Junk Deck #772730 — Yu-Gi-Oh! OCG

45 Main, 15 Extra, incl. Junk Meister x3, Ash Blossom & Joyous Spring x3, Effect Veiler x3. Created Oct 21, 2026 by YGO Mod.

Deck Junk OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 21, 2026
30± 8/ 100
Power Score
Structural 50
Reliability 35
Going First 42
Going Second 48

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 49.6
Going First 42
Going Second 48
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Combo
  • Secondary strategies: Stun, Midrange
  • Format: ocg

Legality

Main 45 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Synchro Summon a Junk or Stardust boss (Junk Warrior Extreme, Stardust Sifr Divine Dragon, Shooting Quasar Dragon) off a Junk Synchron or Scrap Synchron Tuner plus non-Tuner material; Stardust Warrior / Accel Synchro Stardust Dragon boards backed by Synchro Emergency and hand-trap interaction
  • Turn 1 (going first): Normal Summon Junk Synchron or Tuning to search and set up the Junk Warrior engine, then Synchro Summon a boss; hold Ash Blossom or Effect Veiler as protection
  • Turn 2 (going second): Use hand traps (Infinite Impermanence, Effect Veiler, Ash Blossom) to break the opposing board, then rebuild a Synchro Summon from the GY through Junk Synchron's Graveyard special summon
  • Recovery: Tuner and Synchro monsters recurse from the Graveyard (Junk Synchron, Starjunk Synchron, Crossroad Sonic Chick) and Junk Armor offers an extra Special Summon route
  • After siding: None: the list runs no Side Deck, so there is no post-side plan

Why it scores here

The deck's engine opens reliably only through the archetype core: P(at least one Junk Synchron in a 5-card opening hand) is about 0.21, so the T1 starter is far from guaranteed even though 14 archetype-core cards give about 0.86 odds of some core card. Its real strength is interaction density, with 9 hand traps and 16 negation-text cards that stay live on both turns and give the deck a strong going-second profile. The closing power comes from Junk Warrior Extreme, Stardust Sifr and Shooting Quasar as Extra Deck bosses. The score is not an average of card scores and does not reward the Junk archetype's popularity. It is capped low because Ash Blossom & Joyous Spring runs 3 copies against a Semi-Limited limit of 2, which makes the list Illegal and the result theoretical and structural-only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(at least one Junk Synchron in 5) = 0.21 for 2 copies; core group 0.86 across 14 cards (Inferred)
D2 Opening-Hand Quality & Brick Management 50 19 Level 0 spells/traps and 9 hand traps; 0-Level hands are common, and the hand-trap group has P(>=1 in 6) = 0.76 going second (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards; ceiling read from text (Junk Warrior Extreme, Stardust Sifr, Shooting Quasar) with no recorded line (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so median output cannot be measured; starter diversity is thin at 2-copy Tuners (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Redundant Tuner routes (Junk Synchron, Starjunk, Scrap, Assault Synchron) and GY recursion give some recovery after a single answer (Inferred)
D6 Resource Economy, Recovery & Grind 50 Recursion and search text (Tuning, Duelist Genesis, Junk Meister) feed card economy, but no resource signature is recorded (Inferred)
D7 End-Board & Interaction Quality 70 9 hand traps, 16 negation-text cards and 18 removal-text cards are dense and layered, with protection on the Extra Deck bosses (Inferred)
D8 Going-Second & Board-Breaking Power 55 Hand traps stay live going second (P >= 0.76); Stardust Sifr and Shooting Quasar negate and destroy effects (Inferred)
D9 Offensive Pressure & Closing Power 60 Boss ATK 2900 to 4000 and Stardust piercing text give closing power when a board is established (Verified/Inferred)
D10 Main Deck Efficiency & Flexibility 45 45 main cards with 26 distinct names; exact-name archetype purity is 16.7% and 23 generic off-theme copies lower compactness (Verified/Inferred)
D11 Extra Deck Efficiency & Coverage 60 15 Synchro monsters fill the full Extra Deck with a mix of bosses and Tuners; access depends on Synchro Summon routes (Verified)
D12 Side Deck Adaptability 10 No Side Deck is run (Side Deck size 0), so post-side adaptability is effectively absent (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 50 Several multi-step Synchro lines and timing-sensitive hand traps raise the decision load (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 49.6, Going First ≈ 42, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist exposure (-8); no side deck (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (-11) = 35.7, capped at 30 because the list is Illegal; Meta provisional

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.21 · 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 negation package (9 hand traps, 16 negation-text cards) that stays live on both turns
  • Multiple Tuner routes and GY recursion give redundancy after a single answer
  • High-ceiling Extra Deck bosses (Junk Warrior Extreme, Stardust Sifr, Shooting Quasar)

Weaknesses

  • Starter access is low: P(Junk Synchron in opening 5) = 0.21
  • Illegal copy count on Ash Blossom & Joyous Spring
  • No side deck, so there is no adaptation plan
  • Low exact-name archetype purity (16.7%) and many generic off-theme cards

Critical choke points

  • Junk Synchron and Scrap Synchron (2 copies each) are the main Tuner starters, so an opening hand without them stalls the engine
  • Ash Blossom & Joyous Spring copy count must drop to 2 before the list can be treated as legal
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring Any legal main-deck card, or 2 copies of the Junk Synchron line Restores legality (Semi-Limited limit of 2) so the evaluation can use the normal Final formula
2 Off-theme generic cards such as Reinforcement of the Army (Limited) or Crossroad Sonic Chick Additional Junk or Synchron-named starters Raises exact-name purity and starter access without changing the strategy
3 None (side slots are empty) A Side Deck of up to 15 cards with answers to common Stun and Floodgate lines Gives post-side adaptability, which the current list entirely lacks

Evidence & confidence

  • Verified: Illegal status: Ash Blossom & Joyous Spring 3 copies vs legal limit 2 (OCG Semi-Limited); Main 45, Extra 15, Side 0 within OCG size rules; Limited cards One for One, Reinforcement of the Army and Synchro Overtake each run 1 copy (legal); Extra Deck is 15 Synchro monsters
  • Inferred: Starter access: P(Junk Synchron in opening 5) = 0.21; Hand-trap density gives strong going-second interaction; Ceiling read from card text; no recorded boards
  • Provisional: Meta Power is null: no dated metagame sample; Format fit (D13) with no tournament link
  • 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 and starter rates) Meta Power is provisional without a dated metagame sample No Side Deck, so no post-side evidence

More OCG Info

Junk

Junk Breakdown

 
 

 

 

 

 

 

 
 

 

 
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