Clear World Deck #772766 — Yu-Gi-Oh! OCG

55 Main, incl. Clear Cube x3, Clear Phantom x3, Clear Vicious Knight x3. Created Oct 21, 2026 by YGO Mod.

Deck Clear World OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
StunConfidence: LowEvaluated Oct 21, 2026
33± 8/ 100
Power Score
Structural 46
Reliability 40
Going First 42
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 33/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 46
Going First 42
Going Second 50
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Stun
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 55 / Extra 0 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Stun the opponent with Clear World and floodgates/hand traps, then convert with Nibiru, Clear Vicious Knight and Clear Vice Dragon (text-only read, no combo data); Chip damage via Clear Rage Golem and Lava Golem (Lava Golem is a Special Summon-only monster, so its real access is unverified)
  • Turn 1 (going first): Open Clear Cube / Clear Phantom / Pot of Duality and set up Clear World as a field stun; keep Solemn Judgment, Droll and Cosmic Cyclone up for the opponent's first set
  • Turn 2 (going second): Hand traps (D.D. Crow, Ghost Belle, Droll and Lock Bird, Nibiru, PSY-Framegear Gamma) answer the opponent's first board; follow with Clear World and Raigeki/Harpie's Feather Duster for backrow and monster clear
  • Recovery: Recover from the graveyard with Clear Phantom and Galaxy Journey, and reload Clear World from the Deck with Clear Wall or Clear Phantom searches
  • After siding: Not evaluable: Side Deck size is 0, so there is no post-side plan in the list

Why it scores here

The score is driven by the deck as a system: Clear World is a single-copy-per-card engine with three copies of the field spell, and its search effects (Clear Wall, Clear Phantom, Pot of Duality) give a probability of about 0.61 to hit at least one searcher in a 5-card opening hand (Inferred). Interaction is the deck's strongest area, with removal and negation text on about 21 cards and a broad set of backrow and monster answers (Solemn Judgment, Cosmic Cyclone, Harpie's Feather Duster, Raigeki, Macro Cosmos, Grave of the Super Ancient Organism), which earns the end-board interaction score. Hand traps support going second, but the list has no Extra Deck, no side deck and no combo or tournament record, so opening-hand brick management, median output and post-side play are all unverified and score low. The list is also Illegal: Allure of Darkness is run at 2 copies against a Limited limit of 1, which caps the score and makes this a structural-only read. Popularity was not a factor: archetype usage stats show the core is consistently run, but that confirms the list is real rather than strong, and no card scores were averaged into the result.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(at least 1 searcher in a 5-card opening hand) is about 0.61 and each 3-copy engine card is about 0.25 per opening hand; starter access is plausible but thin (Inferred)
D2 Opening-Hand Quality & Brick Management 40 25 Spell Cards, 27 distinct main cards and off-archetype tech and floodgate slots create a high chance of dead or conflicting openings (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable boards exist, so the ceiling is a text-only read of the Clear World stun plus Nibiru and Clear Vicious Knight conversion (Inferred)
D4 Combo Floor & Median Output 35 No recorded boards, so median output cannot be measured and the score is a text-based estimate (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Eight hand traps and multiple recursion and search effects give more than one route after an interruption, but these routes are unverified (Inferred)
D6 Resource Economy, Recovery & Grind 45 Recovery exists through Clear Phantom and Galaxy Journey, while D.D. Crow and Pot of Duality give card flow, but there are no resource signature measurements (Inferred)
D7 End-Board & Interaction Quality 70 Removal and negation text on about 21 cards, plus floodgates and backrow removal, support strong interaction density (Inferred semantic read of card text)
D8 Going-Second & Board-Breaking Power 60 Hand traps and Solemn Judgment challenge a board on the second turn, and Raigeki plus Harpie's Feather Duster give monster and backrow clear (Inferred)
D9 Offensive Pressure & Closing Power 50 Nibiru (ATK 3000), Clear Vicious Knight (ATK 2300) and Clear Vice Dragon give some closing power, but no lethal conversion is recorded (Inferred)
D10 Main Deck Efficiency & Flexibility 45 55 Main Deck cards are within the OCG size limit of 40 to 60, but the copy histogram is heavy at 3 copies for 10 cards and the one over-limit copy count is an error (Verified count, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 25 The Extra Deck is empty (0 cards), which removes Extra Deck coverage, so the score reflects absence rather than efficiency (Verified)
D12 Side Deck Adaptability 15 Side Deck size is 0, so there is no side deck to adapt post-side (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample is present; archetype-level usage is the only signal (Provisional)
D14 Pilotability & Error Tolerance 45 Many conditional, timing-sensitive effects (Quick Effects, once-per-turn gates, Clear World end-phase costs) raise the decision load for the pilot (Inferred)

How the score was computed

Strategy profile: Stun primary; Toolbox secondary not applied to weights (primary profile only). Structural ≈ 46, Going First ≈ 42, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Illegal copy-limit violation (-12). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional; Illegal list, structural-only read)

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

  • Broad removal and negation coverage across monsters, Spells and Traps
  • Hand traps that can answer the opponent's first board on the second turn
  • Searcher text (about 9 cards) gives a reasonable chance of finding an engine piece

Weaknesses

  • Deck is Illegal: Allure of Darkness copy limit exceeded
  • No Extra Deck, so no Extra Deck coverage or summon flexibility
  • No side deck, so there is no post-side plan
  • Spell-heavy list (25 Spells) with no recorded combos to show how it converts

Critical choke points

  • Clear World is a single key field card (3 copies) and the stun depends on it staying in play
  • Hand-trap and removal density depends on keeping specific cards in hand
Priority Remove Add Reason
1 Second copy of Allure of Darkness A legal non-over-limit card (for example, a third search or a second copy of a legal engine piece) The deck is Illegal because the Limited copy limit is exceeded; this is required before the list can receive a normal score
2 Off-archetype tech slots with low engine value Extra Deck or Side Deck cards that support the Clear World plan Adds Extra Deck coverage and a post-side plan, which the list currently lacks

Evidence & confidence

  • Verified: Allure of Darkness is run at 2 copies against a Limited limit of 1 (Illegal); Main Deck size is 55, within the OCG range of 40 to 60; Extra and side decks are empty
  • Observed: Usage statistics show the core cards are run in every archetype deck (core present 100%)
  • Inferred: Starter access probabilities (about 0.25 per 3-copy card, about 0.61 for searchers); Stun-style interaction density from card text; Going-second hand-trap value
  • Provisional: Meta position and matchup fit (no dated sample)
  • Data gaps: No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta share and pilot record are absent No win-rate telemetry exists for going-first, going-second, matchups or brick rates No side deck, so post-side adaptation cannot be scored No guides attached to the archetype Meta Power is provisional without a dated metagame sample

More OCG Info

Clear World

Clear World Breakdown

 
 

 

 

 

 

 

 
 

 

 
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