Diabellstar Deck #772916 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Diabellstar the Black Witch x3, Legendary Fire King Ponix x3, Snake-Eye Ash x3. Created Oct 21, 2026 by YGO Mod.

Deck Diabellstar OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
35± 10/ 100
Power Score
Structural 60
Reliability 50
Going First 58
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 60
Going First 58
Going Second 62
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Control, Tempo
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Extra Deck boss monsters (Garunix Eternity, Snake-Eyes Flamberge Dragon, Super Starslayer TY-PHON, Worldsea Dragon Zealantis) reached through Snake-Eye and Fire King FIRE-monster searches (Inferred from card text); Link Summons from Promethean Princess, Accesscode Talker and Knightmare Unicorn for board pressure (Inferred)
  • Turn 1 (going first): Open a Level 1 FIRE starter (Snake-Eye Ash, Snake-Eyes Poplar, Snake-Eye Birch or Snake-Eye Oak) to search or summon the next FIRE link, then build toward a Fire King or Snake-Eye boss (Inferred; no recorded boards)
  • Turn 2 (going second): Hold Ash Blossom, Effect Veiler and Infinite Impermanence to answer the opponent's first summon or boss, then convert with Snake-Eye or Fire King Level 8 bosses (Inferred)
  • Recovery: Recur Level 1 FIRE monsters and Fire King cards from the GY through Snake-Eye Oak, Snake-Eyes Poplar and Fire King Avatar effects (Inferred from text)
  • After siding: Not applicable: the deck has no Side Deck, so there is no post-side plan

Why it scores here

This list is illegal in OCG: four cards (Snake-Eye Ash, Ash Blossom and Joyous Spring, WANTED: Seeker of Sinful Spoils, Snake-Eyes Poplar) run over their copy limits, so the score is a capped structural read and not a normal Final score. The structure is reasonable on paper: 16 searcher-text cards and 9 hand traps give a live opening roughly 94 percent of the time for a searcher and about 34 percent for a 3-copy starter, which keeps consistency and resilience in the mid-60s to low-70s range. Interaction is dense (10 negation and 11 removal texts), so end-board and going-second scores are credible. The deck does not average card power; it is a three-archetype mix (Snake-Eye 11, Fire King 14, Diabellstar 3 by name count) with only 5.5 percent exact-name purity, which costs efficiency and pilotability. No combos, guides, tournament link or Side Deck were supplied, so the ceiling and floor scores are text-only inference and the side and meta scores are low or provisional. Popularity was not credited.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one 3-copy starter in 5-card hand) = 0.34 and searcher density gives P(at least one searcher) = 0.94; split across two engines (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Searcher density and 9 hand traps reduce bricks, but two conflicting engines and 14 singletons raise dead-card risk (Inferred)
D3 Combo Conversion & Ceiling 70 Snake-Eye loop plus Fire King boss routes read as a strong ceiling from card text; no recorded boards to confirm (Inferred)
D4 Combo Floor & Median Output 55 No recorded boards, so the median is a text-only estimate of how often the engine completes (Inferred)
D5 Interruption Resilience & Route Redundancy 65 Multiple independent FIRE starters and 9 hand traps give several answers to one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 68 16 searcher-text cards and GY recursion from Snake-Eye and Fire King effects give a good grind (Inferred from text)
D7 End-Board & Interaction Quality 72 10 negation, 11 removal and 9 hand-trap text hits give broad, layered interaction (Inferred from text)
D8 Going-Second & Board-Breaking Power 60 Going-second value rests on hand traps and Level 8 boss monsters; no going-second split recorded (Inferred)
D9 Offensive Pressure & Closing Power 70 Several 2,500 to 3,000 ATK bosses and direct-attack routes close games if the engine lands (Verified stats, Inferred plan)
D10 Main Deck Efficiency & Flexibility 48 40 main with 23 distinct cards and 3-copy engines, but only 5.5 percent exact-name archetype purity and 52 off-archetype copies cost efficiency (Verified composition)
D11 Extra Deck Efficiency & Coverage 60 Fifteen Extra Deck slots with 12 Link, 3 Xyz and one Fire King Xyz; coverage is broad but spread across three archetypes (Verified composition)
D12 Side Deck Adaptability 10 Side Deck is empty (0 cards), so there is no post-game adaptation (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 40 Three archetypes and several decision points on every turn make the deck hard to pilot (Inferred)

How the score was computed

Strategy profile: Midrange primary, no secondary blend applied. Structural ≈ 60, Going First ≈ 58, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: Banlist and copy-limit exposure (-10); Engine conflict (-2). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*60 + 0.20*50 - 12 = 46; capped to 35 because the list is Illegal (theoretical/structural read only)


More OCG Info

Diabellstar

Diabellstar Breakdown

 
 

 

 

 

 

 

 
 

 

 
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