Synchron Deck #771887 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. D.D. Crow x3, Junk Meister x3, Mulcharmy Fuwalos x3. Created Oct 21, 2026 by YGO Mod.

Deck Synchron OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: LowEvaluated Oct 22, 2026
31± 8/ 100
Power Score
Structural 44
Reliability 38
Going First 40
Going Second 46

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 44
Going First 40
Going Second 46
Meta Power provisional
Tournament Reliability 38
  • Primary strategy: Toolbox
  • Secondary strategies: Midrange, 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: Synchro Summon a boss (Stardust Dragon, Shooting Majestic Star Dragon, Stardust Warrior, Satellite Warrior) from a Tuner plus non-Tuner materials, protected by hand traps and negations; Junk/Synchron recursion and Mulcharmy card advantage to grind the opponent out
  • Turn 1 (going first): Open a Tuner and a non-Tuner (Synchron/Junk/Stardust), Normal Summon a searcher such as Junk Meister or Junk Synchron, search a second starter, and Synchro Summon a boss; hold Ash Blossom or Droll & Lock Bird for interaction
  • Turn 2 (going second): Use hand traps (Ash Blossom, D.D. Crow, Skull Meister, Ghost Ogre & Snow Rabbit, Nibiru) to disrupt the opponent's first summon, then rebuild a board through Synchro Summons and Mulcharmy draws
  • Recovery: Recur Synchron/Junk monsters from the GY through Jet Synchron and Junk Signal effects, and redraw through Mulcharmy Fuwalos or Purulia when hands are empty
  • After siding: No side deck is registered, so no post-side plan exists in this evidence

Why it scores here

The deck is a loose Synchron/Junk/Stardust/Mulcharmy build of 29 distinct main-deck cards, 15 hand traps and negations, and 14 Synchro monsters. Its probability estimates show a starter is live in about 25% of 5-card openings for any three-copy card, and roughly 69% of hands contain at least one searcher-text card, so it usually opens something but seldom a clean engine. Interaction is the strongest area: 15 hand traps give about 87% odds of at least one going second, which lifts end-board interaction. No recorded boards exist, so combo conversion and median output are text-only inferences and are scored low. Popularity and the archetype's usage record were not credited; the scores come from the system (consistency, interaction, and recovery) and not from averaging card scores. The list is illegal (three copies of Ash Blossom against a limit of two) and has no side deck, so the final score is capped and the evaluation is structural only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(at least one 3-copy card in 5-card opening) ≈ 0.25; ~0.69 for searcher text group; Synchro Summon chain depends on 2-card bootstrap (Inferred)
D2 Opening-Hand Quality & Brick Management 40 17 Spell/Trap and level-0 cards, 14 singleton tuners; multiple conflicting Normal Summon searchers; high brick risk (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable combos; ceiling is text-only inference of boss Synchro Summons from Stardust/Majestic lines (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so median output is unknown and set low (Provisional)
D5 Interruption Resilience & Route Redundancy 50 Two independent Synchro lines (Junk and Stardust) plus GY recursion through Jet Synchron and Junk Signal (Inferred)
D6 Resource Economy, Recovery & Grind 45 Mulcharmy draw effects and Junk/Stardust searchers provide card flow; no resource telemetry (Inferred)
D7 End-Board & Interaction Quality 60 Ash Blossom, Skull Meister, Nibiru, Ghost Ogre and Stardust Dragon negation text; 15 hand traps (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 50 Hand traps cover going-second disruption; Majestic and Stardust Dragon negate effects (Inferred)
D9 Offensive Pressure & Closing Power 45 Boss ATK 2500-4000 via Synchro Summons, but no piercing or direct damage text confirmed (Inferred)
D10 Main Deck Efficiency & Flexibility 40 55 main-deck cards across roughly four sub-archetypes; 69 off-archetype copies for an archetype named Synchron; 1 exact-name Synchron card (Verified purity)
D11 Extra Deck Efficiency & Coverage 40 14 Synchro and 1 Fusion Extra Deck card; Snake-Eye Doomed Dragon has no Snake-Eye support in the list, so it is a likely dead slot (Inferred)
D12 Side Deck Adaptability 20 No side deck registered; post-side adaptability cannot be assessed (Verified gap)
D13 Matchup Coverage & Format Fit 40 No tournament data; archetype usage shows Mulcharmy Fuwalos and Droll & Lock Bird core (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Synchro lines and many hand-trap timing windows; demands high pilot skill (Inferred)

How the score was computed

Strategy profile: Toolbox. Structural ≈ 44, Going First ≈ 40, Going Second ≈ 46, Meta = provisional, Tournament Reliability ≈ 38. Modifiers: Illegal copy limit (-12). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional; Illegal cap applied) = 42.8 - 12 = 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

  • Dense hand-trap and negation suite (15 hand traps, 16 negation-text cards)
  • Multiple Synchro boss options with strong ATK and negation text
  • Mulcharmy draw engine gives card advantage in long games

Weaknesses

  • Illegal copy count on Ash Blossom
  • Low exact-archetype purity; sub-archetypes do not share a single engine
  • No side deck registered
  • Snake-Eye Doomed Dragon is a likely dead Extra Deck slot

Critical choke points

  • Ash Blossom over the copy limit must be fixed before the list can be scored normally
  • Synchro Summon requires a Tuner and non-Tuner material; a missing Tuner stops the line
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring 1 legal non-duplicate hand trap or negation (e.g., Ghost Ogre & Snow Rabbit already in the list, so a different interaction card) Restores legality; removes an illegal copy count without changing the engine
2 1 Snake-Eye Doomed Dragon 1 Synchro Monster that works with the Junk/Stardust line Snake-Eye has no supporting cards in this list, so the Extra Deck slot is likely dead
3 A 10-15 card side deck A side deck is needed for best-of-3 play and to handle the matchup gaps

Evidence & confidence

  • Verified: Main deck 55 cards, Extra 15, Side 0; within OCG size rules; Ash Blossom & Joyous Spring: 3 copies run, 2 legal (violation); Droll & Lock Bird and Reinforcement of the Army are Limited with 1 copy each (legal); Archetype purity 1.4% exact-name; 69 off-archetype copies
  • Observed: Mulcharmy Fuwalos usage 60.6%, Droll & Lock Bird 56.3% (archetype usage statistics)
  • Inferred: Starter access probabilities (25% for 3-copy cards in 5 cards); Brick risk from level-0 spells/traps and the mixed sub-archetype engine; Interaction quality from negation text and hand-trap count
  • Provisional: Meta and matchup fit; no dated metagame sample
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference No tournament link; archetype meta-share and per-pilot record absent No win-rate telemetry (first/second, matchup, brick/starter rates) Meta Power is provisional without a dated metagame sample No side deck registered, so best-of-3 adaptability is unscored

More OCG Info

Synchron

Synchron Breakdown

 
 

 

 

 

 

 

 
 

 

 
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