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.

Deck Runick (Mysterune) TCG

Created by: YGO Mod (20517634)

Created On: 10/24/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Medium
25± 8/ 100
Power Score

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.


More TCG Info

Runick (Mysterune)

Runick (Mysterune) Breakdown

 
 

 

 

 

 

 

 
 

 

 
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