Kuriboh Deck #771849 — Yu-Gi-Oh! OCG

54 Main, 15 Extra, incl. Dark Time Wizard x3, Forbidden Droplet x3, Sleepy Scapegoats x3. Created Oct 21, 2026 by YGO Mod.

Deck Kuriboh OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: MediumEvaluated Oct 21, 2026
46± 8/ 100
Power Score
Structural 52
Reliability 45
Going First 50
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 46/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 52
Going First 50
Going Second 52
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Toolbox
  • Secondary strategies: Midrange, Stun
  • Format: ocg

Legality

Main 54 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Ritual or Extra Deck boss monsters (Black Chaos, Black Luster Soldier, Magician of Dark Chaos, Black Skull Dragon) reached through Dark Time Wizard, Light and Darkness Ritual and Mulcharmy card advantage; Fusion, Xyz and Link bosses (Exceed, Predaplant Dragostapelia, Number 39, Super Starslayer TY-PHON) when the board allows them
  • Turn 1 (going first): Open a Dark Time Wizard or Mulcharmy starter with a searcher (Mind Shuffle, Light and Darkness Ritual, Witch-style draws) and use Ash Blossom and Droll as protection on the opponent's first activation
  • Turn 2 (going second): Use Ash Blossom, Droll & Lock Bird, Ghost Ogre and Nibiru as hand traps against the opponent's engine, then rebuild with Mulcharmy draws and a Ritual or Fusion follow-up
  • Recovery: Skull Archfiend of Chaos from the GY, Ragged Records of Rites and Mind Shuffle recycle the Ritual and Dark Time Wizard package; Mulcharmy draws refill the hand once the field is empty
  • After siding: Not applicable: the deck has no Side Deck, so there is no post-side adjustment

Why it scores here

The deck reliably opens a search-based starter: a searcher-text card is present in roughly 84% of opening 5-card hands, but the individual engine pieces are thin, with Dark Time Wizard at only about 26% per copy-set in hand. Its interaction layer is the strongest part of the system: seven hand traps and negation effects (Ash Blossom, Droll & Lock Bird, Ghost Ogre, Nibiru, Forbidden Droplet, Chaos Magical Hats and Reversal Box) give it layered answers, and about 59% of going-second hands contain a hand trap. The main weakness is that the deck mixes at least five unrelated engines (Dark Time Wizard, Light and Darkness Ritual, Mulcharmy, Predaplant and Red-Eyes), so many hands hold a piece that does not connect to the rest. No recorded boards exist, so the combo ceiling and median are text-only inferences, and the score does not rest on any combo or win-rate evidence. The score comes from consistency, interaction and resource recovery on the system, not from averaging the card scores and not from the Kuriboh label, which has 0% exact-name purity here.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one searcher-text card in opening 5) = 0.84; P(Dark Time Wizard in opening 5) ≈ 0.26 with 3 copies; engine pieces are split across 4+ archetypes (Inferred)
D2 Opening-Hand Quality & Brick Management 50 Five distinct engines and 14 single-copy or tech slots raise dead-card risk; the archetype core group has about 49% proxy-brick chance in opening 5 (Inferred)
D3 Combo Conversion & Ceiling 50 No parseable boards; ceiling read from card text: Light and Darkness Ritual into Black Chaos or Magician of Dark Chaos, plus Skull Archfiend recursion (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so median and floor cannot be measured; the many-engine spread points to a low median (Provisional)
D5 Interruption Resilience & Route Redundancy 58 Seven hand-trap or negation cards and several draw effects give more than one route after the first interruption, but the lines are not truly independent (Inferred)
D6 Resource Economy, Recovery & Grind 60 Ragged Records, Mind Shuffle, Skull Archfiend and Mulcharmy draws recover resources; the Extra Deck has 15 cards to rebuild from (Inferred)
D7 End-Board & Interaction Quality 66 Layered hand traps and removal text across Ash Blossom, Droll, Ghost Ogre, Chaos Magical Hats and Spell Shattering Sword; the interaction density figure is not supplied (Inferred)
D8 Going-Second & Board-Breaking Power 62 Going-second value comes from hand traps and Black Skull Dragon special summons; no going-second split is recorded (Inferred)
D9 Offensive Pressure & Closing Power 62 Several 2800–3400 ATK bosses (Exceed, Black Chaos, Black Luster Soldier, ZEUS, TY-PHON) need setup, so closing power is real but gated by the engine (Inferred)
D10 Main Deck Efficiency & Flexibility 45 54 Main Deck slots with 33 distinct cards, 26 Level-0 spells and no clean core; compactness is weak for a single engine (Inferred)
D11 Extra Deck Efficiency & Coverage 50 15 Extra Deck slots (7 Fusion, 5 Xyz, 3 Link) with mixed access routes; several bosses depend on a specific Main Deck piece (Inferred)
D12 Side Deck Adaptability 8 Side Deck is empty (0 of 15 allowed), so there is no post-side plan and no adaptation path (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated meta sample; the archetype label is 'Kuriboh' but the cards do not match it (Provisional)
D14 Pilotability & Error Tolerance 40 Several engines, ritual and extra-deck sequencing, and 7 hand-trap timing decisions make the deck hard to pilot consistently (Inferred)

How the score was computed

Strategy profile: Toolbox. Structural ≈ 52, Going First ≈ 50, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: No Side Deck (-3); Engine conflict (-3); Banlist exposure (0). Final formula: 0.80*Structural(52) + 0.20*TournamentReliability(45) + ContextModifiers(-5) = 46; Meta provisional

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.84 · 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

  • Layered hand-trap and negation suite (seven cards) gives interaction on both the going-first and going-second turns
  • Searcher density (16 searcher-text cards) gives a high chance of a starter in opening 5
  • Strong Ritual and Extra Deck bosses (Black Chaos, Black Luster Soldier, Magician of Dark Chaos, Exceed) finish a board once set up

Weaknesses

  • Five engines (Dark Time Wizard, Light and Darkness Ritual, Mulcharmy, Predaplant, Red-Eyes) with little shared support; hands often hold a piece that does not connect
  • No Side Deck: no post-side adaptation
  • Low copy counts for the key engine pieces (Dark Time Wizard at 3 copies, 26% per opening hand) and about 14 single-copy tech or utility slots

Critical choke points

  • Dark Time Wizard and Light and Darkness Ritual are both needed for the main engine, and each is in 2–3 copies
  • The Extra Deck boss package needs a specific Ritual or Fusion material, with no recorded line showing it reliably
  • Opponent's first interruption on a 1-card starter removes the turn's plan with no independent second line recorded
Priority Remove Add Reason
1 One or two of the single-copy tech cards (Chaos Mystic Box, Graceful & Skull Dice) Light and Darkness Ritual or Dark Time Wizard support (a third copy, if the Deck allows) Raises the chance of the main engine starting in the opening hand and cuts the number of dead single-copy cards
2 Spell Shattering Sword or Griffoh (weakest-return interaction) Side Deck of 15 cards covering the opponent's most common engine (for example, a generic hand trap or a removal Trap) A Side Deck is the only way to add post-side adaptability; D12 is 8 with none

Evidence & confidence

  • Verified: Main 54 / Extra 15 / Side 0 are within the OCG size rules (40–60 / 0–15 / 0–15); Droll & Lock Bird and S:P Little Knight are Limited at 1 copy; Ash Blossom, Super Polymerization and The Fallen & The Virtuous are Semi-Limited at 2 copies; all run at legal counts; Archetype purity is 0% for the exact name 'Kuriboh'; the deck is built from 4+ sub-archetypes
  • Observed: Usage statistics: 4 of 5 core cards present (80%); S:P Little Knight is core (54%) but absent
  • Inferred: Hypergeometric consistency estimates for searchers (0.84), archetype core (0.515) and hand traps on going second (0.58); Strategy classification as Toolbox with a Midrange and Stun secondary, from card text and composition; Interaction density (seven hand traps plus removal text) as a strength of D7
  • Provisional: Meta Power (null) and matchup fit (D13), since no dated metagame sample exists
  • 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 and brick rates are Inferred Meta Power is Provisional unless a dated metagame sample is supplied deck title is null; the archetype label 'Kuriboh' does not match the cards in the list

More OCG Info

Kuriboh

Kuriboh Breakdown

 
 

 

 

 

 

 

 
 

 

 
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