Millennium Deck #772883 — Yu-Gi-Oh! OCG

40 Main, 6 Extra, incl. Heart of the Blue-Eyes x3, Nibiru, the Primal Being x3, Sengenjin Wakes from a Millennium x3. Created Oct 21, 2026 by YGO Mod.

Deck Millennium OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: LowEvaluated Oct 21, 2026
33± 10/ 100
Power Score
Structural 47
Reliability 38
Going First 50
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 33/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 47
Going First 50
Going Second 52
Meta Power provisional
Tournament Reliability 38
  • Primary strategy: Toolbox
  • Secondary strategies: Stun, FTK/Alternate-Win
  • Format: ocg

Legality

Main 40 / Extra 6 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Millennium engine (Shield of the Millennium Dynasty, Sengenjin, Millennium Ankh, Heart of the Blue-Eyes) grinding card advantage through searches and hand-trap interaction; Exodia Incarnate is a secondary, low-probability finisher that needs all five Forbidden One pieces.; Exodia the Forbidden One full-hand win (five Limited pieces, one copy each) and Exxod / Obliterate!!! Blaze board wipe once a Level 10+ Exodia monster is on the field.
  • Turn 1 (going first): Open a Millennium searcher or Ankh line on turn 1 and hold Ash Blossom / Ghost Belle / Effect Veiler as protection for the engine.
  • Turn 2 (going second): Use the six-card hand, which is almost always holding a hand trap (about 98 percent), to negate the opponent's first engine activation, then rebuild through Millennium searches.
  • Recovery: Recycle hand traps from the GY through Heart of the Blue-Eyes and the Millennium Ankh loop, and rebuild the Millennium Continuous Spell line from the Deck.
  • After siding: No side deck is run, so there is no defined post-side plan; the list cannot adapt between games.

Why it scores here

This list is Illegal because it runs three copies of Ash Blossom & Joyous Spring against a Semi-Limited limit of two, so it receives no normal Final Contextual score and this result is theoretical and structural only. The structure is a Millennium engine supported by about 18 hand traps and negation text, which gives it strong interaction density (D7) and good resilience to a single interruption (D5). The main weaknesses are the Exodia finisher, which needs all five Limited pieces and so is rarely live, and an empty side deck, which leaves no post-side plan (D12). No combo boards were supplied, so the floor, median and ceiling are text-only inferences with low confidence. The score comes from consistency, interaction and the going-second hand-trap density on the system, not from the Millennium archetype's popularity and not from averaging individual card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one of the 3-copy Millennium searchers/starters in opening 5) = 0.34; archetype-core group P(at least one) = 0.98 (Inferred)
D2 Opening-Hand Quality & Brick Management 40 Roughly a quarter of the main deck is hand traps or tech that are dead on going-first, and Exodia pieces are bricks without the full set (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards; ceiling is the text-level Exodia or Exxod line, which is rarely assembled (Inferred)
D4 Combo Floor & Median Output 35 No recorded boards; typical output is a single searcher-to-hand-trap exchange (Inferred)
D5 Interruption Resilience & Route Redundancy 60 18 hand traps and two searcher lines give redundant routes after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 45 Searchers and the Ankh loop recycle resources, but Exodia pieces are single copies that do not regenerate (Inferred)
D7 End-Board & Interaction Quality 70 13 negation-text cards plus Infinite Impermanence, Ash Blossom, Ghost Belle, Effect Veiler and Nibiru give layered end-board interaction (Inferred semantic read plus flags)
D8 Going-Second & Board-Breaking Power 45 Going-second hand-trap coverage is about 98 percent, but the board-wipe Exxod needs a Level 10+ Exodia monster (Inferred)
D9 Offensive Pressure & Closing Power 40 Closing relies on The Unstoppable Exodia Incarnate with variable ATK and a five-piece requirement; no end-board ATK data (Inferred)
D10 Main Deck Efficiency & Flexibility 45 40 Main Deck cards with 36 off-archetype copies and 19 distinct cards; many slots are tech or hand traps (Verified structure, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 50 Six Extra Deck cards: three Incarnate (core) and three Link monsters, one of which is Limited (Verified)
D12 Side Deck Adaptability 10 Side deck is empty, so no post-side adaptability exists (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated meta sample; archetype share is unavailable (Provisional)
D14 Pilotability & Error Tolerance 40 Engine sequencing across Millennium searches, Continuous Spell placement and hand-trap timing is complex to pilot (Inferred)

How the score was computed

Strategy profile: Toolbox. Structural ≈ 47, Going First ≈ 50, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 38. Modifiers: Illegal copy-limit violation (-12). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Illegal-deck cap applied via -12 legality modifier

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.34 · 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 suite (about 18 hand traps) gives strong going-second protection
  • Redundant Millennium searchers and the Ankh loop provide multiple routes to live engine pieces
  • Archetype core is almost always present (98 percent in opening 5)

Weaknesses

  • Illegal: Ash Blossom & Joyous Spring is over the Semi-Limited copy limit
  • Exodia finisher requires all five Limited pieces and is rarely live
  • Empty side deck gives no post-side adaptation
  • Only 21.7 percent exact-name archetype purity; 36 off-archetype copies dilute the engine

Critical choke points

  • Assembling the five Forbidden One pieces for Exodia
  • The Millennium Ankh and searcher line as the only real engine start
  • Single-copy Limited pieces that cannot be replaced once used
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring 1 non-Ash hand trap or a tech card (no copy-limit issue) Restores legality; Ash is Semi-Limited at 2 copies, so the third copy is an illegal over-limit slot
2 1 low-impact tech card from the Main Deck 1 to 3 side-deck cards A side deck of 0 leaves no post-side plan (D12 = 10); adding a small side allows adaptation between games
3 1 Exodia Forbidden One piece 1 Millennium searcher or engine support card Reduces the Exodia brick rate and makes the engine more consistent without giving up the finisher

Evidence & confidence

  • Verified: Legality: Ash Blossom & Joyous Spring copies_run 3 vs legal_copies 2 (Illegal); Main 40, Extra 6, Side 0 counts and OCG size rules; Exodia pieces are Limited with 1 copy each; Usage stat: Exodia the Forbidden One and Millennium Ankh inclusion 87.5 percent
  • Inferred: Hypergeometric starter, core and hand-trap probabilities; Hand-trap density and interaction quality read from card text; Going-first and going-second power estimates; Exodia closing and brick-rate estimates
  • Provisional: Meta Power (null); Matchup coverage and format fit (D13)
  • Data gaps: No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot match record are absent No win-rate telemetry (going-first/second, matchup, brick/starter rates) Meta Power is Provisional unless a dated metagame sample is supplied Empty side deck: post-side performance cannot be evaluated

More OCG Info

Millennium

Millennium Breakdown

 
 

 

 

 

 

 

 
 

 

 
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