Code Talker Deck #772013 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Mulcharmy Purulia x3, Pikari @Ignister x3. Created Oct 21, 2026 by YGO Mod.

Deck Code Talker OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 21, 2026
44± 10/ 100
Power Score
Structural 57
Reliability 50
Going First 55
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 44/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 57
Going First 55
Going Second 62
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Combo
  • Secondary strategies: Stun, Toolbox
  • 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: Link-based Cyberse board (Code Talker link line, Firewall Dragon Darkfluid, Transcode/Accesscode Talker) built from Ignister/Mathmech/Mulcharmy starters; Hand-trap disruption (17 hand traps / negates) buying time for a Link Summon
  • Turn 1 (going first): Open a starter from Cyberse draw/search effects (Cynet Mining, A.I. Connect, Backup/Pikari @Ignister) and Link Summon into a Code Talker or Firewall Link; hold hand traps for the opponent's first interaction
  • Turn 2 (going second): Use the six-card hand's hand traps (Ash, Ghost Ogre, Ghost Belle, Skull Meister, Nibiru, Infinite Impermanence) to stop the opponent's board, then rebuild through Mulcharmy draw effects
  • Recovery: Mulcharmy Fuwalos/Purulia draw triggers and Mathmech Circular or Achichi searches refill the hand after a board is negated
  • After siding: Not applicable: the list has no Side Deck, so no post-side plan exists in OCG best-of-3

Why it scores here

The deck is a three-engine hybrid (Code Talker, Ignister and Mathmech, with Mulcharmy as draw support), and its exact archetype purity is only 8.6%, so the 14 Code Talker core copies are spread across several sub-archetypes rather than one engine. The starter reliability is reasonable: P(at least one archetype-core card in a 5-card opening hand) is about 0.78 (Inferred), and 15 searcher-text cards help it find a starter. Interaction is the strongest part of the system, with 17 hand traps, 16 negation-text cards and 15 removal-text cards giving a high probability (about 0.90) of at least one hand trap in a going-second 6-card hand (Inferred). The deck has no recorded boards, so its combo ceiling and median output are text-only inference and carry low confidence. The score was not raised by Code Talker's popularity or by averaging card scores, and it is capped by the copy-limit violation: the deck runs 3 copies of Ash Blossom against an OCG limit of 2, so this is a theoretical, structural-only read.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 Archetype core 14 copies, P(≥1 core in hand5) ≈ 0.78; three overlapping engines dilute starter identity (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Many generic and tech slots plus 27 generic cards; hand traps are often dead when not needed, but there are many draws (Inferred)
D3 Combo Conversion & Ceiling 55 Link-heavy Cyberse board ceiling is plausible, but no recorded boards exist (Inferred)
D4 Combo Floor & Median Output 45 No combo boards supplied, so floor and median are unmeasured (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Multiple hand-trap and negate routes across Ash, Ghost Belle, Ghost Ogre, Skull Meister and Impermanence give several answers to one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 62 Mulcharmy draw triggers and 15 searcher-text cards refill the hand after exchanges (Inferred)
D7 End-Board & Interaction Quality 68 16 negation and 15 removal-text cards, plus Cynet Conflict and Iblee floodgate, give layered interaction (Inferred)
D8 Going-Second & Board-Breaking Power 70 Going-second hand-trap density is high, ≈ 0.90 for at least one hand trap in hand6 (Inferred)
D9 Offensive Pressure & Closing Power 60 Link-4 and Link-5 finishers (Accesscode Talker 2300, Firewall Dragon Darkfluid 3000) give closing power, but no win data exists (Inferred)
D10 Main Deck Efficiency & Flexibility 55 55 Main cards with a 29-distinct spread and many 3-copy staples; some copy-limit issues (Verified)
D11 Extra Deck Efficiency & Coverage 60 15 Extra slots, 11 of them Link, with 4 Xyz/Synchro/Fusion options for flexibility (Verified)
D12 Side Deck Adaptability 25 No Side Deck at all, so no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or metagame sample, so matchup fit is Provisional
D14 Pilotability & Error Tolerance 35 Three-engine hybrid with many interaction windows and Link-material routing has high decision load (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 57, Going First ≈ 55, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: Illegal copy-limit violation (cap) (-12). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 0.80*57.3 + 0.20*50 = 55.8; Illegal copy-limit cap applied as a -12 modifier → 44. Theoretical/structural-only.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.78 · 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 negate package (17 hand traps, 16 negation-text cards)
  • Real starter access: 14 archetype-core copies and 15 searcher-text cards
  • Draw-engine support from Mulcharmy Fuwalos and Purulia

Weaknesses

  • Illegal copy limit: Ash Blossom & Joyous Spring runs 3 copies against an OCG limit of 2
  • Low archetype purity (8.6%): three overlapping engines compete for the same hand slots
  • No Side Deck, so no post-side adaptability
  • No recorded boards, so the combo ceiling and median are unverified

Critical choke points

  • A Link Summon depends on Cyberse material; if the starter is a hand trap, there may be no board to convert
  • Three-engine hybrid can leave hands with a starter from one engine and the payoff of another
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring 1 legal non-Semi-Limited card with a Cyberse or Code Talker link role Brings the deck inside the OCG copy limit, which is required before any normal Final Contextual score can apply
2 A sub-archetype with the lowest core count (Mulcharmy or Ignister, depending on the Link plan) Additional Code Talker or Firewall core cards Raises archetype purity and reduces the number of hands that hold the wrong engine
3 Dead 1-copy Spell/Trap tech slots A Side Deck of 5–10 cards Gives the deck post-side options in OCG best-of-3 and raises D12 above its current 25

Evidence & confidence

  • Verified: Main 55, Extra 15, Side 0 are within OCG size rules; Ash Blossom & Joyous Spring: 3 copies, legal 2 (Semi-Limited), violation; Mathmech Circular: 1 copy, Limited, legal; Archetype purity 8.6%, Cyberse race spread 31 cards
  • Inferred: P(≥1 archetype core in hand5) ≈ 0.78; P(≥1 hand trap in hand6) ≈ 0.90; Hand-trap density gives going-second interaction strength; Three-engine conflict lowers D1 and D14
  • Provisional: Matchup fit (D13) and Meta Power: no dated metagame sample or tournament link; Post-side plan: no Side Deck
  • 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 (going-first/second, matchup, brick/starter rates) Meta Power provisional unless a dated metagame sample is supplied No Side Deck, so D12 has no post-side data

More OCG Info

Code Talker

Code Talker Breakdown

 
 

 

 

 

 

 

 
 

 

 
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