Azamina Deck #773192 — Yu-Gi-Oh! OCG

60 Main, 15 Extra, incl. Ash Blossom & Joyous Spring x3, Ghost Belle & Haunted Mansion x3, Ghost Ogre & Snow Rabbit x3. Created Oct 21, 2026 by YGO Mod.

Deck Azamina OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

Main Deck (60)

Extra Deck (15)

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 21, 2026
32± 10/ 100
Power Score
Structural 47
Reliability 40
Going First 45
Going Second 55

Deck — Deck Power Evaluation

Final Contextual Deck Power: 32/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 47
Going First 45
Going Second 55
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Tempo
  • Format: ocg

Legality

Main 60 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Large Level 8 Fire King / Snake-Eye / Diabellstar boss monsters (Lava Golem, Snake-Eyes Flamberge Dragon, Garunix, Diabellstar) and Azamina Fusion/Xyz/Link extra-deck threats, if the opening hand converts; Extra-deck pressure from Saint Azamina, Galaxy-Eyes Photon Lord, Number 38 and The Zombie Vampire once the board is cleared
  • Turn 1 (going first): Open a Fire King or Snake-Eye starter (or Mulcharmy draw engine), bring a 3-card-level-8 boss through Fire King High Avatar/Garunix searches; Diabellstar and Snake-Eye lines are text-only inference because no boards were recorded
  • Turn 2 (going second): Use the 14 hand traps (Ash Blossom, Ghost Ogre, Ghost Belle, Infinite Impermanence, D.D. Crow) to answer the opponent's first starter, then rebuild with Fire King/Snake-Eye followers
  • Recovery: Recursion through Fire King Sanctuary/Island, Snake-Eye Oak/Poplar GY effects, Mulcharmy draw effects when the hand empties (conditional on having no cards on field)
  • After siding: No side deck is run (side count 0), so there is no post-side plan; the deck has no sideboarding route for best-of-3 play

Why it scores here

The deck is scored as a system: the Fire King, Snake-Eye and Mulcharmy engines share a Level 1 and Level 8 FIRE body but not a clean synergy line, so starter access is only about 0.61 for the archetype-core group in a 5-card hand (hypergeometric, Inferred). Interaction is the strongest part: 14 hand traps, several negation and removal spells, and Infinite Impermanence and Skill Drain give it a real answer density, and its going-second hand-trap hit rate is about 0.81 (Inferred). Closing power comes from several 3000-ATK boss monsters, but the ceiling and median are not measured because no combos were supplied, so combo output is text-only and Inferred. The list is illegal (Ash Blossom at 3 copies against a 2 limit, WANTED at 2 against a 1 limit) and runs no side deck, so it is capped low. Popularity and archetype usage did not earn points, and card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(>=1 archetype-core card in opening 5) about 0.61; 6 of 10 usage-core cards present (Inferred)
D2 Opening-Hand Quality & Brick Management 45 Hand-trap-heavy list with several conditional Mulcharmy draw cards and Level 1 bricks; no hand simulation available (Inferred)
D3 Combo Conversion & Ceiling 40 No recorded combo boards; ceiling inferred from boss monsters and extra-deck access from card text only (Inferred)
D4 Combo Floor & Median Output 35 No combo sample, so median output cannot be measured; provisional at 35 (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Multiple independent interaction and recovery routes across Fire King and Snake-Eye lines (Inferred)
D6 Resource Economy, Recovery & Grind 50 13 searcher-text cards and GY recursion, offset by conditional Mulcharmy draws (Inferred)
D7 End-Board & Interaction Quality 65 14 hand traps, 30 removal-text cards, Infinite Impermanence and Skill Drain (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 60 Going-second hand-trap hit probability about 0.81 for 6 cards; board-breaking via Dark Hole and Torrential Tribute (Inferred)
D9 Offensive Pressure & Closing Power 65 Several 2700-3000 ATK bosses (Lava Golem, Flamberge, Garunix, Diabellstar, Zombie Vampire) (Verified stats, Inferred conversion)
D10 Main Deck Efficiency & Flexibility 40 60 main with only 4% exact-archetype purity and 72 off-archetype copies; compactness is weak (Verified composition)
D11 Extra Deck Efficiency & Coverage 45 Extra Deck spreads over 4 archetype families (Link/Xyz/Fusion) with no shared core; flexible but incoherent (Verified breakdown, Inferred coverage)
D12 Side Deck Adaptability 15 Side deck count is 0 (Verified); no post-side plan exists (Inferred)
D13 Matchup Coverage & Format Fit 40 No dated meta sample or tournament link; archetype share absent (Provisional)
D14 Pilotability & Error Tolerance 40 Three archetype families and many conditional effects demand high decision load (Inferred)

How the score was computed

Strategy profile: Midrange primary; no meta weight (Meta provisional). Structural ≈ 47, Going First ≈ 45, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: illegal copy-limit cap (-12); no side deck (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional); 45.6 before modifiers, then illegal-deck cap applied to 32

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.61 · key two-card combo ≈ — · full-brick estimate ≈ 0.39 (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 package (14 hand traps, 13 negation-text cards)
  • Multiple 2700-3000 ATK boss monsters with varied extra-deck access
  • Searcher density (13 cards) for consistent access to the main engine

Weaknesses

  • Illegal copy counts: Ash Blossom x3 (limit 2) and WANTED x2 (limit 1)
  • Very low exact-archetype purity (4%); engines from Fire King, Snake-Eye, Mulcharmy and Azamina do not reinforce each other
  • No side deck for best-of-3 games
  • Only 6 of 10 usage-core cards present; Azamina Mu Rcielago and Ilia Silvia missing

Critical choke points

  • Ash Blossom and Ghost Belle/Ogre triple-copy reliance: one copy-limit fix removes a hand-trap copy
  • Azamina core cards missing, so Azamina extra-deck access depends on a few Sinful Spoils cards
  • Fire King Island/Sanctuary chain depends on a single Field-zone card
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring non-Semi-Limited filler (e.g. a second Ghost Belle or a Level 1 searcher) Make the list legal under the Semi-Limited copy limit
2 1 copy of WANTED: Seeker of Sinful Spoils a generic searcher or Azamina support card WANTED is Limited to 1 copy in OCG
3 1 Mulcharmy Purulia an Azamina core card (Mu Rcielago or Ilia Silvia) Improves archetype purity and fills missing usage-core cards
4 none a 10-15 card side deck Enables post-side plans for best-of-3 play

Evidence & confidence

  • Verified: Illegal status: Ash Blossom 3 copies vs 2 legal; WANTED 2 vs 1 legal; 60 main / 15 extra / 0 side and banlist fields from the export; Archetype purity 4% and 6 of 10 usage-core cards present
  • Inferred: Archetype-core hand access about 0.61 (hypergeometric); Hand-trap going-second hit rate about 0.81; Interaction density from card text (14 hand traps, removal text)
  • Provisional: Meta Power null; matchup fit D13 unknown without a dated meta 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 — brick/starter/OTK rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied deck title is null and no guides exist for the archetype

More OCG Info

Azamina

Azamina Breakdown

 
 

 

 

 

 

 

 
 

 

 
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