Runick (Mysterune) Deck #773295 — Yu-Gi-Oh! OCG

44 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Radiant Typhoon Eldam x3, Radiant Typhoon Krosea x3. Created Oct 21, 2026 by YGO Mod.

Deck Runick (Mysterune) OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 21, 2026
35± 8/ 100
Power Score
Structural 56
Reliability 46
Going First 55
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 56
Going First 55
Going Second 50
Meta Power provisional
Tournament Reliability 46
  • Primary strategy: Midrange
  • Secondary strategies: Control
  • Format: ocg

Legality

Main 44 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Extra Deck Runick fusions and Radiant Typhoon / Runick link-Xyz bodies (Fonix 3000, Shiina 2900, Underworld Goddess 3000 link-5) closing after Quick-Play removal clears the board; Recursion of Runick Quick-Play spells and Mystical Space Typhoon chains that rebuild the board turn after turn
  • Turn 1 (going first): Open a Radiant Typhoon starter (Krosea, Eldam, Swen) or a Runick Quick-Play, search via Radiant Typhoon / Runick searchers, then Extra Monster Zone summons; the skip-Battle-Phase cost limits how far the turn can go
  • Turn 2 (going second): Use Quick-Play removal (Freezing Curses, Flashing Fire, Destruction, Slumber, Smiting Storm) and negation (Varuroon, Totem Bird, Munin) on the opponent's board, then rebuild with a Radiant Typhoon starter
  • Recovery: Runick Fountain and Radiant Typhoon Chant / Vision recycle Quick-Play spells from the GY and draw cards, provided Fountain is legal in the format
  • After siding: No side deck is registered, so there is no post-side plan; the deck cannot adapt between games

Why it scores here

The deck's structure is a Runick and Radiant Typhoon engine built on Quick-Play spells, which give it a reasonable chance of opening a live starter: 18 core-archetype copies give P(at least one in a 5-card opening hand) of about 0.94 (Inferred). Interaction is the deck's real strength, with about 21 removal-text cards, several negations, and a Quick-Play layer that can answer boards on the opponent's turn. Its closing power comes from Extra Deck bodies at 3000 ATK or higher. Scoring is held back by the absence of a side deck, the lack of hand traps or floodgates, a high-complexity Quick-Play chain that raises pilot error, and an illegal copy count on Runick Fountain. No combo evidence, tournament data, or guides were supplied, so the floor and ceiling rest on text-only inference. Scores come from the deck as a system, not from averaging the card scores, and archetype popularity earned no points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(>=1 core-archetype card in 5-card opening hand) ~0.94 across 18 copies; starter density is high but the 3-copy starters sit at 0.31 each (Inferred)
D2 Opening-Hand Quality & Brick Management 55 21 distinct main cards and 27 Level-0 spells; several hands will hold Quick-Play spells with no monster to use them (Inferred)
D3 Combo Conversion & Ceiling 58 No parseable combos; ceiling is read from text: Extra Monster Zone summons plus recursion can chain several Quick-Play removal effects per turn (Inferred)
D4 Combo Floor & Median Output 48 No recorded boards, so the median is an inference from the Quick-Play starter density and the skip-Battle-Phase cost (Inferred)
D5 Interruption Resilience & Route Redundancy 52 Multiple independent starters and recovery through Fountain and Chant, but zero hand traps and no floodgates (Inferred)
D6 Resource Economy, Recovery & Grind 56 Recursion of Quick-Play spells through Fountain, Chant, and Vision supports the grind; the skip-Battle-Phase cost limits it (Inferred)
D7 End-Board & Interaction Quality 72 About 21 removal-text cards and several negations (Varuroon, Totem Bird, Munin, Underworld Goddess) layer the interaction; it is text-semantic and not measured (Inferred)
D8 Going-Second & Board-Breaking Power 60 Quick-Play removal and negation work on the opponent's turn; the 6-card going-second hand has about 0.36 for a 3-copy starter (Inferred)
D9 Offensive Pressure & Closing Power 68 Closing bodies: Fonix 3000, Shiina 2900, Krosea 2200, ZEUS 3000, Underworld Goddess 3000; no end-board data (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 62 44 main cards in range, 21 distinct, heavy 3-copy stacking of Quick-Play spells and starters (Verified structure, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 70 15 Extra cards across 6 Fusion, 5 Link, and 4 Xyz, all Runick or Radiant-linked with some flex (Verified composition)
D12 Side Deck Adaptability 12 No side deck registered (Verified); no post-side plan is possible (Inferred)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated meta sample; archetype share is unknown (Provisional)
D14 Pilotability & Error Tolerance 35 Long Quick-Play chains, a choice of Extra-zone summons, and skip-Battle-Phase costs make decisions dense for the pilot (Inferred)

How the score was computed

Strategy profile: Midrange primary, Control secondary; weights from the Midrange row, no blend applied. Structural ≈ 56, Going First ≈ 55, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 46. Modifiers: illegal_copy_limit (-8); no_side_deck (-2). Final formula: No reliable metagame: 0.80*Structural(56) + 0.20*TournamentReliability(46) = 54 uncapped; modifiers -10 gives 44; Illegal cap (Runick Fountain over copy limit) sets final to 35

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.94 · 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 at 3 copies give high starter access (Inferred)
  • Dense Quick-Play removal and negation layer (Inferred)
  • Extra Deck closers with 3000 ATK or higher and Link/Xyz flexibility (Verified stats)

Weaknesses

  • Illegal as built: Runick Fountain at 2 copies over the OCG limit of 1
  • No side deck, so no best-of-3 adaptation
  • No hand traps or floodgates against the opponent's main phase
  • Heavy Quick-Play chain and skip-Battle-Phase costs raise pilot error

Critical choke points

  • Runick Fountain legality: the list cannot be played in OCG until it is cut to 1 copy
  • Radiant Typhoon Chant and Runick Dispelling are Limited/absent, so the recovery line thins out
Priority Remove Add Reason
1 1 copy of Runick Fountain (92107604) 1 Quick-Play or Continuous Runick or Radiant Typhoon card (for example Runick Dispelling if it is legal in the format) Restores legality; the copy-limit violation is the only reason the deck cannot receive a normal score
2 A low-impact Level-0 spell Side deck of 8-15 cards with targeted negation and Quick-Play removal Adds the missing post-side adaptation (D12)

Evidence & confidence

  • Verified: Main 44 / Extra 15 / Side 0 within OCG size rules; Runick Fountain run at 2 copies vs legal limit 1 (Illegal); Radiant Typhoon Chant and S:P Little Knight are Limited at 1 copy (legal); Core-archetype hypergeometric probabilities from the resolved list
  • Inferred: Consistency and brick estimates; Going-first and going-second plans; Interaction quality from card text; Closing power from listed ATK and effect text
  • Provisional: Meta and matchup fit (no dated meta sample)
  • Data gaps: No combos supplied; combo floor, median, and ceiling are text-only inference No tournament link; archetype meta-share and per-pilot record absent No win-rate telemetry for going-first, going-second, matchups, or brick rates No side deck registered, so post-side strength cannot be assessed Meta Power is provisional until a dated metagame sample is supplied

More OCG Info

Runick (Mysterune)

Runick (Mysterune) Breakdown

 
 

 

 

 

 

 

 
 

 

 
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