Kuriboh Deck #774037 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Kuriboh - Multiply! x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia x3. Created Oct 25, 2026 by YGO Mod.

Deck Kuriboh TCG

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 27, 2026
30± 8/ 100
Power Score
Structural 50
Reliability 40
Going First 52
Going Second 50

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 50.5
Going First 52
Going Second 50
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Tempo
  • 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: Extra Deck pressure from Link and Xyz monsters (Donner, Folgo, Galaxy-Eyes Photon Lord, Number 38, The Zombie Vampire) built off Fur Hire and Mulcharmy board presence, with Vidolium and Dyna as main-deck beaters; Ars Magna and Power Patron recursion lines that return Link and Xyz monsters to the field late in the game
  • Turn 1 (going first): Open a Fur Hire or Mulcharmy starter, extend with Rex, Ride Fur Hire or Beat, Bladesman, and use Ash Blossom or Kuriboh to protect the first engine turn
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Ogre, Droll & Lock Bird, Kuriboh) to break the opponent's first engine, then summon through the board with Fur Hire monsters
  • Recovery: Mulcharmy draw effects and Fur Hire GY recursion (Mayhem, Rookie, Beat and Seal returns) refill the hand after a broken turn
  • After siding: Not evaluable: the deck runs no side deck, so no post-side plan exists in the evidence

Why it scores here

The deck's engine is spread across several sub-archetypes (Fur Hire at 25 copies, Mulcharmy at 6, Ars Magna at 5, Power Patron at 4) rather than the 4 exact Kuriboh-named cards it is labelled with, so the Kuriboh label reflects the card pool it borrows from, not a single coherent engine. Starter access is reasonable: the archetype core group has about a 95% chance of at least one piece in the opening five, and searchers appear in 23 of 55 main cards, which lets the deck find its starter (Inferred from the hypergeometric estimates). Interaction is the deck's strongest area, with 8 hand traps, 7 negation-text cards and 24 removal-text cards giving it layers against the opponent's first play. Conversion and floor are not measured because no recorded boards exist, so the ceiling and median scores are text-based inferences only. The deck is scored on its system: its popularity and the presence of its archetype do not add points, and card scores were not averaged. The score is capped at 30 because the deck is illegal, with Ash Blossom & Joyous Spring at 3 copies against a limit of 2, so this is a theoretical, structural-only read.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least 1 starter in 5 cards) ≈ 0.95 for the archetype core group and ≈ 0.94 for searchers; the core is well-represented but its starters are split across sub-archetypes (Inferred)
D2 Opening-Hand Quality & Brick Management 45 22 of 34 distinct main cards are singletons and 9 are triples, with conditional Fur Hire summons and 8 hand traps producing dead hands on the wrong turn (Inferred)
D3 Combo Conversion & Ceiling 40 No recorded boards exist, so the ceiling is a text-only estimate from Fur Hire multi-summons and the Extra Deck Link and Xyz lines (Inferred, no combo data)
D4 Combo Floor & Median Output 35 No recorded boards exist, so the median output cannot be measured; the estimate is kept low to reflect the unmeasured floor (Provisional)
D5 Interruption Resilience & Route Redundancy 55 Ash Blossom, Kuriboh variants, Ghost Ogre and Droll & Lock Bird give multiple independent answers, and Fur Hire recursion gives redundant routes (Inferred from card text)
D6 Resource Economy, Recovery & Grind 55 Mulcharmy draw effects, Fur Hire GY recursion and Fossil Dig/Dyna searchers provide steady card flow, though the deck spends several one-of cards per turn (Inferred from card text)
D7 End-Board & Interaction Quality 65 8 hand traps, 7 negation-text cards and 24 removal-text cards; Ash Blossom is over limit, which weakens the interaction count in a legal list (Inferred from flags and text)
D8 Going-Second & Board-Breaking Power 50 Going-second relies on hand traps plus Vidolium (5000 ATK) and Dyna (2500 ATK) as board breakers; no going-second split is measured (Inferred)
D9 Offensive Pressure & Closing Power 58 Vidolium 5000 ATK, Rafale 2800 ATK, Dyna 2500 ATK and the Extra Deck Zombie Vampire and Galaxy-Eyes lines give strong closing bodies (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 50 55 main cards with 34 distinct names is above the usual 40-card build, with 22 singletons and a large off-archetype spread (Verified count, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck cards across 13 distinct names with Link, Xyz and multi-copy Donner and Folgo slots gives flexibility, with the Extra Deck full (Verified count)
D12 Side Deck Adaptability 25 No side deck is present (side_count 0), so no post-side adaptability can be credited (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; the archetype meta-share is absent, so matchup fit is Provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Fur Hire chains and Ars Magna banish timing create many decision points, which raises pilot demand (Inferred from card text)

How the score was computed

Strategy profile: Midrange profile used; Toolbox treated as a secondary descriptor only, not blended. Structural ≈ 50.5, Going First ≈ 52, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Banlist exposure (over-limit Semi-Limited card) (-12); Illegal-deck cap (0). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 0.80*50.5 + 0.20*40 = 48.4; minus banlist modifier -12 = 36.4; capped at 30 because the deck is Illegal (theoretical/structural-only read)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.95 · 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

  • Strong interaction density: 8 hand traps plus Kuriboh and Ghost Ogre give multiple answers to the first engine play
  • Archetype core is well-represented: Fur Hire and Mulcharmy are present at 3 copies each, with a 95% chance of at least one core piece in hand
  • Flexible Extra Deck: 13 distinct Link and Xyz names with a large top-end, including Galaxy-Eyes, The Zombie Vampire and Number 38

Weaknesses

  • Illegal list: Ash Blossom & Joyous Spring is run at 3 copies against a limit of 2
  • Engine is spread across sub-archetypes (5.7% exact-name purity), so it is less coherent than the Kuriboh label suggests
  • 55 main deck cards with 22 singletons raises brick and dead-draw risk
  • No side deck, so there is no post-side adaptability
  • Heavy reliance on conditional summons (Fur Hire, Rookie, Mayhem) makes the chain fragile against a single disruption

Critical choke points

  • Ash Blossom & Joyous Spring: the list must drop to 2 copies to become legal, which removes one of the deck's key hand traps
  • Fur Hire first summon: most lines depend on one Fur Hire monster or spell being present in hand or Deck
  • Mulcharmy engine: a single hand of Mulcharmy monsters with no Fur Hire follow-up stalls the turn
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring 1 non-over-limit hand trap or Fur Hire core card Makes the list legal under the Semi-Limited limit of 2; the deck can then be scored normally
2 1 off-archetype singleton (e.g., Keel, Shipwright Fur Hire or Kikinagashi Fucho if present in the Extra Deck list, or a tech card) 1 additional Fur Hire core copy Raises the archetype core count and reduces dead draws from singletons
3 A tech card from the Main Deck A 15-card side deck A side deck is absent; a side deck would make best-of-3 adaptability evaluable

Evidence & confidence

  • Verified: Main deck 55 cards and Extra Deck 15 cards are within TCG size limits (40-60 main, 0-15 extra); Ash Blossom & Joyous Spring is run at 3 copies against a legal maximum of 2 (Semi-Limited); Droll & Lock Bird, S:P Little Knight and Prohibited Power Patron Portal - Terminus are Limited and each run 1 copy (legal); Archetype purity: 4 exact-name Kuriboh copies out of 70 total archetype-tagged copies (5.7%); Core usage stats: 12 of 25 core cards present (48%)
  • Observed: Usage statistics: 47 stat rows for the archetype, with Mulcharmy Fuwalos and Mulcharmy Purulia at 100% inclusion
  • Inferred: Core group starter access about 95% in opening five cards (hypergeometric); Hand-trap coverage about 63% going second (hypergeometric); Interaction layering from hand-trap and removal text; Engine spread across Fur Hire, Mulcharmy, Ars Magna and Power Patron sub-archetypes; Brick risk from 22 singletons and conditional summons
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (no tournament link or archetype meta-share); Side deck adaptability (no side deck)
  • Data gaps: no combos supplied; combo floor, median and ceiling are text-only inference no tournament link; archetype meta-share and pilot match record absent no side deck; post-side plan and side adaptability cannot be evaluated no win-rate telemetry (going-first/second, matchup, brick and starter rates) Meta Power is Provisional unless a dated metagame sample is supplied deck title is null; deck identified by archetype and id only

More TCG Info

Kuriboh

Kuriboh Breakdown

 
 

 

 

 

 

 

 
 

 

 
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