Ragnaraika Deck #772317 — Yu-Gi-Oh! OCG

58 Main, 15 Extra, incl. Kumongous, the Sticky String Kaiju x3, Mulcharmy Fuwalos x3, Traptrix Mantis x3. Created Oct 21, 2026 by YGO Mod.

Deck Ragnaraika OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
StunConfidence: LowEvaluated Oct 21, 2026
35± 8/ 100
Power Score
Structural 56
Reliability 45
Going First 52
Going Second 55

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 56
Going First 52
Going Second 55
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Stun
  • Secondary strategies: Midrange, Toolbox
  • Format: ocg

Legality

Main 58 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Link-based board (Ragnaraika Chain Coils, Ragnaraika Stag Sovereign, Traptrix Rafflesia/Pinguicula) built from Insect, Plant and Reptile monsters, with Traptrix Hole traps clearing the opponent's backrow; Traptrix Xyz and Link beatsticks after a Hole-trap removal chain
  • Turn 1 (going first): Normal Summon Traptrix Mantis or Myrmeleo to search a Hole trap or Traptrix, set Trap Hole traps, and hold hand traps (Infinite Impermanence, Ash Blossom, Effect Veiler) for the opponent's first Link or Xyz
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Ogre, Effect Veiler, Nibiru) to break the opponent's first summon, then Hole traps and Terrifying Trap Hole Nightmare to clear the board and build a Link 4 or 5
  • Recovery: Recycle Traptrix and Ragnaraika monsters from the GY via Traptrix Dionaea, Traptrix Sera, Ragnaraika Skeletal Soldier and Ragnaraika Wisteria of Woe
  • After siding: Not evaluable: the deck has no side deck, so no post-side plan exists

Why it scores here

The deck reliably opens its interaction: 14 hand traps and 28 removal-text cards give it a dense interaction layer, and 3-copy starters appear in about 24% of going-first hands (hypergeometric, Inferred). Its ceiling depends on Link 4 and Link 5 Ragnaraika monsters and Traptrix Xyz threats, which are text-supported but have no recorded boards, so the conversion scores are Inferred. The Traptrix core shares Insect and Plant types with the Ragnaraika Link engine, which lets the two halves interact, but only 12 of 73 archetype-tagged copies are exact-name Ragnaraika, so the engine is less coherent than the deck name suggests. The score is also held down by three things: the deck is illegal (Ash Blossom at 3 copies against a limit of 2), it has no side deck, and no combo, tournament or win-rate data exists. Popularity and meta-share played no part, and card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one 3-copy starter in 5 cards) = 0.24; searcher-text group P(at least one in 5) = 0.67; Link engine needs 2+ Insect/Plant/Reptile monsters (Inferred)
D2 Opening-Hand Quality & Brick Management 50 14 hand traps and several conditional Traptrix pieces make hands interaction-heavy with a moderate brick risk; no full-brick estimate is computable from the list (Inferred)
D3 Combo Conversion & Ceiling 60 Link 4/5 Ragnaraika and Traptrix Xyz lines are supported by card text, but no recorded boards exist (Inferred)
D4 Combo Floor & Median Output 45 No combo boards, so median output is unknown; scored low for lack of data (Provisional)
D5 Interruption Resilience & Route Redundancy 62 Multiple independent starters (Traptrix, Ragnaraika, Hole traps) and GY recursion allow recovery after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 62 Searchers (11 text hits) and GY recursion (Dionaea, Sera, Skeletal Soldier, Wisteria) support rebuild; resource signature not computable (Inferred)
D7 End-Board & Interaction Quality 75 16 negation-text cards and 28 removal-text cards, with Trap Hole variants and Effect Veiler; strong interaction density (Inferred)
D8 Going-Second & Board-Breaking Power 66 Hole traps, Terrifying Trap Hole Nightmare and Floodgate Trap Hole give going-second board breaking; no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 60 Link 4/5 threats (Chain Coils 2900 ATK, Stag Sovereign 3300 ATK) and Xyz Pinguicula 2500 ATK give closing power; no direct-damage or piercing text confirmed (Inferred)
D10 Main Deck Efficiency & Flexibility 55 58 main cards with 28 distinct, inside the 40-60 size window; 61 of 73 archetype-tagged copies are off exact name, which dilutes coherence (Verified composition)
D11 Extra Deck Efficiency & Coverage 60 15 Extra cards (11 Link, 4 Xyz) with 12 distinct; Extra access is mostly tied to Traptrix and Ragnaraika Link routes (Verified composition, Inferred access)
D12 Side Deck Adaptability 15 No side deck at all (Side Deck size 0), so post-side adaptability is effectively absent (Verified)
D13 Matchup Coverage & Format Fit 50 Dropped from the structural score: no dated metagame sample, and archetype usage gives only one core card present, 1 of 25 (Provisional)
D14 Pilotability & Error Tolerance 45 Many hand-trap timing decisions, Link route choices and Hole-trap sequencing make the deck demanding to pilot (Inferred)

How the score was computed

Strategy profile: Stun primary; D13 dropped and weights renormalised over the remaining 86 points (no dated meta). Structural ≈ 56, Going First ≈ 52, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Illegal copy limit (Ash Blossom 3 vs 2) (-8); No side deck (-4); Illegal-deck score cap (-19). Final formula: No reliable metagame: 0.80*Structural(56) + 0.20*TournamentReliability(45) = 53.8; context modifiers -12 gives 41.8; Illegal deck capped at 35 and labelled theoretical/structural-only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.24 · 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 Trap Hole interaction (14 hand traps, 28 removal-text cards)
  • Traptrix Insect/Plant types feed the Ragnaraika Link engine
  • Link 4 and Link 5 closing threats with recursion from the GY
  • Compact main deck inside the OCG size window

Weaknesses

  • Illegal copy count on Ash Blossom & Joyous Spring
  • No side deck
  • Low exact-name Ragnaraika purity (16.4%)
  • Lots of 1-copy engine pieces, which raises the risk of a dead draw
  • No combo or tournament evidence to confirm the ceiling

Critical choke points

  • Ash Blossom at 3 copies is illegal and must be cut to 2 before the list can be played
  • Single 1-copy Ragnaraika Link pieces (Chain Coils, Stag Sovereign) gate the Link 4 and 5 finishers
  • Going-first hands with no hand trap or starter face a slow line
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring A legal copy count (2 maximum), or a different hand trap The list is Illegal as submitted; this is the only change that makes it playable
2 None A 15-card side deck (for example Ghost Belle or extra Trap Hole answers) A side deck is the only gap that changes the best-of-3 score (D12 = 15)
3 One off-archetype Traptrix or Hole copy A second exact-name Ragnaraika starter (Ragnaraika Wicked Butterfly is already a 1-copy) Raises engine coherence; exact-name purity is only 16.4%

Evidence & confidence

  • Verified: Main deck size 58 and Extra deck size 15 are both within the OCG size rules; Ash Blossom & Joyous Spring is run 3 times against an OCG limit of 2, making the list Illegal; Harpie's Feather Duster is run once, within its Limited status; Archetype purity: 12 exact-name Ragnaraika copies out of 73 archetype-tagged copies (16.4%)
  • Inferred: P(at least one 3-copy starter in a going-first 5-card hand) = 0.24; P(at least one searcher text card in 5 cards) = 0.67; Interaction density is high from hand-trap and removal-text counts; Link 4/5 and Xyz finishers are reachable, but the route is unconfirmed
  • Provisional: Meta Power (no dated metagame sample); Tournament reliability and matchup fit (no win-rate or match telemetry)
  • Data gaps: No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot match record are absent No win-rate telemetry, so going-first, going-second and matchup rates are Unknown Meta Power is Provisional unless a dated metagame sample is supplied Usage statistics show only 1 of 25 core cards present in this list

More OCG Info

Ragnaraika

Ragnaraika Breakdown

 
 

 

 

 

 

 

 
 

 

 
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