Scareclaw Deck #771483 — Yu-Gi-Oh! OCG

50 Main, 15 Extra, incl. Kashtira Fenrir x3, Kashtira Riseheart x3, Kashtira Unicorn x3. Created Oct 21, 2026 by YGO Mod.

Deck Scareclaw OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 21, 2026
20± 8/ 100
Power Score
Structural 49
Reliability 42
Going First 42
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 20/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 49
Going First 42
Going Second 52
Meta Power provisional
Tournament Reliability 42
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 50 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Kashtira Ogre / Kashtira Unicorn / Scareclaw Kashtira beatdown, backed by Kashtira Shangri-Ira Xyz pressure (Inferred from card text); Red-Eyes Flare Metal Dragon, Number 11: Big Eye (control steal), Dark Armed (removal-Xyz) as Extra Deck pressure (Inferred)
  • Turn 1 (going first): Open a Kashtira or Scareclaw starter, search or Special Summon a second Kashtira body, and keep Ash Blossom / Ghost Belle / Ghost Ogre up as hand traps (Inferred)
  • Turn 2 (going second): Use 6-card hands with multiple hand traps (Ash Blossom, Ghost Belle, Ghost Ogre, Infinite Impermanence, Droll & Lock Bird) to answer the opponent's first board, then rebuild through Kashtira Birth and Shangri-Ira (Inferred)
  • Recovery: Kashtira Birth and Mulcharmy/Kashtira searchers return banished or GY Kashtira monsters to the field (Inferred from text)
  • After siding: Not applicable: no Side Deck is registered, so the deck cannot side (D12 scored at floor)

Why it scores here

The deck is scored on its structure only, because the list is illegal in OCG: it runs 3 copies of Kashtira Fenrir (Forbidden), 3 Kashtira Unicorn and 3 Tearlaments Kashtira (Limited, 1 legal copy each), and 3 Ash Blossom (Semi-Limited, 2 legal copies). Opening odds are modest: P(at least one archetype-core card in a 5-card opening hand) is about 0.55, so the Kashtira engine is live on the first turn only about half the time (Inferred). Hand-trap density is the deck's strongest feature, with 16 hand traps and about 0.92 odds of at least one going second in a 6-card hand (Inferred), which lifts interaction and going-second scores. The rest of the system is weak: there are no recorded boards, no combo floor or median, no Side Deck, and the off-archetype spread (Mulcharmy, Broken World, Red-Eyes, Mecha Phantom Beast) means the engine is not coherent. Popularity and archetype usage did not earn points, and card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(at least one 3-copy card in hand5) = 0.276 each; archetype core P(>=1 in hand5) = 0.546 (Inferred)
D2 Opening-Hand Quality & Brick Management 50 16 hand traps and 14 three-copy cards reduce dead-hand risk, but the 4.5-in-10 proxy brick rate on the core set limits the score (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards; ceiling is a text-only read of Kashtira Ogre, Unicorn and Shangri-Ira lines, with Fenrir lost to the Forbidden status (Inferred)
D4 Combo Floor & Median Output 35 No combos evidence, so the median and power distribution are unknown; floor set low (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Three negation effects (Ash Blossom, Ghost Belle, Infinite Impermanence) and recursion from Kashtira Birth help continuity (Inferred from text)
D6 Resource Economy, Recovery & Grind 45 Kashtira Birth recursion and multiple GY-to-field searches give some grind; no resource signature data (Inferred)
D7 End-Board & Interaction Quality 70 29 removal-text and 13 negation-text cards, plus Shangri-Ira and Dark Armed in the Extra Deck, give broad interaction (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 70 Going-second hand-trap coverage is high (about 0.92 for one of 16) and board-breaking text (Droll & Lock Bird, Infinite Impermanence) is present (Inferred)
D9 Offensive Pressure & Closing Power 55 Kashtira Ogre (2800 ATK) and Shangri-Ira provide closing pressure, but the Limited and Forbidden restrictions weaken the core (Inferred)
D10 Main Deck Efficiency & Flexibility 40 50-card main with 21 distinct cards and 0% exact-name archetype purity, spread across 7 sub-archetypes (Verified count, Inferred cohesion)
D11 Extra Deck Efficiency & Coverage 50 Extra Deck is 15 cards, with 12 Xyz and 3 Link; Shangri-Ira, Red-Eyes Flare Metal, Big Eye and Dark Armed give flexibility (Verified count)
D12 Side Deck Adaptability 10 No Side Deck registered; post-side adaptability is at its floor (Verified)
D13 Matchup Coverage & Format Fit 35 No tournament link; archetype meta-share absent. Scored from structure only, Provisional (Provisional)
D14 Pilotability & Error Tolerance 55 Multiple hand traps need timing decisions, and the Kashtira summon chains are moderately complex (Inferred)

How the score was computed

Strategy profile: 100% Midrange; Toolbox traits noted but not blended. Structural ≈ 49, Going First ≈ 42, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 42. Modifiers: banlist exposure (-8); engine conflicts (-4). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional); illegal-deck cap applied: 35 pre-cap to 20

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.55 · key two-card combo ≈ — · full-brick estimate ≈ 0.45 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • 16 hand traps and 3 floodgate-style cards give strong going-second interaction (Inferred)
  • Kashtira searchers and recursion give some continuity (Inferred from text)
  • Extra Deck has 15 cards with flexible Xyz options (Verified count)

Weaknesses

  • Illegal in OCG: Kashtira Fenrir Forbidden and three Limited/Semi-Limited cards run over the copy limit (Verified)
  • Low core-engine access: about 0.55 chance of a live starter in the opening 5 (Inferred)
  • No Side Deck, so no post-side plan (Verified)
  • Off-archetype spread dilutes the engine (Verified count)

Critical choke points

  • Kashtira core cards (Unicorn, Tearlaments, Fenrir) are over the legal copy limit, so the deck cannot be built as listed
  • Single-starter openings are common; about 45% of opening hands have no core starter (Inferred)
Priority Remove Add Reason
1 Kashtira Fenrir x3 (Forbidden) Legal Kashtira or Scareclaw replacements Forbidden card blocks legal play; the deck cannot be entered as listed
2 Kashtira Unicorn x2 and Tearlaments Kashtira x2 (over Limited limit) Single copies, with the rest of the core reassigned to legal Kashtira monsters Restores legality and reduces brick-prone duplicate copies
3 Off-archetype Mulcharmy, Broken World and Red-Eyes copies Scareclaw or Kashtira core cards Raises archetype purity and engine coherence

Evidence & confidence

  • Verified: Illegal: 4 cards over the copy limit under the OCG ban list (Verified); No Side Deck registered (Verified); Extra Deck is 15 cards: 12 Xyz, 3 Link (Verified)
  • Inferred: Opening-hand odds for core starters (Inferred, hypergeometric); Going-second hand-trap coverage of about 0.92 (Inferred, hypergeometric); Interaction density from text scaffold (Inferred, semantic)
  • Provisional: Meta Power (null, no dated metagame sample); Matchup and format fit (no 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 for OCG; brick, starter and matchup rates are Inferred Meta Power is Provisional unless a dated metagame sample is supplied no Side Deck registered; post-side adaptability cannot be assessed deck is Illegal; score is capped and treated as theoretical/structural-only

More OCG Info

Scareclaw

Scareclaw Breakdown

 
 

 

 

 

 

 

 
 

 

 
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