Dracotail Deck #771341 — Yu-Gi-Oh! OCG

55 Main, 12 Extra, incl. Armageddon Knight x3, Lava Golem x3, Mulcharmy Fuwalos x3. Created Oct 21, 2026 by YGO Mod.

Deck Dracotail OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 22, 2026
30± 8/ 100
Power Score
Structural 55
Reliability 40
Going First 52
Going Second 48

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 55
Going First 52
Going Second 48
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Combo
  • Secondary strategies: Toolbox, Control
  • Format: ocg

Legality

Main 58 / Extra 12 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Fusion Summon El Shaddoll boss monsters (Meshahrail, Shekhinaga, Apkallone, Winda) off Shaddoll Fusion / Lev Shaddoll Fusion / El Shaddoll Fusion, then push 2500-2800 ATK boards; Mulcharmy draw-engine grind and Shaddoll recursion over a long game
  • Turn 1 (going first): Open a Shaddoll Fusion or Lev Shaddoll Fusion starter with Fusion Deployment / Void Unleashing support, Fusion Summon a boss, and protect it with Ash Blossom, Solemn Judgment and Droll & Lock Bird
  • Turn 2 (going second): Use Ash Blossom and Droll & Lock Bird as hand traps against the opponent's first summon or search, then rebuild through Shaddoll flip monsters and Fusion recursion
  • Recovery: Shaddoll Schism, Resh Shaddoll Incarnation and Naelshaddoll Ariel recast banished Shaddoll monsters; Mulcharmy monsters refill hand
  • After siding: No side deck is registered, so there is no post-side plan; the deck cannot adapt between games

Why it scores here

The deck is scored as a connected Shaddoll fusion system, not as an average of its cards. Its three Shaddoll Fusion spells, Lev Shaddoll Fusion and El Shaddoll Fusion, plus Fusion Deployment and Void Unleashing, give several ways to open a boss, and the Extra Deck of El Shaddoll bosses supplies real closing pressure. Interaction is dense: three Ash Blossom, Droll & Lock Bird, Solemn Judgment, Harpie's Feather Duster, Lightning Storm and Dimensional Fissure cover hand traps, negates and spell/trap removal. Mulcharmy monsters add a draw engine for the grind. Three points cap the score: the deck is Illegal (three Ash Blossom against a two-copy limit), it has no side deck, and its archetype label is Dracotail while none of its 70 off-archetype copies are Dracotail, so the list is a Shaddoll/Mulcharmy/Void/Infernoid hybrid. No recorded combos or tournament results exist, so floor, median and ceiling are text-only inferences. Popularity did not earn points, and the Dracotail usage stats (present_pct 23.5) do not describe this list.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 Three copies each of Shaddoll Fusion, Lev Shaddoll Fusion and Fusion Deployment give P(at least one in 5-card hand) of about 0.24 each; no starter is reliable on its own (Inferred)
D2 Opening-Hand Quality & Brick Management 50 21 Spells and several Fusion-material-dependent cards with no side deck to fix bricks; hand-trap density helps but brick risk is high (Inferred)
D3 Combo Conversion & Ceiling 60 El Shaddoll bosses at 2500 to 2800 ATK with negate and destroy effects; conversion ceiling is high but there is no recorded combo data (Inferred)
D4 Combo Floor & Median Output 45 Median output is unknown; without observed boards this is a text-only guess and kept below the ceiling (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Shaddoll recursion and Naelshaddoll Ariel plus Shaddoll Schism give some recovery, but most lines end at one main Fusion Summon (Inferred)
D6 Resource Economy, Recovery & Grind 60 Mulcharmy draw effects and Shaddoll GY recursion regenerate cards across turns (Inferred)
D7 End-Board & Interaction Quality 70 Ash Blossom x3, Droll & Lock Bird, Solemn Judgment, Lightning Storm, Harpie's Feather Duster and Dimensional Fissure give broad interaction; the illegal copy count reduces this in practice (Inferred)
D8 Going-Second & Board-Breaking Power 60 Hand traps and Shaddoll bosses that negate or destroy give going-second answers, but no going-second win data exists (Inferred)
D9 Offensive Pressure & Closing Power 65 Four El Shaddoll bosses at 2200 to 2800 ATK close games; no damage or win-rate data (Inferred)
D10 Main Deck Efficiency & Flexibility 50 58 Main Deck cards inside the 40 to 60 size rule with 11 tech cards, but 70 off-archetype copies make the engine less coherent (Verified count, Inferred coherence)
D11 Extra Deck Efficiency & Coverage 60 Twelve Fusion Monsters, all Shaddoll or generic Fusions, use the Extra Deck well; each boss needs Fusion materials from the Main Deck (Verified count, Inferred use)
D12 Side Deck Adaptability 15 No Side Deck is registered, so the deck has no post-side plan (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; archetype share is unavailable, so this is provisional (Provisional)
D14 Pilotability & Error Tolerance 45 Fusion chains, Shaddoll material choices and several hand-trap timings make the deck demanding to pilot (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 55, Going First ≈ 52, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Banlist exposure (-6); No side deck (-4). Final formula: No reliable metagame: 0.80*Structural(55.4) + 0.20*TournamentReliability(40) = 52.3; minus 10 modifiers = 42.3; capped to 30 because the deck is Illegal (theoretical/structural-only evaluation)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.24 · 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 interaction: hand traps, negates and spell/trap removal in one list
  • Strong El Shaddoll boss pool with 2200 to 2800 ATK and negate or destroy effects
  • Mulcharmy draw engine supports a long game

Weaknesses

  • Illegal: Ash Blossom & Joyous Spring over the copy limit
  • No side deck and no post-side plan
  • Archetype label Dracotail does not match the list (purity 0%)
  • Multiple Fusion-material dependencies raise brick risk

Critical choke points

  • Every boss depends on a Shaddoll Fusion spell and Fusion material from the hand or field
  • Losing Ash Blossom or Droll & Lock Bird to a hand trap removes the main interaction
Priority Remove Add Reason
1 One Ash Blossom & Joyous Spring A legal card (e.g. a non-Limited floodgate or Shaddoll monster) Fixes the copy-limit violation so the list can be legal; Illegal decks cannot receive a normal score
2 Two Mulcharmy Purulia or a weak tech card A 15-card side deck Adds post-side adaptability, currently zero

Evidence & confidence

  • Verified: Ash Blossom & Joyous Spring is run 3 times against a legal limit of 2 (Illegal); Main 58, Extra 12, Side 0; sizes within the OCG rules; 12 Fusion Monsters in the Extra Deck; Archetype purity 0% for the Dracotail label; 70 off-archetype copies
  • Inferred: Hypergeometric starter access estimates (about 0.24 per copy count); Brick and conflict risk from Fusion-material dependencies; Interaction density from card text
  • Provisional: Meta Power is null; no dated metagame sample or tournament link exists
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference No tournament link; archetype meta-share and pilot match record are absent One passcode 20366274 could not be resolved to a card and is counted as main No win-rate or matchup telemetry exists in YGOVN No side deck registered, so post-side is unrated

More OCG Info

Dracotail

Dracotail Breakdown

 
 

 

 

 

 

 

 
 

 

 
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