Runick (Mysterune) Deck #774896 — Yu-Gi-Oh! OCG

52 Main, 15 Extra, incl. Clown Crew Biancaviso x3, The Winged Dragon of Ra - Sphere Mode x3, Clown Crew Flair x3. Created Oct 28, 2026 by YGO Mod.

Deck Runick (Mysterune) OCG

Created by: YGO Mod (20517634)

Created On: 10/28/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: MediumEvaluated Oct 30, 2026
20± 8/ 100
Power Score
Structural 33
Reliability 30
Going First 28
Going Second 26

Deck — Deck Power Evaluation

Final Contextual Deck Power: 20/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 33
Going First 28
Going Second 26
Meta Power provisional
Tournament Reliability 30
  • Primary strategy: Toolbox
  • Secondary strategies: Midrange, Stun
  • Format: ocg

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 beatsticks and Clown Crew / Radiant Typhoon / Blue-Eyes boards, reached through the Runick Quick-Play spells; Runick spell-driven disruption that buys turns for a Clown Crew or Extra Deck board
  • Turn 1 (going first): Open a Runick Quick-Play (Flashing Fire, Freezing Curses or Destruction) plus a searcher (Runick Tip, Preparation of Rites or Clown Crew Rehearsal) and convert into a Clown Crew Fusion/Synchro/Xyz board, but the Runick spells' Extra Deck summon has no Runick monster to target in this list
  • Turn 2 (going second): Use hand traps (Ghost Ogre & Snow Rabbit, Clown Crew Biancaviso negation) and Quick-Play interaction to slow the opponent's board before a Radiant Typhoon or Clown Crew summon
  • Recovery: Runick Fountain and Clown Crew Rehearsal / Matinee Operatics recycle spells from the GY; recovery depends on the Fountain copies that the list cannot legally run
  • After siding: Not evaluable: the deck has no Side Deck, so no post-side plan exists

Why it scores here

The deck is Illegal: it runs 3 copies of Runick Fountain against a Limited (1-copy) OCG restriction, and it has no Side Deck, so the score is capped and the evaluation is structural only. The core Runick Quick-Play spells (Flashing Fire, Freezing Curses, Destruction) are reliably present, with about 83% chance of at least one archetype-core card in an opening 5-card hand, but the Extra Deck holds no Runick monsters for their Extra Deck summon, so the main engine has no confirmed payoff in this list. The 70 off-archetype main deck copies (Clown Crew, generic staples, Radiant Typhoon) split the deck into several partial engines, which lowers starter density and raises brick risk. Interaction is broad (32 removal-text cards, 3 hand traps, several negation effects), but it is not tied to a single closing route. No combo boards, tournament record, or dated meta sample were supplied, so the floor, median and ceiling are text-only inference. The score comes from consistency, interaction and Extra Deck coverage on the system, not from the popularity of Runick or Clown Crew and not from averaging the card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 35 P(at least one Runick Flashing Fire or Freezing Curses in 5 cards) = 0.25 each; archetype core open chance 0.83; no Runick Extra Deck monster to complete the summon (Inferred)
D2 Opening-Hand Quality & Brick Management 30 37 Level 0 spells and multiple situational Quick-Play cards in 55 main deck cards raise hand dead-card risk; no hypergeometric brick rate was supplied (Inferred)
D3 Combo Conversion & Ceiling 25 combo data contains no parseable boards, so the ceiling is text-only and cannot be measured (Provisional)
D4 Combo Floor & Median Output 25 no recorded boards, so median and floor output cannot be measured; text suggests modest median output (Provisional)
D5 Interruption Resilience & Route Redundancy 35 several searcher and recursion routes (Runick Tip, Clown Crew Rehearsal, Runick Fountain) give alternate lines after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 30 Runick Fountain and Clown Crew recursion help rebuild, but the over-limit Fountain and the spell-heavy main deck cost card economy (Inferred)
D7 End-Board & Interaction Quality 45 32 removal-text cards, 12 negation-text cards and 3 hand traps give broad interaction; no layered end-board is confirmed (Inferred)
D8 Going-Second & Board-Breaking Power 30 the 3 hand traps and negation text help against an established board, but the Extra Deck has no confirmed Runick board-breaker (Inferred)
D9 Offensive Pressure & Closing Power 40 Extra Deck beatsticks (Chasma 3000 ATK, Ashtraya 3000 ATK, Blue-Eyes Spirit 2500 ATK) give closing power only when a summon line is reached (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 35 55 main with 23 distinct cards and 70 off-archetype copies (archetype purity 0%) reduce coherence (Verified composition, Inferred effect)
D11 Extra Deck Efficiency & Coverage 40 15 Extra Deck slots hold Clown Crew Fusion/Synchro/Xyz plus Chasma, Ashtraya, Blue-Eyes and Hecahands, with no Runick Extra monsters (Verified list, Inferred coverage)
D12 Side Deck Adaptability 15 Side Deck is 0 cards; no post-side plan or side adaptability exists (Verified)
D13 Matchup Coverage & Format Fit 35 no tournament link and no dated meta sample; archetype usage stats only confirm the list is real (Provisional)
D14 Pilotability & Error Tolerance 35 multiple Quick-Play timing windows and conditional Extra Deck summons make the deck demanding to pilot (Inferred)

How the score was computed

Strategy profile: Balanced (default; strategy spans Toolbox and Midrange). Structural ≈ 33, Going First ≈ 28, Going Second ≈ 26, Meta = provisional, Tournament Reliability ≈ 30. Modifiers: Copy-limit violation (banlist exposure) (-8); No Side Deck (-4). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Illegal deck capped at 20 (structural-only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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

  • Archetype core group (16 Runick copies) is reliably present in opening hands (0.83 at 5 cards)
  • Broad interaction: 32 removal-text cards, 12 negation-text cards, 3 hand traps
  • Strong Extra Deck closing options (Chasma, Ashtraya, Blue-Eyes Spirit, Berfomet)

Weaknesses

  • Illegal: Runick Fountain at 3 copies against a 1-copy Limited restriction
  • Runick spells have no Runick Extra Deck monsters to summon in this list
  • Off-archetype dilution: 70 of 86 archetype-related copies are not Runick, and archetype purity is 0%
  • No Side Deck
  • No combo evidence to confirm a real line

Critical choke points

  • Runick Fountain's copy count makes the list illegal until fixed
  • The Runick Quick-Play spells need a Runick Extra Deck monster to complete their main effect, and none is present
Priority Remove Add Reason
1 2x Runick Fountain Replace with a 1-copy Runick Fountain or a legal non-Limited card (for example Runick Smiting Storm, 58.8% archetype inclusion) Restores legality; the list currently runs 3 copies of a Limited card (structural fix, not a score change)
2 Off-archetype spells that do not continue a Runick or Clown Crew line Runick Extra Deck monsters (for example Hugin the Runick Wings or Sleipnir the Runick Mane, both in archetype usage stats) Gives the Runick Quick-Play spells a legal Extra Deck summon target and raises archetype purity
3 Clown Crew cards that run as one-of or two-of splash A Side Deck of 3-6 cards covering common threats A Side Deck is required for any post-side plan and for the best-of-3 evaluation the rubric uses

Evidence & confidence

  • Verified: Illegal status: Runick Fountain at 3 copies, legal copies 1 (Limited); Main 55, Extra 15, Side 0; no Runick monsters in the Extra Deck list; Archetype core: 16 Runick copies; 70 off-archetype copies; purity 0%; Archetype usage: Runick Flashing Fire and Freezing Curses at 100% inclusion
  • Inferred: Starter access estimates from hypergeometric draw table (0.2529 per 3-copy card, 0.8345 core group); Consistency and brick-rate reads from the 37 Level 0 spells and the off-archetype dilution; Interaction density from removal and negation text tags
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (no tournament link)
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record absent 1 passcode in CardIDList could not be resolved to a card and was counted as main No win-rate telemetry; going-first, going-second and matchup signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Runick (Mysterune)

Runick (Mysterune) Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top