Harpie Deck #773729 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Fiendsmith Engraver x3, Mulcharmy Fuwalos x3, Santa Claws x3. Created Oct 24, 2026 by YGO Mod.

Deck Harpie TCG

Created by: YGO Mod (20517634)

Created On: 10/24/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: LowEvaluated Oct 27, 2026
30± 8/ 100
Power Score
Structural 51
Reliability 40
Going First 58
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 51
Going First 58
Going Second 52
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Toolbox
  • Secondary strategies: Stun, Midrange
  • 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: Fiendsmith and Evil Twin link/fusion boards, with Fiendsmith's Rextremende, Fiendsmith's Desirae and Evil★Twin's Trouble Sunny as the closers. Only inferred from card text; no combos were supplied.; Raigeki and Harpie's Feather Duster as non-engine board control, with Underworld Goddess and A Bao A Qu as large link boards.
  • Turn 1 (going first): Open a starter (Live☆Twin Lil-la, Ki-sikil, or Effect Veiler) with the 3-copy hand traps held up for the opponent's first activation. Inferred from text.
  • Turn 2 (going second): Hold 20 hand-trap and tech cards in the 6-card hand and answer the opponent's first summon or activation, then rebuild through the Fiendsmith and Live☆Twin searchers. Inferred from text.
  • Recovery: Fiendsmith Engraver and Fiendsmith's Tract recover the Fiend line from the deck or GY, and Live☆Twin Sunny's Snitch and Secret Password refill the hand. Inferred from text.
  • After siding: Not assessable. The deck has an empty Side Deck, so there is no post-side plan.

Why it scores here

This is a hand-trap and tech-heavy Harpie/Fiendsmith/Live☆Twin hybrid. Its consistency is the strongest part of the list: the archetype-core group has about 89% chance of at least one copy in a 5-card opening hand (Inferred). Interaction is dense, with 20 hand traps and 13 negation-text cards, and the deck is about 94% likely to hold at least one hand trap when going second (Inferred). Combo conversion, floor, and median could not be measured because no boards were supplied, so those scores are text-only inference. The score is not driven by Harpie's popularity, and card scores were not averaged. The list is illegal (three cards over their copy limits) and has no Side Deck, so the score is capped and labelled theoretical or structural-only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(≥1 of 19 core-group copies in opening 5) ≈ 0.89; Ash, Ghost Ogre, Ghost Belle, and Veiler are core at 60–100% usage (Inferred/Verified).
D2 Opening-Hand Quality & Brick Management 45 20 hand-trap and 22 tech cards with 12 singleton slots give a high risk of non-engine dead hands; no combos to confirm (Inferred).
D3 Combo Conversion & Ceiling 50 No parseable boards; the Fiendsmith and Evil★Twin Link/Fusion text suggests a capable ceiling, but this is text-only (Inferred).
D4 Combo Floor & Median Output 45 Median output is unmeasured; the sub-archetype split (Fiendsmith, Live☆Twin, Evil★Twin) suggests a lower typical line (Inferred).
D5 Interruption Resilience & Route Redundancy 58 Hand-trap density gives several answers to one disruption, but Fiendsmith, Live☆Twin, and Evil★Twin lines compete for Extra Deck slots (Inferred).
D6 Resource Economy, Recovery & Grind 50 Searchers (10 text-level) and Fiendsmith's Tract/Engraver recursion help rebuild; no resource-signature data (Inferred).
D7 End-Board & Interaction Quality 68 13 negation-text cards, 20 removal-text cards, and Ash ×3 give dense interaction; the Ash count is illegal (Inferred/Verified).
D8 Going-Second & Board-Breaking Power 55 P(≥1 hand trap in going-second hand 6) ≈ 0.94; boards are unmeasured, and the deck has no Side Deck, so there is no board breaker beyond Raigeki (Inferred).
D9 Offensive Pressure & Closing Power 52 Closing relies on Rextremende (3000 ATK), Desirae (2800), Sunny's Trouble (3300) and Underworld Goddess (3000). Typical boards are unmeasured (Verified stat/Inferred).
D10 Main Deck Efficiency & Flexibility 38 55 main cards with 28 distinct, only 1.4% exact archetype purity, and 69 off-archetype copies; the deck is spread across sub-archetypes (Verified composition).
D11 Extra Deck Efficiency & Coverage 55 Extra Deck is 11 Link, 3 Fusion, and 1 Synchro, with Fiendsmith and Evil★Twin access and some flex links; access is mostly from text (Inferred).
D12 Side Deck Adaptability 20 The Side Deck is empty (0 cards), so no post-side adaptation exists in the list (Verified).
D13 Matchup Coverage & Format Fit 35 No tournament link and no dated meta sample; format fit cannot be verified (Provisional).
D14 Pilotability & Error Tolerance 40 Multiple sub-archetypes, Fiendsmith Fusion and Link sequencing, and a dense hand-trap timing decision load are demanding for the intended player (Inferred).

How the score was computed

Strategy profile: Toolbox primary, with Stun as a stated secondary; the blend uses the Toolbox weight profile only. Structural ≈ 51, Going First ≈ 58, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Banlist exposure (over copy limits) (-8); Engine conflicts (-2). Final formula: No reliable metagame, so Meta is provisional: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*51 + 0.20*40 - 10 = 38.8. The Illegal-list cap then sets the final score to 30 (theoretical/structural-only).

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.89 · 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 starters are accessible: the archetype-core group has about 89% chance of at least one copy in a 5-card opening hand (Inferred).
  • Dense interaction through 20 hand traps and 13 negation-text cards, with a going-second hand-trap chance of about 94% (Inferred).
  • Strong Extra Deck closers at 3000 ATK and above, plus Fiendsmith recursion (Verified text).

Weaknesses

  • Illegal list: three cards exceed their copy limits in TCG.
  • Empty Side Deck, so no best-of-3 adaptation exists.
  • Low archetype purity (1.4% exact name) and 69 off-archetype copies spread the engine across sub-archetypes.
  • High brick risk from 22 tech and 20 hand-trap slots, with few guaranteed starters.

Critical choke points

  • Ash Blossom, Fiendsmith Engraver, and Fiendsmith's Tract cannot all be run as listed, so the legal build changes the plan.
  • Starter access depends on the Live☆Twin/Ki-sikil/Lil-la sequence; a missed first summon leaves the Fiendsmith line delayed.
  • No Side Deck, so a single interruption on going-second can leave no plan.
Priority Remove Add Reason
1 One copy each of Ash Blossom & Joyous Spring (×1), Fiendsmith Engraver (×2), and Fiendsmith's Tract (×1) Legal copies of Harpie's Feather Duster-compatible non-limited tech, or any Unlimited Fiendsmith or Live☆Twin support card Brings the list back to legal copy limits, which is required before a normal score can apply.
2 A few off-archetype tech slots A Side Deck of 10–15 cards covering the most common boards A best-of-3 deck with no Side Deck has no post-side plan and scores 20 on D12.

Evidence & confidence

  • Verified: Legality: 55 Main, 15 Extra, 0 Side; three copy-limit violations (Ash ×3, Engraver ×3, Tract ×2).; Card text for the 28 Main and 15 Extra distinct cards, read from the excerpts.; Usage stats: all 8 core cards are present in the deck (100% core present).
  • Inferred: P(≥1 core-group copy in opening 5) ≈ 0.89 and P(≥1 hand trap in going-second hand 6) ≈ 0.94.; Interaction density and brick risk from role-tag counts and card text.; Going-first and going-second plans from card text; no boards were supplied.
  • Provisional: Meta Power (no dated metagame sample).; Matchup fit and tournament reliability (no tournament link).
  • Data gaps: No combos supplied, so the floor, median, and ceiling are text-only inference. No tournament link, so archetype meta-share and per-pilot match records are absent. No win-rate telemetry for going-first, going-second, matchup, brick, or starter rates. Meta Power is provisional without a dated metagame sample. No Side Deck, so post-side performance cannot be scored.

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Harpie

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