Runick (Mysterune) Deck #772647 — Yu-Gi-Oh! OCG

45 Main, 14 Extra, incl. Magical Musketeer Caspar x3, Magical Musketeer Kidbrave x3, Magical Musketeer Starfire x3. Created Oct 21, 2026 by YGO Mod.

Deck Runick (Mysterune) OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
StunConfidence: LowEvaluated Oct 21, 2026
30± 8/ 100
Power Score
Structural 55
Reliability 50
Going First 62
Going Second 60

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 55.3
Going First 62
Going Second 60
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Stun
  • Secondary strategies: Control, Toolbox
  • Format: ocg

Legality

Main 45 / Extra 14 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Runick Quick-Play removal and negation spells (skip next Battle Phase) buy time while Runick Extra Deck monsters and Magical Musket board pressure take over; Fusion/Link end-boards (Underworld Goddess, Predaplant Dragostapelia, Freki) once the opponent's board is stunned
  • Turn 1 (going first): Open with Runick Tip or Flashing Fire to banish or destroy a monster, Special Summon a Runick Extra Deck monster, and hold Ash Blossom or Droll & Lock Bird for the opponent's first response
  • Turn 2 (going second): Use the 4 hand traps (Ash, Droll) plus Runick Freezing Curses or Destruction on the opponent's turn, then convert with Extra Deck Fusion/Link monsters
  • Recovery: Runick Fountain (illegal copy count) and Runick Tip/Upstart Goblin recycle Quick-Play spells and search Runick monsters; Musket Caspar and Doc search Musket cards from Deck or GY
  • After siding: No side deck is registered (Side Deck size 0), so there is no post-side plan; the deck cannot adjust for matchups

Why it scores here

The deck's consistency is solid on paper: the 17-copy Runick/Musket core has a hypergeometric P(at least one in a 5-card opening) of about 0.92, and the Quick-Play Runick spells keep the engine usable on either player's turn (Inferred). Its interaction is the strongest part of the system: 9 negation-text and 20 removal-text cards, with Musket traps, Runick spells and Ash/Droll covering both turns. Conversion is hard to judge because no combos or tournament records were supplied, so the ceiling and median are text-only estimates and kept near the middle of the scale. Offensive closing is limited by the Battle Phase skip on each Runick spell and by the absence of a side deck. The score is capped low because the list breaks the OCG copy limits (3 Ash Blossom, 3 Runick Fountain). It is a structural read of the system, not an average of card scores, and popularity in the archetype data did not earn points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(≥1 of 17 archetype-core cards in a 5-card opening) ≈ 0.92; Runick spells are Quick-Play and reusable (Inferred)
D2 Opening-Hand Quality & Brick Management 55 15 monsters and 30 spells/traps in the Main Deck; 4 hand traps and 7 searchers reduce dead hands, but Fountain's illegal count hurts the list (Inferred)
D3 Combo Conversion & Ceiling 52 No parseable boards, so the ceiling rests on the card text of Runick Freezing Curses, Destruction and Freki (Inferred, low confidence)
D4 Combo Floor & Median Output 45 No combo data, so median output is unknown and set near the midpoint (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Quick-Play Runick spells, Fountain recursion and two-plus independent starters (Freezing Curses, Tip, Flashing Fire) give some recovery after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Upstart Goblin, Tip and Fountain provide draw, search and recursion; no resource telemetry exists (Inferred)
D7 End-Board & Interaction Quality 75 9 negation-text and 20 removal-text cards with Ash/Droll hand traps and Musket traps; interaction density is high (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 68 Quick-Play spells usable on the opponent's turn and 4 hand traps; going-second 6-card P(hand trap) ≈ 0.45 (Inferred)
D9 Offensive Pressure & Closing Power 40 Boss monsters are Predaplant 2700 ATK and Underworld Goddess 3000 ATK, but the Battle Phase skip and no side limit reduce closing power (Inferred)
D10 Main Deck Efficiency & Flexibility 55 45 main with 21 distinct cards; 14 ratio-compact, but the illegal copy counts lower efficiency (Verified legality, Inferred ratio)
D11 Extra Deck Efficiency & Coverage 62 14 Extra cards across 11 distinct, all Runick/Musket/Link/Fusion, with 2-3 copies of key Fusion monsters (Verified count, Inferred use)
D12 Side Deck Adaptability 12 Side Deck size is 0, so no post-side plan exists (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link; archetype share unknown, so the score is Provisional at a neutral 50 (Provisional)
D14 Pilotability & Error Tolerance 45 Multiple decision points, Quick-Play timing, Battle Phase skips and Extra Deck material choices raise error risk (Inferred)

How the score was computed

Strategy profile: Stun. Structural ≈ 55.3, Going First ≈ 62, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: Illegal copy-limit violations (-12); No side deck (0). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) = 54.2; then legality modifier -12 gives 42.2, capped at 30 because the list is Illegal (copy-limit violations); theoretical/structural-only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.92 · key two-card combo ≈ — · full-brick estimate ≈ 0.08 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Stun interaction density: 9 negation and 20 removal text cards across both turns
  • Archetype core is accessible (17 copies, P≈0.92 in opening hand)
  • Quick-Play Runick spells and Fountain give recursion and mid-turn interaction
  • Four hand traps and seven searchers reduce dead opening hands

Weaknesses

  • Illegal list: Ash Blossom x3 (legal 2) and Runick Fountain x3 (legal 1)
  • No side deck, so D12 and post-side adaptation are absent
  • No combo or tournament data, so ceiling, median and meta are unverified
  • Battle Phase skip on every Runick spell limits closing power

Critical choke points

  • Runick Fountain: illegal at 3 copies; a legal list runs one, weakening recursion
  • Extra Deck Runick monsters: each Quick-Play spell needs a Runick Extra Deck monster to be summoned
  • Ash Blossom and Droll: the only hand-trap answers to going-second boards
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring; 2 Runick Fountain Legal copy counts (2 Ash, 1 Fountain); the replacement slots need a card that does not raise copy limits The Illegal status blocks any normal score; fixing the copy counts is the prerequisite for a valid evaluation
2 Nothing (main deck) A 15-card side deck Side Deck size is 0; a side deck gives D12 and matchup adaptability a real basis

Evidence & confidence

  • Verified: Illegal status: Ash Blossom x3 (legal 2), Runick Fountain x3 (legal 1); Main 45, Extra 14, side 0; size rules legal for OCG; Card text for all 36 distinct cards from the evidence pack
  • Observed: Archetype core coverage 7 of 9 (77.8%) in usage statistics
  • Inferred: Opening-hand starter probability ≈ 0.92 for the 17-copy core; Interaction density high from negation/removal text roles; Stun-style structure from Quick-Play Battle Phase skips
  • Provisional: Meta power (null); matchup and format fit (D13 at neutral 50)
  • 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: going-first, going-second, matchup and brick rates are Inferred or Unknown Meta Power Provisional unless a dated metagame sample is supplied Deck title is null

More OCG Info

Runick (Mysterune)

Runick (Mysterune) Breakdown

 
 

 

 

 

 

 

 
 

 

 
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