Aleister Deck #774019 — Yu-Gi-Oh! TCG

52 Main, 15 Extra, incl. Aiwass, Divine Spirit of the Law x3, Aleister the Reminiscent x3, D.D. Crow x3. Created Oct 25, 2026 by YGO Mod.

Deck Aleister TCG

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 27, 2026
35± 10/ 100
Power Score
Structural 56
Reliability 40
Going First 55
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 56
Going First 55
Going Second 60
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Combo
  • Secondary strategies: Toolbox, Stun
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Fusion Summon a large Invoked Fusion Monster (e.g. Hyperinvoked Aeon, Invoked Elysium) from the Extra Deck through the Aleister / Invocation engine; Synchro (Chaos Angel) and Link (S:P Little Knight, Aleister the Invoker of Madness) finishers, plus Aiwass-based Aleister searches
  • Turn 1 (going first): Open Aleister the Reminiscent or an Invocation spell, search or summon a second Aleister monster, then Fusion Summon an Invoked monster while protecting the line with Ash Blossom, Ghost Belle or Ghost Ogre
  • Turn 2 (going second): Use the hand traps (Ash Blossom, D.D. Crow, Ghost Ogre, Ghost Belle, Droll, Nibiru) to break the opponent's opening interaction, then continue the Aleister engine from the GY and banish zones
  • Recovery: Recur Aleister and Invocation spells from the GY and banishment through Gamma Summon, Sacred Spirit Sword Aiwass and Aleister the Reminiscent, then rebuild the Fusion line
  • After siding: Not evaluable: the deck has no Side Deck, so there is no post-side plan

Why it scores here

The score is built from the deck as one system, not from averaging its cards. The Aleister core (33 copies of archetype-core cards, P(at least one in a 5-card opening hand) about 0.99) gives the engine high access, and the Invocation spells plus Aleister monsters lead into a strong Fusion finish. Interaction is broad: 17 hand traps, several negation effects and removal-text cards let the deck survive interruption and contest a going-second board. The score is held down by brick and redundancy risk from 25 distinct Main Deck cards with many tech and Level 0 spells and traps, by the complete absence of a Side Deck, and by the lack of any recorded combo boards to confirm the ceiling. The deck is Illegal: Called by the Grave and There Can Be Only One are Forbidden, and Ash Blossom and Droll are over their copy limits. Under the rubric an Illegal list is capped to a structural-only read. Archetype popularity earned no points and the high archetype-core usage was not treated as proof of power.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one archetype-core card in opening 5) about 0.99; single starter copies only about 0.25 each (Inferred)
D2 Opening-Hand Quality & Brick Management 50 17 hand traps and 22 tech cards in 55 Main Deck slots suggest a real dead-card rate; 1 unresolved passcode (Inferred)
D3 Combo Conversion & Ceiling 60 Text-only read: Fusion chains reach Hyperinvoked Aeon 3800 ATK and Invoked Elysium 3200 ATK; no recorded boards (Inferred)
D4 Combo Floor & Median Output 45 combo data has no parseable boards, so median output is unknown and only text-inferred (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Multiple independent interaction cards (Ash, Ghost Belle, Ghost Ogre, Droll, Nibiru) and recursion text provide route redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 50 Aleister and Invocation recursion from GY and banishment is present but the Fusion line is expensive in cards (Inferred)
D7 End-Board & Interaction Quality 70 Interaction density is high: 17 negation-text cards, 29 removal-text cards, and several floodgate-style cards (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 66 Going-second hand-trap coverage P(at least one of 17 hand traps in 6 cards) about 0.90 (Inferred)
D9 Offensive Pressure & Closing Power 62 Large Extra Deck Fusion bosses (Aeon 3800, Elysium 3200, Oceanus 3000) provide closing power, with no end-board data (Inferred)
D10 Main Deck Efficiency & Flexibility 45 55 Main Deck slots with 25 distinct cards and copy counts of 3, 3, 3, 2 across heavy tech; Forbidden and over-limit cards reduce efficiency (Inferred)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck cards across 14 distinct names, with 11 Fusion, 1 Synchro, and 3 Link cards covering several summon routes (Verified composition, Inferred efficiency)
D12 Side Deck Adaptability 10 Side Deck count is 0, so there is no post-side plan (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated meta sample, so format fit is Provisional (Provisional)
D14 Pilotability & Error Tolerance 35 Multi-step Fusion lines with many engine decisions and interaction timing are demanding to pilot (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 56, Going First ≈ 55, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-6); copy-limit violations (-4); no sideboard / unrecoverable choke (-2). Final formula: Uncapped: 0.80*Structural(56) + 0.20*TournamentReliability(40) + ContextModifiers(-12) = about 41; capped to 35 because the list is Illegal (theoretical/structural-only). Meta Power provisional.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.99 · key two-card combo ≈ — · full-brick estimate ≈ 0.01 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense archetype-core access (about 0.99 in a 5-card opening hand)
  • Broad interaction: 17 hand traps and 17 negation-text cards
  • Strong Extra Deck Fusion finishers (Hyperinvoked Aeon, Invoked Elysium)
  • Multiple recursion routes from GY and banishment

Weaknesses

  • Illegal list: two Forbidden cards and two over-limit cards
  • No Side Deck, so no post-side plan
  • High tech count and many Level 0 spells and traps raise brick and dead-card risk
  • No recorded combo boards to confirm the ceiling or median

Critical choke points

  • Aleister the Reminiscent and the Invocation spells are the gate to the Fusion line
  • Hand-trap interaction depends on the opponent's opening and the hand composition
Priority Remove Add Reason
1 Called by the Grave; There Can Be Only One Legal substitutes that fill the same Main Deck slots Both cards are Forbidden in the TCG format, so the list cannot be legal as built
2 One copy of Ash Blossom & Joyous Spring; one copy of Droll & Lock Bird Non-restricted cards from the archetype pool Both are over their copy limits
3 Tech slots without a clear role A Side Deck of up to 15 cards The deck has no post-side plan and is unable to adapt

Evidence & confidence

  • Verified: Legality status Illegal with four copy-limit or Forbidden violations; Main 55, Extra 15, Side 0 within size rules; Archetype core group and per-copy hypergeometric draw odds
  • Inferred: Starter access and brick estimates from hypergeometric draw odds; Interaction density from card text; Going-second hand-trap coverage; Fusion-line ceiling from card text
  • Provisional: Matchup and format fit (no dated meta sample); Meta Power (null)
  • Data gaps: no combos supplied: combo floor/median/ceiling is text-only inference no tournament link: archetype meta-share and per-pilot match record absent 1 passcode (86120751) in CardIDList could not be resolved to a card (counted as main) no win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Aleister

Aleister Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top