Code Talker Deck #772701 — Yu-Gi-Oh! OCG

56 Main, 15 Extra, incl. Black Chaos x3, Griffoh x3, Mulcharmy Fuwalos 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
MidrangeConfidence: LowEvaluated Oct 21, 2026
30± 8/ 100
Power Score
Structural 55
Reliability 48
Going First 52
Going Second 58

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 55
Going First 52
Going Second 58
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • Format: ocg

Legality

Main 56 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Extra Deck boss monsters (Fusion/Synchro, e.g. Black Chaos-style Ritual boss, Chaos Angel, Mirrorjade, The Dragon that Devours the Dogma) reached through the Fallen of Albaz and Light and Darkness Ritual engine (Inferred from card text); Hand-trap-supported board presence with Mulcharmy and Ritual boss pressure (Inferred)
  • Turn 1 (going first): Search or summon a Fallen of Albaz-family starter, then Fusion or Synchro into a boss while holding Ash Blossom, Ghost Ogre and Nibiru as backup interaction (Inferred)
  • Turn 2 (going second): Hold hand traps (Ash Blossom, Ghost Ogre, Droll, Nibiru, Fydraulis) to interrupt the opponent's first summon chain, then convert through Extra Deck bosses (Inferred)
  • Recovery: Recursion through Mind Shuffle, Ragged Records of Rites and Sky-to-Ritual searchers that return monsters and Ritual Spells from the GY (Inferred from text)
  • After siding: Not evaluable: the deck has 0 side cards and no post-side data exists

Why it scores here

The deck is scored as a system, not as an average of its cards. Its consistency rests on 18 searcher-text cards (P(at least one in a 5-card opening hand) about 0.87) and a three-copy Fallen of Albaz family route, which gives it a reasonable chance of a live starter by turn 2. Its interaction is dense: 11 hand traps, 20 removal-text cards and 5 negation-text cards give it the strongest dimension (end-board interaction), which matters most when going second. Output is hard to read because no recorded boards exist, so the ceiling and median come only from card text, and the median is held down by a split across several sub-archetypes and zero Code Talker cards despite the archetype label. Popularity did not earn points: the Code Talker core is almost absent (3 of 16 usage-core cards present), and the deck is not played as its labelled archetype. The score is capped at 30 because the list is illegal (four copy-limit violations, including a Forbidden card), so this is a theoretical, structural-only read.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 Searcher text on 18 copies gives P(at least one in a 5-card opening hand) of about 0.87; the Fallen of Albaz family has only 3 starters (Inferred from probabilities block).
D2 Opening-Hand Quality & Brick Management 55 11 hand traps and dead-without-opponent Mulcharmy cards raise brick risk; going-second hand-trap P(at least one in 6 cards) is about 0.75 (Inferred).
D3 Combo Conversion & Ceiling 60 No recorded boards; ceiling read from text only: Fallen of Albaz to Fusion/Synchro bosses and Ritual Black Chaos (Inferred from text).
D4 Combo Floor & Median Output 40 No combos supplied, so the median is unknown; the sub-archetype split lowers the expected output (Inferred).
D5 Interruption Resilience & Route Redundancy 60 Multiple hand traps and recursion provide independent answers to a single interruption, but the Code Talker core is absent (Inferred from text).
D6 Resource Economy, Recovery & Grind 62 Recovery through Mind Shuffle, Ragged Records of Rites and searcher text is strong; resource regeneration is not measured (Inferred from text).
D7 End-Board & Interaction Quality 70 Spell Shattering Sword, Typhoon, Griffoh, The Great Gallant Bandit, Stardust Dragon and Rindbrumm give layered negation and removal (Inferred from text).
D8 Going-Second & Board-Breaking Power 65 Eleven hand traps plus Ritual and Synchro bosses give going-second pressure against an established board (Inferred from text).
D9 Offensive Pressure & Closing Power 65 Bosses at 2800 to 3500 ATK (Chaos Angel 3500, Black Chaos 3000, Black Luster Soldier 3000) give closing power, though most are single copies (Verified stats, Inferred closing).
D10 Main Deck Efficiency & Flexibility 42 56 main cards with 28 distinct names and 71 off-archetype copies (0% exact-name purity) lower coherence and flexibility (Verified composition, Inferred).
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck slots, 8 Fusion and 7 Synchro, with several bosses at 1 copy and good flexibility (Verified composition).
D12 Side Deck Adaptability 8 The deck has 0 side cards, so no post-side adaptability exists (Verified).
D13 Matchup Coverage & Format Fit 40 No tournament link, no dated metagame sample; archetype share unavailable (Provisional).
D14 Pilotability & Error Tolerance 40 Multiple engines (Albaz, Light and Darkness Ritual, Dogmatika, Mulcharmy) require many decision points per turn (Inferred).

How the score was computed

Strategy profile: Midrange. Structural ≈ 55, Going First ≈ 52, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: banlist exposure (-4); no side deck (-4); engine conflicts (-3). Final formula: Uncapped: 0.80*Structural(55) + 0.20*TournamentReliability(48) + ContextModifiers(-11) = 43. Capped to 30 because the list is Illegal (theoretical, structural-only read). Meta provisional.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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 interaction: 11 hand traps and 20 removal-text cards give going-second and end-board answers.
  • High searcher density (18 cards) makes a live starter likely by turn 2.
  • Extra Deck bosses at 2800 to 3500 ATK give closing power.

Weaknesses

  • Illegal list: four copy-limit violations including a Forbidden card.
  • Archetype label does not match the cards: zero Code Talker cards and 3 of 16 usage-core cards present.
  • No side deck, so no post-side plan exists.
  • Many engines compete for slots (Albaz, Ritual, Dogmatika, Mulcharmy, Ecclesia, Despia, Swordsoul).

Critical choke points

  • Fallen of Albaz family (3 starters) is the gateway to most Extra Deck lines; losing it to a single interruption stalls the engine.
  • Albion the Branded Dragon is Forbidden and cannot be legally played in OCG.
Priority Remove Add Reason
1 Albion the Branded Dragon (1 copy) a legal replacement from the Fallen of Albaz family or a Light and Darkness Ritual card Forbidden in OCG; the deck cannot be legal while it is in the Extra Deck.
2 1 Ash Blossom & Joyous Spring, 1 Branded in High Spirits, 1 Droll & Lock Bird legal non-duplicate cards (2 or 3 slots, refill as the player chooses) Brings the list within Semi-Limited and Limited copy caps; four copy-limit violations are the reason the score is capped.
3 Off-archetype Mulcharmy or generic cards that do not feed the Albaz or Ritual engines Fallen of Albaz-family or Ritual-supporting cards Raises exact-engine coherence and reduces the sub-archetype split, which holds back D10 and D1.
4 none a 1 to 3 card side deck Gives the deck a post-side plan and D12 can move off its floor.
5 none correct the archetype label in the database (currently 'Code Talker', which the list does not play) The label misleads users and the archetype usage comparison is not meaningful for this list.

Evidence & confidence

  • Verified: Illegal status with four copy-limit violations (Ash Blossom 3/2, Branded in High Spirits 2/1, Droll & Lock Bird 2/1, Albion 1/0).; Main 56, Extra 15, Side 0; size rules satisfied for OCG.; Archetype purity 0% exact-name; 71 off-archetype copies.; Probabilities: 3-copy card P(at least one in 5-card hand) 0.2487; searcher group 0.8686; hand-trap group 0.7491 going second.; Usage-core Code Talker cards present: 3 of 16 (18.8%).
  • Inferred: Consistency read from searcher density and probabilities.; Interaction density from card text (negation, removal, hand-trap tags).; Strategy classification as Midrange with Combo and Toolbox secondaries.; Going-first and going-second power estimates.
  • Provisional: Meta Power and D13 matchup/format fit: no dated metagame sample or tournament link.
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference. No tournament link: archetype meta-share and pilot match record absent. No win-rate telemetry: going-first, going-second, matchup and brick rates are Inferred or unknown. Meta Power is Provisional without a dated metagame sample. Deck title is null. Archetype label 'Code Talker' conflicts with the list contents.

More OCG Info

Code Talker

Code Talker Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top