Runick (Mysterune) Deck #774099 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Clown Crew Cappello x3, Clown Crew Flair x3. Created Oct 25, 2026 by YGO Mod.

Deck Runick (Mysterune) 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 53
Reliability 45
Going First 50
Going Second 56

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 53
Going First 50
Going Second 56
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • 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: Runick Extra Deck Fusion monsters (Hugin, Munin, Geri, Sleipnir) and Clown Crew Ritual/Fusion boards that push damage once the Runick Quick-Play spells have cleared the opponent's interaction; Clown Crew Biancaviso and Clown Crew Diabolo / Dristy / Fiends / Meteor beatdown lines through Extra Deck summons
  • Turn 1 (going first): Open a Runick or Clown Crew starter, search a Runick or Clown Crew card, then spend a Quick-Play Spell (Runick Tip, Freezing Curses, Slumber, Flashing Fire) to Special Summon a Runick Extra Deck fusion while banishing the opponent's deck
  • Turn 2 (going second): Use the hand-trap suite (Ash Blossom, Ghost Ogre, Ghost Belle, Infinite Impermanence, Droll & Lock Bird) to break the opponent's first board, then rebuild through Runick recursion
  • Recovery: Runick Fountain and Clown Crew Malabarisme recycle Quick-Play spells and Clown Crew cards from the GY to restart the engine after one interruption
  • After siding: No side deck is registered, so no post-side plan exists in this list

Why it scores here

The list has a real engine, with 35 archetype-core copies that give P(at least one open in a 5-card hand) of about 0.996 (Inferred), and 12 Runick and Clown Crew spell/hand-trap cards that give it several ways to continue after an interruption. Its interaction density is high (about 33 removal-text cards, 13 negation-text cards, and 12 hand traps), so the deck is strong at breaking an opponent's first board, particularly going second. Its main weakness is consistency of the opening hand: many single-function Quick-Play spells, a mixed Runick and Clown Crew engine that needs two sub-archetypes to coexist, and an Extra Deck that asks for specific fusion materials. The score is held down by the copy-limit violations (3 copies of Ash Blossom and of Runick Fountain against Semi-Limited and Limited caps) and by the absence of a side deck or any recorded boards, so the figure is structural only and was not built from averaging individual card scores. Popularity of the archetype did not add points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(>=1 archetype-core card in opening 5) ~0.996; 3-copy starters at 0.253 each, 2-card bootstrap via Tip and Malabarisme (Inferred)
D2 Opening-Hand Quality & Brick Management 48 Many single-function Quick-Play spells and hand traps; conflicting Normal Summon and Runick-vs-Clown-Crew requirements raise brick risk (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards; ceiling judged from card text only (Fusion summons plus Clown Crew Biancaviso draw/negate) (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards; median output judged as text-only inference, lowered for the 2-sub-archetype conflict (Inferred)
D5 Interruption Resilience & Route Redundancy 60 12 hand traps and multiple Quick-Play recovery routes give several independent lines (Inferred)
D6 Resource Economy, Recovery & Grind 55 Runick Fountain, Malabarisme and Flair recycle Spells and monsters; Extra Deck fusions recover from GY (Inferred)
D7 End-Board & Interaction Quality 65 33 removal-text cards, 13 negation-text cards and 12 hand traps; Ash Blossom and Ghost Belle cover the negation layer (Inferred semantic)
D8 Going-Second & Board-Breaking Power 58 Hand-trap density ~0.79 for a 6-card going-second hand; Lightning Storm and Harpie's Feather Duster add board breaking (Inferred)
D9 Offensive Pressure & Closing Power 55 Clown Crew Biancaviso (2500 ATK) and Fusion boards provide closing power, but no end-board ATK data exists (Inferred)
D10 Main Deck Efficiency & Flexibility 50 55 main cards with 29 spells and 13 three-copy cards; compact core but many non-engine slots (Inferred)
D11 Extra Deck Efficiency & Coverage 55 15 Extra cards across fusion, synchro, xyz and link, with Runick fusions as the main payoff (Inferred)
D12 Side Deck Adaptability 20 Side deck is empty (0 cards); no post-side data (Provisional)
D13 Matchup Coverage & Format Fit 40 No tournament link and no dated meta sample; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 35 Multiple Quick-Play timing windows and a 3-way engine across Runick, Clown Crew and Ritual/Fusion; high decision load (Inferred)

How the score was computed

Strategy profile: Midrange 80% / Stun 20% (Midrange primary; Stun interaction weight folded in via D7 emphasis). Structural ≈ 53, Going First ≈ 50, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: copy-limit violations (-12). Final formula: Structural 53 -> 0.80*53 + 0.20*45 + modifiers (-12) = ~40, capped to 30 because legality is Illegal (copy-limit violations); theoretical/structural-only, no normal Final score

Probability & combo summary

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

Strengths

  • Archetype-core access is near-certain in the opening hand
  • High interaction density: removal text plus negation and hand traps
  • Multiple recovery routes via Runick Fountain, Malabarisme and Flair

Weaknesses

  • Illegal copy counts on Ash Blossom and Runick Fountain
  • No side deck registered
  • Two sub-archetypes (Runick and Clown Crew) compete for the same hand slots
  • Many single-function Quick-Play spells raise brick risk

Critical choke points

  • Extra Deck fusion materials require specific Runick monsters in the Main Deck, so a missing Runick monster stalls the Extra payoff
  • Quick-Play spell chain depends on Runick Tip and Runick Fountain for recursion
Priority Remove Add Reason
1 1 Runick Fountain 1 Ash Blossom & Joyous Spring Bring Runick Fountain to the Limited cap of 1 and Ash Blossom to the Semi-Limited cap of 2 to make the list legal
2 1 Ash Blossom & Joyous Spring 1 Runick Destruction or a single-sub-archetype staple Restore a legal copy count and reduce the two-archetype conflict
3 Add a side deck Side slots (up to 15) No side deck is registered, so the list has no post-side plan

Evidence & confidence

  • Verified: Main 55 / Extra 15 within TCG size rules; Ash Blossom & Joyous Spring 3 copies vs legal 2 (Semi-Limited); Runick Fountain 3 copies vs legal 1 (Limited); Archetype core present 17 of 25 usage-stat core cards
  • Inferred: Hypergeometric P(>=1 archetype-core in hand of 5) ~0.996; Hand-trap density ~0.79 for going-second hand; Interaction density from text scaffold
  • Provisional: Meta Power; Matchup coverage (D13)
  • Data gaps: no combos supplied; combo floor/median/ceiling is text-only inference no tournament link; archetype meta-share and per-pilot record absent no win-rate telemetry; going-first/second and matchup rates unknown no side deck registered; post-side plan unscored deck title null

More TCG Info

Runick (Mysterune)

Runick (Mysterune) Breakdown

 
 

 

 

 

 

 

 
 

 

 
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