Code Talker Deck #772680 — Yu-Gi-Oh! OCG

48 Main, 13 Extra, incl. Parallel eXceed x3, Ash Blossom & Joyous Spring x3, Mathmech Diameter 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
ToolboxConfidence: Low
30± 10/ 100
Power Score
Structural 53
Reliability 42
Going First 50
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 53
Going First 50
Going Second 62
Meta Power provisional
Tournament Reliability 42
  • Primary strategy: Toolbox
  • Secondary strategies: Combo, Stun
  • Format: ocg

Legality

Main 48 / Extra 13 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Link and Synchro/Xyz pressure from Mathmech and Cyberse Link monsters (Geomathmech Final Sigma, Primathmech Alembertian, Accesscode Talker, Transcode Talker, Decode Talker Heatsoul); Gadarla and Nibiru as high-ATK bodies, plus Raigeki as a board wipe
  • Turn 1 (going first): Search with Cynet Mining, Small World or Mathmech Circular, then Normal Summon a Mathmech or Cyberse Level 4 monster and build a Link or Xyz board; hold Ash Blossom, Ghost Belle and Effect Veiler for the opponent's first activation
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Belle, Ghost Ogre, Effect Veiler, D.D. Crow) to break the opponent's first board, then rebuild through Mathmech Sigma and the Link monsters from the Extra Deck
  • Recovery: Recover from the GY through Mathmech Sigma, Parallel eXceed, Token Collector and Mathmech Multiplication; use Harpie's Feather Duster or Twin Twisters for spell/trap recovery
  • After siding: No Side Deck is present, so there is no post-side plan; the list cannot adapt between games

Why it scores here

The deck is scored as a system: a 13-card hand-trap and negation suite (Ash Blossom, Ghost Belle, Ghost Ogre, Effect Veiler, D.D. Crow, Nibiru) gives it strong going-second interaction, and the Mathmech and Cyberse searchers (Cynet Mining, Small World, Mathmech Circular) feed a reasonably wide starter set. The Extra Deck (9 Link monsters, 3 Xyz, 1 Synchro) supports several independent endboards. Against that, the list is an illegal 48-card main with three copies of Ash Blossom where two are legal, so it receives only a capped theoretical score. Brick and redundancy risk is high because the deck runs 18 tech cards alongside 13 hand traps, and there is no Side Deck, so no post-side plan exists. The declared Code Talker archetype is not the body of the list (6.6% exact-name purity, mostly Mathmech and generic), and no combos, guides or tournament data were supplied. Card averages and popularity were not used to score the deck.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 52 P(>=1 archetype-core card in opening 5) ≈ 0.37; 4 Mathmech/Code Talker core copies with searchers, but the link-to-Mathmech route is not confirmed (Inferred)
D2 Opening-Hand Quality & Brick Management 42 13 hand traps and 18 tech cards with no combo evidence suggest a high dead-card rate in hand; copy histogram shows 9 singletons (Inferred)
D3 Combo Conversion & Ceiling 48 No parseable boards; ceiling is a text-only read of Geomathmech Final Sigma, Gadarla and Link extensions (Inferred)
D4 Combo Floor & Median Output 45 No recorded board data; median output cannot be measured (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Multiple hand traps and recursion (Mathmech Sigma, Token Collector, Parallel eXceed) give more than one line after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 50 Searchers (5 copies of searcher text) and GY recursion give some grind; no resource signature data (Inferred)
D7 End-Board & Interaction Quality 74 Strong layered interaction: Ash Blossom, Ghost Belle, Ghost Ogre, Effect Veiler, Harpie's Feather Duster, Twin Twisters, Dark Ruler No More, Raigeki and Cynet Conflict (Verified card text, Inferred quality)
D8 Going-Second & Board-Breaking Power 68 P(>=1 hand trap in going-second hand 6) ≈ 0.87; going-second interaction is the deck's clearest strength (Inferred)
D9 Offensive Pressure & Closing Power 62 Closing bodies: Geomathmech Final Sigma 3000 ATK, Nibiru 3000 ATK, Gadarla 2700 ATK, Raigeki as a finisher (Verified stat, Inferred)
D10 Main Deck Efficiency & Flexibility 45 48 main cards across 26 distinct names with 9 singletons and 18 tech cards; a weak ratio of engine density to clutter (Inferred)
D11 Extra Deck Efficiency & Coverage 60 13 Extra Deck cards with 9 Link, 3 Xyz and 1 Synchro; several are archetype-coherent, so the slots are used well (Inferred)
D12 Side Deck Adaptability 15 Side Deck is 0 cards; no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated meta sample; matchup fit is Provisional
D14 Pilotability & Error Tolerance 42 Several hand traps and Link/Xyz sequences with timing decisions make the line demanding to pilot (Inferred)

How the score was computed

Strategy profile: Toolbox 100% (Combo secondary used for read only). Structural ≈ 53, Going First ≈ 50, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 42. Modifiers: Banlist exposure (-5); No Side Deck (-3); Illegal-deck cap (-12). Final formula: No reliable metagame: 0.80*Structural(53) + 0.20*TournamentReliability(42) = 50.8, plus modifiers -8 = 42.8; capped at 30 because the deck is Illegal (Ash Blossom 3 copies vs 2 legal). Theoretical/structural-only score.


More OCG Info

Code Talker

Code Talker Breakdown

 
 

 

 

 

 

 

 
 

 

 
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