Kaiju Deck #771462 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Ancient Gear Dark Golem x3, Ancient Gear Tanker x3, Ancient Gear Wyvern x3. Created Oct 21, 2026 by YGO Mod.

Deck Kaiju OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 21, 2026
46± 12/ 100
Power Score
Structural 56
Reliability 50
Going First 60
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 46/100 (±12 · Confidence: Low)

Overall score Value
Structural Deck Power 56
Going First 60
Going Second 52
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Ancient Gear beatdown: Ancient Gear Chaos Giant (4500 ATK), Megaton Golem and Ultimate Ancient Gear Golem attacking through a Golem-based Fusion line (Inferred from card text).; Train pressure through Superdreadnought Rail Cannon and Heavy Armored Train Ironwolf, with Jizukiru as a single-copy Kaiju finisher (Inferred).
  • Turn 1 (going first): Open on Wyvern, Dark Golem, Tanker or Exceptional Schedule, then use Frame, Commander, Catapult or Advance to reach Ancient Gear monsters and Fusion material (Inferred, not simulated).
  • Turn 2 (going second): Use Wyvern's lock and Tanker or Catapult destruction to answer the first board, then rebuild through Dark Golem and Frame searches (Inferred).
  • Recovery: Recur Tanker from the Graveyard, Geartown from the Graveyard, and Commander or Statue summons to rebuild after a board is cleared (Inferred).
  • After siding: None. The deck runs no Side Deck, so there is no post-side plan.

Why it scores here

The deck reliably opens a live engine: twelve copies across Wyvern, Dark Golem, Tanker and Exceptional Schedule give about 85% (going first) and about 90% (going second) odds of at least one in the opening hand, and 19 searcher-text cards give about 97% odds of at least one search effect in the opening five. Its ceiling comes from the Ancient Gear Fusion and Golem finishers, which can convert the board into large attackers, but the only Ancient Gear Golem is a single copy, which makes the top end fragile. The deck has no hand traps and only a few real negations, and it runs no Side Deck, so interaction and post-side adaptation score low. No recorded boards, guides, usage-stat core or tournament data exist, so the score rests on text and probability reads and is labelled Inferred. The score comes from consistency, redundancy and closing power on the system, not from averaging individual card scores and not from the Kaiju label, since Jizukiru is the only Kaiju card and exact-name purity is 1.8%.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(>=1 of Wyvern/Dark Golem/Tanker/Exceptional Schedule in opening 5) ~0.85, in opening 6 ~0.90; 9 starter copies plus 19 searcher-text cards (Inferred)
D2 Opening-Hand Quality & Brick Management 52 Ancient Gear core is 25 of 40 main cards, but 5 Exceptional/Urgent Schedules depend on Train monsters and there is a single Ancient Gear Golem, so some hands are redundant or dead (Inferred)
D3 Combo Conversion & Ceiling 60 Ancient Gear Fusion lines into Chaos Giant, Megaton and Ultimate Golem give a high ceiling by card text; no recorded boards exist to confirm it (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards, so median output is unknown; the median is set low because the Golem and Fusion path has single-copy dependence (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Several independent starters (Wyvern, Dark Golem, Tanker, Frame, Commander) give alternate lines after one interruption, with Graveyard recursion from Tanker and Geartown (Inferred)
D6 Resource Economy, Recovery & Grind 65 Searchers (Frame, Dark Golem, Box, Night Train) and Graveyard recursion (Tanker, Geartown) give good card economy; no resource data exists (Inferred)
D7 End-Board & Interaction Quality 55 Three Tanker destruction effects, two Catapults and Wyvern's lock give layered interaction; there are no hand traps and only three negation-text cards (Inferred)
D8 Going-Second & Board-Breaking Power 50 Wyvern's lock, Chaos Giant's Battle Phase effect and Megaton's Spell/Trap lock help challenge a board when going second, but no hand traps are present (Inferred)
D9 Offensive Pressure & Closing Power 70 Chaos Giant at 4500 ATK, Megaton Golem at 3300 ATK with multi-attack and Rail Cannon at 3800 ATK give strong closing power when the engine is live (Verified stats, Inferred conversion)
D10 Main Deck Efficiency & Flexibility 60 40 main cards, 23 distinct, with a clear Ancient Gear shell (25 cards) and 3-of starters; a few off-theme slots (Checkker, Motorbike, Infinitrack, Babeldecker) dilute it (Verified composition, Inferred)
D11 Extra Deck Efficiency & Coverage 40 15 Extra Deck cards include six Ancient Gear and Train-based summons, but about six singleton extras (Hieratic, Aeroboros, Dingirsu, Number 77, Brave Masurawo, Jizukiru) have little archetype support in this list (Verified composition, Inferred)
D12 Side Deck Adaptability 10 The deck runs 0 Side Deck cards, so there is no adaptability and no post-side plan (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link, no archetype meta-share and no dated meta sample; D13 is excluded from the Structural score and marked Provisional
D14 Pilotability & Error Tolerance 45 Several multi-step Ancient Gear chains with Fusion and Xyz summons across nine sub-archetypes are demanding to pilot and error-prone (Inferred)

How the score was computed

Strategy profile: Midrange primary, Toolbox secondary; D13 dropped and weights re-normalised over 95 (meta-neutral). Structural ≈ 56, Going First ≈ 60, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: Engine conflicts and orphan extras (-4); Unrecoverable choke point (-2); No post-side plan (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional; 0.80*56.2 + 0.20*50 = 55.0, then -9 modifiers = 46)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.85 · 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

  • Ancient Gear core is 25 of 40 main cards with multiple starters at 3 copies each
  • High searcher density (19 searcher-text cards) gives consistent access to the engine
  • Fusion finishers (Chaos Giant, Megaton) and Rail Cannon give high closing power

Weaknesses

  • Only one Ancient Gear Golem, so the Golem-dependent Fusion lines are fragile
  • No hand traps and no Side Deck, so interaction and post-side adaptation are thin
  • Mixed sub-archetypes: Schedules need Train monsters and several singleton extras have little support

Critical choke points

  • Ancient Gear Golem (single copy) as Fusion material for Ultimate Golem and Chaos Giant lines
  • Opponent's interruption of the starter on turn 1 with no hand trap to answer it
Priority Remove Add Reason
1 Hieratic Sky Dragon Overlord of Heliopolis, Super Quantal Mech Beast Aeroboros or Dingirsu, the Orcust of the Evening Star (single-copy Extra Deck orphans) Additional Ancient Gear or Train support (monster or Fusion-material routes) in the Extra Deck Reduces dead Extra Deck slots and increases the number of archetype-consistent Fusion and Xyz routes
2 One Exceptional Schedule A second Ancient Gear Golem-route card or a generic starter that works without Train monsters Five Schedules depend on the four or so Train monsters in the list; a generic starter reduces brick risk
3 None (no Side Deck is present) A 3-to-8 card Side Deck with additional negation or hand-trap-equivalent interaction Adds post-side adaptation, which the deck currently lacks entirely

Evidence & confidence

  • Verified: Legal under OCG rules: 40 main, 15 extra, 0 side; no violations; All 38 distinct cards are Unlimited with no restricted cards; Main deck composition: 25 Ancient Gear, 9 Train, 2 Infinitrack, 1 Superheavy Samurai, 2 Checkker, 1 Jizukiru; Printed stats on Chaos Giant (4500), Megaton (3300), Rail Cannon (3800); Searcher-text group probability 0.969 in opening 5 (from evidence)
  • Inferred: Starter access ~0.85 going first and ~0.90 going second; Brick and dead-hand risk from Schedules and single Golem; Going-first and going-second power split; Interruption resilience and Graveyard recursion value; Fusion and Xyz conversion routes, from card text only
  • Provisional: Meta power and matchup fit (no dated sample, no tournament link); Tournament reliability (no performance or telemetry data)
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied no guides for the Kaiju archetype label; deck is mostly Ancient Gear, so guide coverage does not match the list deck title is null; archetype label Kaiju does not match the list (25/40 main Ancient Gear, one Kaiju card)

More OCG Info

Kaiju

Kaiju Breakdown

 
 

 

 

 

 

 

 
 

 

 
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