Runick (Mysterune) Deck #773482 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Clown Crew Cappello x3, Clown Crew Flair x3. Created Oct 22, 2026 by YGO Mod.

Deck Runick (Mysterune) TCG

Created by: YGO Mod (20517634)

Created On: 10/22/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 23, 2026
30± 10/ 100
Power Score
Structural 57
Reliability 52
Going First 55
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Medium)

Overall score Value
Structural Deck Power 57
Going First 55
Going Second 62
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: tcg

Legality

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

Identity & game plan

  • Win condition: Runick Extra Deck Fusion/Synchro/Xyz boards (Hugin, Munin, Sleipnir, Clown Crew Biancaviso/Meteor) converting through Runick Quick-Play Spell interaction; Clown Crew Ritual/Tribute pressure (Biancaviso 2500 ATK, Dristy second attack) once the board is clear
  • Turn 1 (going first): Open a Runick Quick-Play Spell or Clown Crew Rehearsal/Malabarisme starter (about 96% to have an archetype core card in the opening 5), keep Runick Slumber/Flashing Fire/Destruction up for the opponent's first big play, and summon a Runick Extra Deck monster through the Extra Monster Zone
  • Turn 2 (going second): Use the six-card hand's hand traps (Ash Blossom, Ghost Ogre, Ghost Belle, Infinite Impermanence, Droll; about 79% to hold at least one) to break the opponent's first combo, then rebuild through Runick Tip/Freezing Curses recursion and Clown Crew Malabarisme from the GY
  • Recovery: Recover from a single-choke interruption by re-searching Runick Tip or Clown Crew Rehearsal, then re-using Clown Crew New Face and Matinee Operatics to rebuild the field from the GY
  • After siding: No sideboard in the export (side 0), so there is no recorded post-side plan; the list would need one to adapt to matchups

Why it scores here

The deck reliably opens a functional starter: the Runick and Clown Crew core (25 copies) gives about 96% odds of at least one core card in the opening five, and Runick Tip and Clown Crew Rehearsal add searchers (searcher-text group about 69% in hand five). Its interaction density is high, with roughly a dozen hand traps and negations plus Runick Slumber, Flashing Fire and Destruction, so the end-board is layered rather than a single answer. Conversion is the weak point: no recorded boards exist, so the combo ceiling and median are text-only inferences and sit in the 40s, and the deck is a Runick/Clown Crew hybrid with 0% exact-archetype purity, which weakens engine coherence. Popularity did not earn points: the usage stats only confirm the core is an accepted build, and the score comes from consistency, interaction and resource recovery on the system, not from averaging the card scores. The list is Illegal under the copy limits (Ash Blossom 3 of 2, Runick Fountain 3 of 1), so the normal Final Contextual formula is capped at 30 and the result is structural only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(>=1 archetype core card in opening 5) = 0.959; P(>=1 searcher in 5) = 0.69 (Inferred)
D2 Opening-Hand Quality & Brick Management 62 Proxy brick rate 4.1% from the core group; many spells and hand traps risk redundancy in hand (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards; ceiling from card text only (Inferred)
D4 Combo Floor & Median Output 42 No recorded combo median; floor is text-only (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Multiple Runick and Clown Crew recursion routes plus two-copy hand traps; no board data (Inferred)
D6 Resource Economy, Recovery & Grind 60 Runick Tip/Freezing Curses and Clown Crew New Face/Malabarisme recur from GY; net advantage text-only (Inferred)
D7 End-Board & Interaction Quality 70 About a dozen negations and hand traps plus removal spells (negate/removal text, Inferred semantic read)
D8 Going-Second & Board-Breaking Power 66 Going-second hand-trap coverage: P(>=1 hand trap in 6) = 0.79 (Inferred)
D9 Offensive Pressure & Closing Power 55 Clown Crew Biancaviso 2500 ATK and Sleipnir 1500 ATK; closing via Fusion/Synchro bosses (Verified stat, Inferred)
D10 Main Deck Efficiency & Flexibility 58 55 Main, 25 distinct; 13 cards at 3 copies, 8 singletons; 0% exact-archetype purity (Verified composition)
D11 Extra Deck Efficiency & Coverage 60 15 Extra slots with 9 Fusion, 2 Synchro, 2 Xyz, 2 Link; mostly used (Verified composition, Inferred)
D12 Side Deck Adaptability 25 Side deck is empty (0 cards); no post-side plan possible (Verified legality)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; provisional placeholder (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Extra Deck and hand-trap timing; many decision points for the pilot (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 57, Going First ≈ 55, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: copy-limit violations (-12). Final formula: Illegal: normal formula 0.80*57 + 0.20*52 = 56 before modifiers; -12 modifier gives 44; capped to 30 per Step 2 (theoretical/structural only). Meta Provisional (null).

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.96 · key two-card combo ≈ — · full-brick estimate ≈ 0.04 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Core starter access about 96% in opening 5
  • Layered interaction: Ash, Ghost Ogre, Ghost Belle, Infinite Impermanence, Droll, Runick spells
  • Recursion from GY via Runick Tip, Freezing Curses and Clown Crew New Face/Malabarisme

Weaknesses

  • Illegal copy limits (Ash Blossom 3 of 2, Runick Fountain 3 of 1)
  • 0% exact-archetype purity: Runick and Clown Crew split the engine
  • No sideboard; no post-side plan
  • No combo evidence; ceiling and median unverified

Critical choke points

  • Single Extra Deck Runick monster needed through the Extra Monster Zone on most lines
  • Clown Crew Rehearsal and Runick Tip as the only searchers for the core engine
Priority Remove Add Reason
1 1 Runick Fountain (3 copies to 1) Legal filler (a non-restricted Runick spell or a Clown Crew spell) Fixes the copy-limit violation so the list can be scored normally.
2 1 Ash Blossom & Joyous Spring (3 copies to 2) A non-restricted hand trap or a Runick/Clown Crew spell Meets the Semi-Limited copy cap; the deck keeps its hand-trap density.
3 Non-essential singleton tech Sideboard of 10-15 cards Gives the deck a post-side plan (the export has no side deck).

Evidence & confidence

  • Verified: Main 55 and Extra 15 are within size rules; Illegal copy-limit violations: Ash Blossom 3 of 2 (Semi-Limited), Runick Fountain 3 of 1 (Limited); Droll & Lock Bird and Harpie's Feather Duster are Limited at 1 copy each (legal); Exact-archetype purity 0%; 25 archetype copies (Clown Crew 26, Runick 26)
  • Observed: Core card usage: Runick Tip 100%, Runick Fountain 91%, Runick Flashing Fire 82% (usage stats)
  • Inferred: P(>=1 core starter in opening 5) = 0.959; P(>=1 hand trap in 6 going second) = 0.79; Interaction density from negation and removal text (about 13 negation and 33 removal text hints)
  • Provisional: Meta Power (null); D13 matchup fit placeholder 50 (no dated metagame)
  • Data gaps: No combos supplied: floor, median and ceiling are text-only inference No tournament link: meta-share and per-pilot record absent No sideboard in the export (side 0): post-side plan unknown No win-rate telemetry for this deck Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Runick (Mysterune)

Runick (Mysterune) Breakdown

 
 

 

 

 

 

 

 
 

 

 
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