Runick (Mysterune) Deck #773680 — Yu-Gi-Oh! TCG
55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Clown Crew Cappello x3, Clown Crew Flair x3. Created Oct 24, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/24/2026
Main Deck (55)
- Clown Crew Biancaviso x2
- Droll & Lock Bird x1
- Mulcharmy Fuwalos x3
- Clown Crew Cappello x3
- Clown Crew Flair x3
- Ash Blossom & Joyous Spring x3
- Ghost Belle & Haunted Mansion x2
- Ghost Ogre & Snow Rabbit x3
- Clown Crew Malabarisme x2
- Clown Crew Matinee Operatics x1
- Clown Crew Rehearsal x3
- Harpie's Feather Duster x1
- Lightning Storm x2
- Runick Destruction x3
- Runick Dispelling x1
- Runick Flashing Fire x3
- Runick Fountain x3
- Runick Freezing Curses x3
- Runick Golden Droplet x1
- Runick Slumber x3
- Runick Tip x3
- Clown Crew Finale x1
- Clown Crew New Face x1
- Clown Crew Soiree Operations x1
- Infinite Impermanence x3
Extra Deck (15)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 25/100 (Confidence: Medium)
- Primary strategy: Midrange
- Secondary strategies: Stun, Toolbox
- Format: tcg
Legality
Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).
Identity & game plan
- Win condition: Runick and Clown Crew Extra Deck fusion/link/synchro monsters (Sleipnir, Munin, Clown Crew Biancaviso and Dristy-type boards) pressuring through Quick-Play Spell skip-battle-phase turns, with Runick Fountain card advantage; Clown Crew Biancaviso draw-and-negate boards and Clown Crew Finale / Soiree Operations board wipes
- Turn 1 (going first): Open a Runick or Clown Crew starter (Clown Crew Rehearsal, Clown Crew Cappello, Runick Tip, Runick Slumber) to Extra Deck summon and bank a skip-battle-phase Quick-Play spell for the opponent's turn
- Turn 2 (going second): Hold Ash Blossom, Ghost Ogre, Ghost Belle, Infinite Impermanence and Droll & Lock Bird to stop their starter, then rebuild through Runick Freezing Curses or Runick Destruction
- Recovery: Recycle Quick-Play Spells from the GY with Runick Fountain and Mulcharmy Fuwalos draw, and re-search Runick or Clown Crew cards through Clown Crew Malabarisme and Runick Tip
- After siding: No side deck is registered; post-side plan cannot be evaluated and scores as absent
Why it scores here
The list is structurally a Runick and Clown Crew hybrid (26 cards each by archetype_spread), not a pure Runick deck, and the 0% exact-name purity should not be read as a weakness on its own. Consistency is decent: the archetype core is almost always present (P at least one core card in a 5-card hand about 0.996, Inferred), and 12 hand traps with a 0.79 chance of at least one going second give it real interaction. Its resilience comes from redundant hand traps and multiple Quick-Play skip-battle-phase starters, which can keep a turn going after a single answer. Scoring is held back by the absent side deck (D12 near zero), the absent recorded boards (no combo floor or median can be measured, so D3 and D4 are text-only reads), and the empty tournament and matchup data (D13 provisional). The list is Illegal: Ash Blossom is run 3 copies against a 2-copy Semi-Limited limit and Runick Fountain is run 3 copies against a 1-copy Limited limit, so the final score is capped low and the evaluation is theoretical and structural only. The score comes from consistency, interaction and resilience on the system, not from Runick or Clown Crew being popular archetypes, and not from averaging card scores.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 58 | P(at least one archetype-core card in 5-card opening hand) = 0.996; P(at least one searcher-text card) = 0.688; specific starter access is about 0.25 per copy-3 card (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 48 | 29 spells and 12 hand traps among 55 cards, with 13 negation-text cards; brick and dead-card risk is moderate and only partly estimated (Inferred) |
| D3 | Combo Conversion & Ceiling | 55 | No parseable boards in combos_evidence, so the ceiling is a text-only read of Extra Deck fusion/link/synchro payoffs (Inferred) |
| D4 | Combo Floor & Median Output | 45 | No recorded median_power_index or power distribution exists; floor is inferred from starter redundancy only (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 60 | Redundant hand traps (Ash Blossom, Ghost Ogre, Ghost Belle, Infinite Impermanence) and Runick Quick-Play spells give alternative routes after one interruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 55 | Runick Fountain, Clown Crew Malabarisme and Clown Crew Finale provide GY recovery and draw, but Fountain is over the copy limit (Inferred) |
| D7 | End-Board & Interaction Quality | 70 | 12 hand traps, 13 negation-text cards and 33 removal-text cards; Biancaviso and Lightning Storm add board-level answers (Inferred semantic read) |
| D8 | Going-Second & Board-Breaking Power | 62 | Hand traps and Droll & Lock Bird give strong going-second interruption; Harpie's Feather Duster and Lightning Storm cover spells and monsters (Inferred) |
| D9 | Offensive Pressure & Closing Power | 60 | Clown Crew Biancaviso at 2500/2500 and multiple 3-copy Extra Deck fusions/links give end-board pressure; no end-board ATK data beyond card stats (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 58 | 25 distinct main deck cards with heavy 3-copy density (13 cards at 3 copies) and 35 Level 0 spells; compact and coherent within a 55-card main (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 60 | Extra Deck is 15 cards with 9 fusion, 2 link, 2 xyz and 2 synchro; mixed engine coverage across two archetypes (verified breakdown, Inferred coverage) |
| D12 | Side Deck Adaptability | 10 | Side deck is empty, so there is no post-side plan to evaluate (verified) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament link and no dated metagame sample; archetype usage stats confirm the list is real but not its strength (Provisional) |
| D14 | Pilotability & Error Tolerance | 35 | Two-archetype engine with Pendulum, Ritual, Fusion, Synchro and Xyz paths and many Quick-Play decisions; high decision load (Inferred) |
How the score was computed
Strategy profile: Midrange primary with Stun secondary for the hand-trap-heavy interaction suite; weights taken from the Midrange row. Modifiers: none.
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