Virtual World Deck #772812 — Yu-Gi-Oh! OCG

53 Main, 15 Extra, incl. Kashtira Fenrir x3, Kashtira Unicorn x3, Kumongous, the Sticky String Kaiju x3. Created Oct 21, 2026 by YGO Mod.

Deck Virtual World OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 21, 2026
25± 10/ 100
Power Score
Structural 50
Reliability 40
Going First 48
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 25/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 50
Going First 48
Going Second 52
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: ocg

Legality

Main 53 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Kashtira or Virtual World boss monsters (Kashtira Ogre, Kashtira Shangri-Ira, Ruddy Rose Dragon, Xyz Armor Fortress, Red-Eyes Flare Metal Dragon) reached through the Kashtira and Virtual World search and summon chains; Xyz pressure from Number 11: Big Eye, Dark Armed, Super Starslayer TY-PHON and Divine Arsenal AA-ZEUS
  • Turn 1 (going first): Open a Virtual World or Kashtira starter with Lulu, Kashtiratheosis or Kashtira Birth, then convert into a 2800-3200 ATK boss while holding Ash Blossom and Infinite Impermanence
  • Turn 2 (going second): Hold Ash Blossom, Infinite Impermanence, Droll & Lock Bird and Evenly Matched for the opponent's turn, then rebuild the board with the Virtual World Gate and Kashtira searches
  • Recovery: Recurse banished Virtual World Hime and Kashtira monsters with Virtual World Gate - Chuche and Kashtiratheosis; Scareclaw Kashtira and Ash Blossom provide extra interaction
  • After siding: No side deck is registered, so there is no post-side plan; the list cannot adapt between games

Why it scores here

The deck's power is scored on the system, not on its cards: the Virtual World and Kashtira cores give a reasonably likely starter (about 70% for at least one archetype-core card in a 5-card opening hand, Inferred), and the list runs many negates and hand traps, which lift interaction and going-second scores. Conversion is only moderately supported, since no recorded boards exist, so the ceiling and median are both inferred from text. Popularity and archetype share earned no points, and card scores were not averaged. The deck is Illegal as listed: three Kashtira Fenrir (Forbidden), three Ash Blossom (limit 2) and three Kashtira Unicorn (limit 1) break the copy limits, so the score is capped and reflects a structural read only. The split between two engines (Virtual World and Kashtira, with 15 Kashtira cards and only 10 exact Virtual World names) also weakens engine coherence.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one archetype-core card in a 5-card opening hand) ~0.70, but the Kashtira engine depends on a Forbidden card that cannot be run legally (Inferred)
D2 Opening-Hand Quality & Brick Management 50 26 distinct main-deck cards with 9 hand traps and 18 searcher-text cards suggest a moderate brick risk from mixed engines (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable recorded boards; ceiling is inferred from the boss monsters and text only (Inferred)
D4 Combo Floor & Median Output 40 No combo data; median output is unknown and inferred as lower than the ceiling because of the engine split (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Three Ash Blossom, Scareclaw Kashtira and recursion text provide multiple independent lines after disruption, but the illegal copy counts remove some of them (Inferred)
D6 Resource Economy, Recovery & Grind 50 Several searchers and recursion text (Virtual World Gate - Chuche, Kashtiratheosis) allow partial regrowth, with no resource data (Inferred)
D7 End-Board & Interaction Quality 62 16 negation-text cards and 27 removal-text cards indicate broad, layered interaction; the hand-trap copies are partly over the limit (Inferred from text and flags)
D8 Going-Second & Board-Breaking Power 60 Hand-trap density gives about 0.69 P(at least one hand trap in a 6-card going-second hand) (Inferred)
D9 Offensive Pressure & Closing Power 60 Boss ATK of 2800-3200 with Xyz and Synchro closers is strong when the engine connects (Verified stats, Inferred conversion)
D10 Main Deck Efficiency & Flexibility 45 53 main-deck cards with 22 Spells and three copies of most non-core cards show low compactness and some bloat (Verified composition)
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck cards spread across Xyz, Synchro and Link with several distinct engine payoffs; no Extra Deck access data (Inferred)
D12 Side Deck Adaptability 15 Zero side-deck cards; no post-side adaptability is possible (Verified)
D13 Matchup Coverage & Format Fit 40 No dated metagame or tournament data; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 40 Two-engine structure with many decision points and more than 15 distinct effects to track (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 50, Going First ≈ 48, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-8); engine conflict (-2); no side deck (-2). Final formula: Structural 50 -> 0.80*50 + 0.20*40 = 48; modifiers -12 gives 36; capped to 25 because legality is Illegal (theoretical/structural-only read, no normal Final score)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.7 · 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

  • Core archetype cards are fully present (7 of 7 usage-stat core cards)
  • Broad negation and removal text with 9 hand traps
  • Strong boss monsters at 2800 to 3200 ATK

Weaknesses

  • Illegal copy counts: Fenrir Forbidden, Unicorn and Ash over the limit
  • No side deck
  • Two engines (Virtual World and Kashtira) compete for the same slots
  • No recorded combos to confirm conversion

Critical choke points

  • Kashtira Fenrir is Forbidden, so the Kashtira engine loses its starter as listed
  • Virtual World Mai-Hime - Lulu is the single core starter for the Virtual World line
Priority Remove Add Reason
1 3x Kashtira Fenrir Legal Kashtira replacements or non-Kashtira staples Forbidden in OCG; the deck cannot be legally built as listed
2 1x Ash Blossom & Joyous Spring and 2x Kashtira Unicorn Legal copy counts (2 Ash, 1 Unicorn) Restores the copy limits for Semi-Limited and Limited cards
3 Off-archetype tech copies A 15-card side deck Enables post-side adaptation and reduces dead cards

Evidence & confidence

  • Verified: Illegal status: 3 Forbidden/limit violations; Main 53, Extra 15, Side 0 (legal size); Exact archetype purity 14.7% with Kashtira 15 and Virtual World 10 cards; Core archetype cards present 7/7 (usage stats)
  • Inferred: Starter access ~0.70 for the archetype core; Brick risk from mixed engines; Interaction density from negation and removal text; Going-second hand-trap probability ~0.69; Boss-monster closing power if the engine connects
  • Provisional: Meta and format fit (no dated 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/second, matchup and brick rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied no side deck registered

More OCG Info

Virtual World

Virtual World Breakdown

 
 

 

 

 

 

 

 
 

 

 
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