Train Deck #771976 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Girsu, the Orcust Mekk-Knight x3, Mulcharmy Fuwalos x3, Night Train Blue Traveler x3. Created Oct 21, 2026 by YGO Mod.

Deck Train OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 21, 2026
30± 8/ 100
Power Score
Structural 52
Reliability 40
Going First 55
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 52
Going First 55
Going Second 50
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Stun
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Train and Orcust Link/XYZ boards end in a large Extra Deck attacker (Gustav Max/Rocket, Regulus, Bullet Train) pushing damage through hand-trap-protected turns; Orcust recursion through Galatea-I, Longirsu and Dingirsu into repeated board presence
  • Turn 1 (going first): Opening Schedule or Night Train searches, Train/Orcust Link or XYZ summon, with hand traps held for the opponent's first interaction
  • Turn 2 (going second): Hold Ash Blossom, Droll and Ghost Ogre for the opponent's first starter or boss, then rebuild through Orcust GY effects
  • Recovery: Mulcharmy and Scrap Recycler draws plus Orcust GY revival; Night Train from the GY is the main reboot
  • After siding: No post-side plan exists: the deck has zero side cards, so every matchup is played with the main deck only

Why it scores here

The deck reliably opens a functional Orcust or Train starter about 86 percent of the time in the opening hand (hypergeometric, Inferred), and the 10 hand-trap and 15 negation-text cards give it real interruption resilience on the going-second turn. Its ceiling comes from Extra Deck boss monsters such as Gustav Rocket and Gustav Max, but no recorded boards exist, so the combo floor and median are text-only inference. Brick risk is high: only 16 of 70 archetype-tagged copies are exact Train, and 24 copies are generic or off-archetype, so many hands are functional on paper but not in the sequence they need. The deck has no side deck, so it has no post-side adaptation, and popularity was not used as evidence of power. The score is computed on the system rather than averaged from card scores, then capped low because the list is illegal.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(>=1 archetype core in 5-card hand) ~0.86 across 17 core copies; Train starter Schedules and Night Train at 3 copies each give ~0.25 per copy (Inferred)
D2 Opening-Hand Quality & Brick Management 45 Generic and off-archetype spread (24 generic, 54 off-exact-name) and 10 hand traps create frequent conflicting or dead hands (Inferred)
D3 Combo Conversion & Ceiling 50 No parseable boards; ceiling read from Gustav Rocket (5000 ATK) and Dingirsu plus Orcust recursion text (Inferred)
D4 Combo Floor & Median Output 40 No combos supplied, so median output is unknown and inferred only from starter diversity and a mixed archetype base (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Ten hand traps and Orcust GY revival give multiple independent answers and some recursion after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Mulcharmy and Scrap Recycler draw effects plus Pot of Sloth and Night Train GY recovery support resource regrowth (Inferred)
D7 End-Board & Interaction Quality 65 Typhoon, Infinite Impermanence, Mistaken Arrest and Orcust Crescendo give layered backrow and monster interaction (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 55 Gustav Max/Rocket, NT8000 Sirius and Regulus provide board-breaking and removal from the Extra Deck, with some going-second coverage (Inferred)
D9 Offensive Pressure & Closing Power 60 Extra Deck attackers reach 3000 to 5000 ATK; Gustav Max inflicts direct damage (Verified card text, Inferred closing)
D10 Main Deck Efficiency & Flexibility 50 55 Main Deck cards in 28 distinct slots, with 14 singletons and 13 triples; a flexible but unfocused allocation (Inferred)
D11 Extra Deck Efficiency & Coverage 55 11 Link and 4 XYZ Extra Deck cards; Gustav Max and Gustav Rocket are both included but Limited to one copy each (Verified)
D12 Side Deck Adaptability 15 Side Deck is empty, so there is no post-side plan (Verified)
D13 Matchup Coverage & Format Fit 50 Usage stats show 9 of 20 archetype-core cards present; no tournament or meta-share data, so format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Link and XYZ chains with many decision points and a hand-trap timing burden (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 52, Going First ≈ 55, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-6); no Side Deck (-4). Final formula: Illegal list: theoretical/structural only. Pre-cap 0.80*52 + 0.20*40 = 49.6, then modifiers -10 gives 40, then capped at 30 for the illegal legality status.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.86 · 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 fifteen negation-text cards give going-second interaction depth
  • Extra Deck boss monsters (Gustav Max, Gustav Rocket, Regulus, Bullet Train) provide strong closing power
  • Draw and recursion engines (Mulcharmy, Scrap Recycler, Night Train, Orcust GY effects) support resource regrowth

Weaknesses

  • Illegal copy count for Ash Blossom & Joyous Spring (3 vs 2)
  • Zero side deck, so no post-side adaptation
  • Low exact-archetype purity (22.9%) increases brick and conflict risk
  • No recorded combo data, so consistency and median output are unverified

Critical choke points

  • Night Train and the Schedule searches are the main Train starters; each is about 25 percent to appear in a 5-card hand
  • Gustav Max and Gustav Rocket are each single copies, so losing them removes the main closing route
  • Orcust recursion depends on Orcust monsters being in the GY, which the Orcust core only partly supplies
Priority Remove Add Reason
1 One copy of Ash Blossom & Joyous Spring One non-Semi-Limited card, or a second copy of an archetype core card Restores legality; the deck cannot receive a normal score while over the copy limit
2 Off-archetype tech cards with weak fit A side deck of 6 to 15 cards covering the most common opposing boards Adds post-side plans; the current zero side deck is the largest drag on tournament reliability
3 Generic single-copy filler More exact-name Train or Orcust cards to raise purity above the current 22.9 percent Raises starter density and lowers brick rate, the main consistency risk in the current list

Evidence & confidence

  • Verified: Main Deck is 55 and Extra Deck is 15, both within OCG size rules; Ash Blossom & Joyous Spring is over the Semi-Limited copy limit (3 run vs 2 legal); Side Deck is empty (0 cards); Droll & Lock Bird and S:P Little Knight are Limited and run at 1 copy each (legal)
  • Inferred: Opening-hand starter probability ~0.86 from hypergeometric draw estimates; Brick risk and conflict rate from archetype-purity and card mix; Interaction depth from hand-trap and negation text; Closing power from Extra Deck ATK values
  • Provisional: Format fit (D13) because no dated metagame or tournament data was supplied
  • 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 exists in YGOVN for going-first, going-second or matchup results Meta Power is provisional unless a dated metagame sample is supplied Side Deck is empty, so post-side performance cannot be assessed

More OCG Info

Train

Train Breakdown

 
 

 

 

 

 

 

 
 

 

 
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