Blitzclique Deck #771388 — Yu-Gi-Oh! OCG
56 Main, 15 Extra, incl. Crackle Blitzclique x3, Grain Blitzclique x3, Mulcharmy Fuwalos x3. Created Oct 21, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
Main Deck (56)
- Crackle Blitzclique x3
- Droll & Lock Bird x1
- Emi Blitzclique x1
- Grain Blitzclique x3
- Mulcharmy Fuwalos x3
- Nibiru, the Primal Being x2
- Surge Blitzclique x3
- The Great Gallant Bandit x3
- Whisker Blitzclique x3
- Ash Blossom & Joyous Spring x3
- Ghost Ogre & Snow Rabbit x2
- Blitzclique - Breakaway x3
- Blitzclique - Steppleader x1
- Blitzclique Overvolt x3
- Dimensional Fissure x3
- Hideout in the Sky, Coulomb x3
- Mystical Space Typhoon x1
- Pot of Extravagance x3
- Radiant Typhoon Vision x3
- Super Polymerization x3
- Blitzclique Alternator x2
- Blitzclique Return Stroke x1
- Dominus Purge x3
Extra Deck (15)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 35/100 (Confidence: Low)
- Primary strategy: Midrange
- Secondary strategies: Stun
- Format: ocg
Legality
Main 56 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).
Identity & game plan
- Win condition: Thunder-monster beatdown and boss monsters (Whisker Blitzclique 3000 ATK, Secreterion Dragon, Psychic End Punisher) after the Blitzclique destroy-and-search chain clears interaction; Fusion Summons (Favorite HERO, Garura, Mudragon, Thunder Dragon Colossus) as follow-up pressure from the Extra Deck
- Turn 1 (going first): Reveal a Blitzclique searcher (Surge, Crackle, Grain or Emi) to destroy a card and Special Summon a Thunder monster from hand, then use Breakaway or Steppleader to recover Thunder monsters and keep the chain going
- Turn 2 (going second): Hold Ash Blossom, Droll & Lock Bird, Ghost Ogre & Snow Rabbit or Crackle Blitzclique to break the opponent's starter, then rebuild the Blitzclique board with Thunder recursion
- Recovery: Blitzclique Breakaway and Steppleader return Thunder monsters from the GY to hand; Mulcharmy Fuwalos and Alternator restock resources
- After siding: Not evaluable: the deck has no Side Deck, so no post-side plan exists in the evidence
Why it scores here
The deck scores on its system, not on its card ratings or on Blitzclique's popularity. Its opening access is strong: the archetype core is present in 98.9% of going-first hands and at least one searcher in about 92.7%, so the engine reliably starts. Interaction is layered across the main deck, with Ash Blossom, Droll & Lock Bird, Ghost Ogre, Blitzclique Return Stroke and Dominus Purge, which gives it a credible going-second plan. Recovery is real through Thunder recursion in the Graveyard, and closing power comes from 3000-ATK and higher boss monsters. The score is capped low because the list is illegal: three cards run three copies against a two-copy limit, and the deck has no Side Deck and no recorded boards, so the ceiling and median can only be inferred.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 78 | Core Blitzclique starters are present in 98.9% of going-first hands and at least one searcher in 92.7%; starter-live odds are strong (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 62 | 29 level-0 spells and several narrow dead-on-hand cards (Pot, Super Polymerization, Dimensional Fissure) raise brick risk; no brick estimate is recorded (Inferred) |
| D3 | Combo Conversion & Ceiling | 55 | No parseable combo boards; ceiling is inferred from Whisker Blitzclique multi-summon and destroy text (Inferred) |
| D4 | Combo Floor & Median Output | 45 | No combo boards, so floor and median are unmeasured and held near the midpoint (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 58 | Multiple independent recovery routes through Thunder recursion and Breakaway; the deck has several choke points to a single starter (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 60 | Thunder monsters recur from the Graveyard through Breakaway and Steppleader; no float/grind data (Inferred) |
| D7 | End-Board & Interaction Quality | 74 | 13 negation texts, 35 removal texts and 8 hand traps give layered interaction; text-based, no win-rate data (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 70 | Eight hand traps give a 62.2% chance of at least one in a 6-card going-second hand; board-breaking depends on the hand traps (Inferred) |
| D9 | Offensive Pressure & Closing Power | 55 | Boss monsters reach 3000 ATK or more (Whisker Blitzclique, Secreterion Dragon, Psychic End Punisher); piercing and direct text is limited (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 55 | 56 Main Deck cards across 23 distinct names with 3-of density on most of the engine; compact but three-copy-heavy (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 45 | 11 Fusion and 4 Synchro; Odin needs a Nordic Ascendant Tuner that is absent, so one Extra slot is dead; sub-archetype spread is mixed (Inferred) |
| D12 | Side Deck Adaptability | 20 | No Side Deck is present, so there is no post-side adaptability to score (Inferred) |
| D13 | Matchup Coverage & Format Fit | 50 | Archetype share is unavailable and the tournament link is absent; this is Provisional without dated meta data (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Fusion and Synchro sequencing plus many search-by-destroy choices raise decision load; step counts are inferred from card text (Inferred) |
How the score was computed
Strategy profile: Midrange primary with Stun as secondary (no separate ratio disclosed; Midrange weights used). Modifiers: none.
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