launcher, plus Power Tool Braver Dragon, if the Level 10 and Link lines connect.; Gustav Max chip damage (2000 per detach) and Saryuja Skull Dread, which is Forbidden here and cannot legally be played.
  • Turn 1 (going first): Open a Level 1 Morphtronic (Smartfon, Telefon or Celfon) with Gadget Gamer or Night Train Blue Traveler for search, then reach a Synchro, Link or Xyz Level 10 end-board. Opening starters are unreliable: P(at least one 3-copy Morphtronic in opening 5) is about 28%.
  • Turn 2 (going second): Six-card hand with Infinite Impermanence and Ash Blossom (both legal copies only in limited numbers) to answer the first opposing line, then recover through the Morphtronic Graveyard revive and Junk Box.
  • Recovery: Morphtronic Repair Unit and Junk Box re-summon Level 4 or lower Morphtronic from the Graveyard. Night Train Blue Traveler and Gadget Hauler also rebuild the board from the Graveyard.
  • After siding: No side deck is registered (side_count 0 of a 0–15 allowance), so there is no post-side plan and no effective way to adjust to a matchup.

Why it scores here

This list is Illegal for OCG: four Forbidden cards are run, Ash Blossom is over its Semi-Limited limit, and the Extra Deck holds 21 cards against a 15-card cap, so it is scored as theoretical and structural only. As a system it has real redundancy in searchers (about 89% chance of at least one in an opening 5) and six hand traps, but the Morphtronic starters are individually hard to open (about 28% for a 3-copy card in hand 5) and 16 of 28 main-deck cards are singletons, which pulls consistency down. Going-second interaction is the strongest part of the design. Offence depends on Level 10 Xyz and Synchro lines that cannot be verified without combo data. No recorded combos, no tournament link and no side deck are present, so the floor, median and ceiling are inferred from card text only and the score is capped low. The score was built from the system's consistency, interaction and resilience, not from the archetype's popularity and not from averaging individual card scores. The 'Superheavy Samurai' label does not match the list: exact-name purity is 0%, and most copies are Morphtronic, Train and Gadget.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 35 P(≥1 3-copy Morphtronic starter in opening 5) ≈ 0.28; searcher text P(≥1 in opening 5) ≈ 0.89; no combo or line data (Inferred)
D2 Opening-Hand Quality & Brick Management 35 16 of 28 distinct main-deck cards are singletons; 20 zero-Level spells/traps and a 49-card main deck with many narrow starters; brick rate is an estimate (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable boards (combos_evidence.total_combos = 0); ceiling is a text-only read of Gustav Rocket and Flying Launcher (Inferred)
D4 Combo Floor & Median Output 30 No combo sample, so median and floor cannot be measured; text-only estimate (Inferred)
D5 Interruption Resilience & Route Redundancy 45 Six hand traps and a Morphtronic revival from the GY give some route redundancy; no independent-line data (Inferred)
D6 Resource Economy, Recovery & Grind 40 Morphtronic Repair Unit, Junk Box and Night Train revive from the GY; no resource_signature data (Inferred)
D7 End-Board & Interaction Quality 55 Six hand traps and 10 negation-text cards; Ash Blossom over limit, and Called by the Grave and Cannon Soldier are Forbidden (Inferred)
D8 Going-Second & Board-Breaking Power 50 Going-second hand-trap P(≥1 in hand 6) ≈ 0.56 with two hand traps; no going-second combo split (Inferred)
D9 Offensive Pressure & Closing Power 50 Gustav Rocket ATK 5000 and Flying Launcher ATK 3800 as text-read end-boards; no end-board sample (Inferred)
D10 Main Deck Efficiency & Flexibility 40 49 main-deck cards are within the 40–60 range, but 28 distinct cards and singleton-heavy build reduce flexibility (Verified legality, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 20 21 Extra-Deck cards against a 15-card cap; four Forbidden Extra cards in the list (Verified)
D12 Side Deck Adaptability 10 No side deck (side_count = 0, sideMax 15) (Verified)
D13 Matchup Coverage & Format Fit 25 No tournament link; archetype meta-share is absent (Provisional)
D14 Pilotability & Error Tolerance 45 Multiple decision branches across Link, Synchro and Xyz summons with Morphtronic revives; complexity is high (Inferred)

How the score was computed

Strategy profile: Midrange primary, Toolbox secondary (mixed weighting). Modifiers: none.


More OCG Info

Superheavy Samurai

Superheavy Samurai Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top