Adventurer Token Deck #771790 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Gunkan Suship Shari Red x3, Gunkan Suship Uni x3, Gunkan Suship Shari x3. Created Oct 21, 2026 by YGO Mod.

Deck Adventurer Token OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: MediumEvaluated Oct 21, 2026
31± 8/ 100
Power Score
Structural 42
Reliability 35
Going First 40
Going Second 45

Deck — Deck Power Evaluation

Final Contextual Deck Power: 31/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 42.5
Going First 40
Going Second 45
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Toolbox
  • Secondary strategies: Tempo, Stun
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Extra Deck boss monsters (Synchro, Xyz, Link) reached through Gunkan and Adventurer material, with Dracoback and Fateful Adventure as extenders; Gunkan Suship Uni-class Super-Dreadnought direct-attack and draw effects after a Xyz Summon
  • Turn 1 (going first): Open Rite of Aramesir or Water Enchantress to reach an Adventurer Token board, then extend through Gunkan Ikura or Shari; hold Ash Blossom and Ghost Belle as protection
  • Turn 2 (going second): Use Ash Blossom, Ghost Belle and Ghost Ogre hand traps to break the opponent's first board, then rebuild through Gunkan searchers
  • Recovery: Recur Ghost Belle and Ghost Ogre from the GY and search Fateful Adventure or Rite of Aramesir through Water Enchantress
  • After siding: Not evaluable: the deck runs no side deck (Side Deck size 0), so no post-side plan exists in the export

Why it scores here

The list does not reliably open its engine: the Rite of Aramesir and Water Enchantress starters sit at roughly 25% and 18% to appear in an opening hand, and the 55-card main is spread across 30 distinct cards with only 2.9% exact-name Adventurer Token purity. Interaction is the strongest part of the system: 10 hand traps and 18 negation-text cards give several layers of response that hold up when going second. Extra Deck flexibility is reasonable across Synchro, Xyz and Link bosses, but the boss lines depend on Gunkan material that the engine does not reliably supply. Popularity and archetype usage stats confirm the Gunkan and Adventurer core is a real build, but they did not earn points; card scores were not averaged. The deck is Forbidden-illegal (2 Kashtira Fenrir), so this is a theoretical, structural-only read capped low.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 40 P(at least one Rite of Aramesir in opening 5) ≈ 0.25 and P(at least one Water Enchantress) ≈ 0.18; engine is live on turn 1 in a minority of hands (Inferred)
D2 Opening-Hand Quality & Brick Management 35 Many off-archetype tech and spell cards (17 tech) and a 2-card bootstrap dilute the starter density; brick rate estimated high (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable boards; ceiling is text-only inference from Adventurer-token and Gunkan extension lines (Inferred)
D4 Combo Floor & Median Output 25 No recorded combos, so median output cannot be measured; text read suggests inconsistent floor (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Ten hand traps and independent Ghost and Ash routes give some redundancy, but most recovery is single-route (Inferred)
D6 Resource Economy, Recovery & Grind 45 Thirteen searcher-text cards and recursion via Ghost Belle and Ghost Ogre support resource regrowth, offset by heavy Gunkan material cost (Inferred)
D7 End-Board & Interaction Quality 65 Eighteen negation-text cards and ten hand traps give layered interaction; Solemn and Droplet add breadth (Inferred semantic)
D8 Going-Second & Board-Breaking Power 55 Hand traps and Kaiju Special Summons contest an established board well when going second; no board-breaker count beyond 2 Solemn Strike or Lightning Storm (Inferred)
D9 Offensive Pressure & Closing Power 55 Synchro and Xyz bosses (Draco Berserker 3000 ATK, Super Starslayer 2900) provide closing power, but conversion depends on the starter (Inferred)
D10 Main Deck Efficiency & Flexibility 30 55 main cards across 30 distinct cards with 2.9% exact-archetype purity and 68 off-archetype copies lower compactness (Observed composition)
D11 Extra Deck Efficiency & Coverage 50 15 Extra Deck slots spread over 13 distinct monsters with Gunkan and Synchro coverage; mandatory-slot burden is high (Inferred)
D12 Side Deck Adaptability 10 No side deck is supplied (Side Deck size 0), so no post-side adaptability exists (Verified legality field)
D13 Matchup Coverage & Format Fit 30 No tournament link and no dated meta sample; format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 35 Multiple archetypes and decision points per turn raise pilot burden (Inferred)

How the score was computed

Strategy profile: Toolbox. Structural ≈ 42.5, Going First ≈ 40, Going Second ≈ 45, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist exposure (-8); engine conflicts (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional; Illegal deck, theoretical/structural-only): 0.80*42.5 + 0.20*35 - 10 = 31

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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

  • Ten hand traps and 18 negation-text cards give layered interaction
  • Synchro and Xyz bosses provide closing power and Extra Deck variety
  • Searcher and recursion text (13 searchers, Ghost Belle and Ghost Ogre) supports resource recovery

Weaknesses

  • Illegal: two Forbidden Kashtira Fenrir
  • Engine starters have low opening-hand access (about 25% for Rite of Aramesir)
  • Low exact-archetype purity (2.9%) with 68 off-archetype copies
  • No side deck

Critical choke points

  • Rite of Aramesir and Water Enchantress as the only Adventurer Token starters
  • Gunkan material for Extra Deck bosses
Priority Remove Add Reason
1 Kashtira Fenrir (2 copies) A legal Adventurer or Gunkan extender Removes the only Forbidden card so the list is legal to play
2 Several single-copy off-archetype tech cards Additional Rite of Aramesir or Water Enchantress copies Raises the starter density that the engine depends on
3 Dracoback, the Rideable Dragon (1 copy) Side deck (up to 15 cards) Adds post-side adaptability, which is currently absent

Evidence & confidence

  • Verified: Kashtira Fenrir is Forbidden and run in 2 copies (illegal); Main 55 / Extra 15 / Side 0 sizes are within format size rules; Solemn Judgment and Droll & Lock Bird are at their Limited cap of 1 copy
  • Observed: Usage stats show Wandering Gryphon Rider, Fateful Adventure and Dracoback in 86% of archetype lists
  • Inferred: Starter access from hypergeometric estimate (about 25% for Rite of Aramesir in 5-card hand); Hand-trap coverage and recovery read from card text
  • Provisional: Meta Power and format fit (no dated metagame sample)
  • Data gaps: no combos supplied; combo floor, median and ceiling are text-only no tournament link; archetype meta-share and per-pilot record absent no win-rate telemetry; going-first/second and matchup rates unknown Meta Power provisional without a dated metagame sample deck has no side deck, so post-side plan cannot be assessed

More OCG Info

Adventurer Token

Adventurer Token Breakdown

 
 

 

 

 

 

 

 
 

 

 
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