Kaiju Deck #773131 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Mulcharmy Purulia x3, Nibiru, the Primal Being x3. Created Oct 21, 2026 by YGO Mod.

Deck Kaiju OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ControlConfidence: LowEvaluated Oct 21, 2026
30± 8/ 100
Power Score
Structural 44
Reliability 30
Going First 40
Going Second 46

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 44.4
Going First 40
Going Second 46
Meta Power provisional
Tournament Reliability 30
  • Primary strategy: Control
  • Secondary strategies: Toolbox, Stun
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Synchro and Link boards (Lancea, Trishula, Swordsoul Chengying, Worldsea Dragon Zealantis) that attack through a stalled opponent after Ice Barrier interaction; Gameciel and Coral Dragon for removal-backed pressure
  • Turn 1 (going first): Open a monster and hold hand traps (Ash Blossom, Infinite Impermanence, Evenly Matched) for the opponent's first-turn starter, then build an Ice Barrier board with Mirror/Medallion searches
  • Turn 2 (going second): Use hand traps and Dominus Impulse / Ash Blossom to break the opponent's starter, then Synchro over the surviving field
  • Recovery: Ice Barrier monsters recycle from the GY via Freezing Chains and Speaker/Georgius effects; Pot of Sloth refills hand
  • After siding: Not evaluable: the list has no Side Deck (0 cards), so there is no post-side plan

Why it scores here

The list is capped low because it is illegal under OCG rules: Ash Blossom & Joyous Spring and Dominus Impulse are run three copies against a limit of two, and this is theoretical/structural-only. Its strength on paper is interaction density: 12 hand traps and 15 removal-text cards give good end-board and going-second answers (D7 68, D8 55). The Ice Barrier engine is spread across roughly 20 cards with no consistent starter, so the opening-hand and brick scores are weak (D1 42, D2 35). The 55-card main deck with 12 three-ofs of hand traps and 24 zero-level non-monsters is not compact, and there is no Side Deck. The score comes from consistency and interaction on the system, not from the Ice Barrier or Kaiju names, and not from averaging card scores; no combos, guides or meta data were supplied, so meta power is provisional and null.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 42 P(>=1 of a 3-copy card in 5-card opening hand) ≈ 0.25; the Ice Barrier starter set is diffuse across ~20 cards with no core (Inferred)
D2 Opening-Hand Quality & Brick Management 35 12 hand traps plus 24 zero-level non-monsters yield frequent dead or redundant opening hands; P(>=1 hand trap in 6 cards going second) ≈ 0.79 (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable boards in combos_evidence, so the ceiling is a text-only read of Ice Barrier and Synchro summons (Inferred)
D4 Combo Floor & Median Output 35 Median output unknown without recorded boards; the floor depends on whether the Ice Barrier chain runs without hand traps (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Multiple hand traps and several Ice Barrier starters give partial redundancy after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 45 Pot of Sloth, Mulcharmy draw and Ice Barrier recycling give some grind; resource signature not measured (Inferred)
D7 End-Board & Interaction Quality 68 Ash Blossom, Infinite Impermanence, Evenly Matched, Ice Barrier and Lightning Storm give layered end-board interaction, though two copy counts are over the limit (Observed flags + Inferred)
D8 Going-Second & Board-Breaking Power 55 Going-second split not measured; Dominus Impulse, Ash Blossom and Lightning Storm give board-breaking answers (Inferred from text)
D9 Offensive Pressure & Closing Power 50 Level-10 to 11 Synchro bosses (Lancea 3300, Trishula 2700, Chengying 3000, Zealantis 2500) give closing ATK, but no end-board statistics exist (Inferred)
D10 Main Deck Efficiency & Flexibility 30 55 main cards with 25 distinct, 24 zero-level non-monsters and 12 hand traps is bloated and inconsistent, and purity is 1.4% for the exact archetype name (Verified)
D11 Extra Deck Efficiency & Coverage 55 11 Synchro and 4 Link Extra Deck slots cover multiple summoning paths; the Extra Deck is fairly flexible (Verified composition)
D12 Side Deck Adaptability 10 Side Deck is empty (0 cards), so there is no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 35 No tournament link or dated metagame sample exists; format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Many hand-trap timing decisions across two Ice Barrier chains; the deck is moderately complex to pilot (Inferred)

How the score was computed

Strategy profile: Control. Structural ≈ 44.4, Going First ≈ 40, Going Second ≈ 46, Meta = provisional, Tournament Reliability ≈ 30. Modifiers: banlist_exposure_over_limit (-12). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional), then Illegal cap and modifiers: 41.5 - 12 = 29.5 → 30

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

  • Layered hand-trap and removal-text interaction (12 hand traps, 15 removal-text cards)
  • Multiple Synchro and Link bosses in the Extra Deck with strong ATK
  • Ice Barrier engine offers some recycling and redundancy

Weaknesses

  • Two copy-limit violations make the list illegal in OCG
  • Ice Barrier starters are spread across ~20 cards with no core, so the engine is inconsistent
  • Main deck bloated: 24 zero-level non-monsters and 12 three-of hand traps
  • No Side Deck

Critical choke points

  • Opening-hand reliance on a Monster starter, since P(>=1 of any 3-copy card in 5 cards) ≈ 0.25
  • Dependence on hand traps to protect the engine
Priority Remove Add Reason
1 One copy each of Ash Blossom & Joyous Spring and Dominus Impulse Any legal card (e.g., one Ice Barrier starter) Restores legality under the OCG Semi-Limited limit of 2
2 Several 3-of hand traps that duplicate function Ice Barrier monsters that act as starters Improves starter density and reduces hand-trap dead draws
3 Some zero-level non-monsters A Side Deck of 15 cards Gives post-side adaptability (D12 currently 10)

Evidence & confidence

  • Verified: Illegal status: Ash Blossom & Joyous Spring 3 vs limit 2; Dominus Impulse 3 vs limit 2 (OCG); Main 55 / Extra 15 / Side 0 within size rules; Archetype purity 1.4% exact-name; Hypergeometric draw odds from the resolved list
  • Inferred: Starter consistency and brick rate from hypergeometric draw and card text; Hand-trap redundancy and interaction density from role tags and text
  • Provisional: Meta power and format fit (no dated metagame sample)
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied No Side Deck supplied, so post-side plan cannot be assessed

More OCG Info

Kaiju

Kaiju Breakdown

 
 

 

 

 

 

 

 
 

 

 
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