Knightmare Deck #775151 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Conduction Warrior Linear Magnum Plus Minus x3, Duoterion x3, Koa'ki Meiru Guardian x3. Created Oct 28, 2026 by YGO Mod.

Deck Knightmare OCG

Created by: YGO Mod (20517634)

Created On: 10/28/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: Low
25± 8/ 100
Power Score

Deck — Deck Power Evaluation

Final Contextual Deck Power: 25/100 (Confidence: Low)

  • Primary strategy: Toolbox
  • Secondary strategies: Stun, Midrange
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Extra Deck Link and Synchro boards (Dragunity Lord - Georgius, Adamancipator Risen - Raptite, Conduction Warrior Plasma Magnum) built from Magnet and Adamancipator searches, converted into pressure by Magna Warrior and Block Dragon bodies; Interaction-led stall: Heavy Storm, Harpie's Feather Duster, Droll & Lock Bird, Ash Blossom and Gravity Collapse to deny the opponent's board and win a long game
  • Turn 1 (going first): Open on a Magnet or Bonding search (Magnet Bonding, Duoterion, Beta The Electromagnet Warrior) and build a Rock board toward Conduction Warrior or Magnet Warrior Sigma summons; hold one hand trap for the opponent's first Summon
  • Turn 2 (going second): Hold Ash Blossom, Infinite Impermanence, Ghost Ogre and Maxx C to answer the opponent's first board; then rebuild through Adamancipator and Mulcharmy draws
  • Recovery: Mulcharmy Fuwalos and Purulia draw on Special Summons, Duoterion and Adamancipator Researcher revive or re-search Rock monsters, and Gallant Granite adds a Rock monster from the Deck
  • After siding: Not evaluable: the deck has no Side Deck (side_count 0), so no post-side plan exists in the export

Why it scores here

The score is structural and capped: five Forbidden cards (Naturia Beast, Reprodocus, Knightmare Gryphon, Baronne de Fleur, Curious) are in the list, so the deck is Illegal and receives only a theoretical reading. Scoring treats the deck as a system. Its interaction density (11 hand traps, 16 negation-text cards, 17 removal-text cards) and its Magnet/Adamancipator/Mulcharmy search routes give it reasonable going-second resilience, but starter access is weak: the three-copy starters are live in an opening hand only about a quarter of the time (about 0.25 going first). The archetype core is not present (exact-name purity 1.4%, the Knightmare core cards are absent or Forbidden), so the deck reads as a Rock/EARTH toolbox rather than a coherent Knightmare build. No combo boards were recorded, so the floor, median and ceiling are text-only inferences. The score does not come from averaging card scores, from the Knightmare name, or from usage statistics.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 40 P(at least one 3-copy starter in opening 5) about 0.25; searcher text covers about 0.76 of hands; core archetype group about 0.45 (Inferred)
D2 Opening-Hand Quality & Brick Management 45 Copy histogram 13/6/10 with many Rock/EARTH monsters that overlap in Normal Summon needs; brick risk moderate; no Side Deck to fix bad hands (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable boards in combos_evidence; ceiling read only from card text, e.g. Magnet Bonding into Conduction Warrior and Duoterion recursion (Inferred)
D4 Combo Floor & Median Output 35 No median_power_index available; floor reads as low because most Extra Deck links need Forbidden or Limited pieces (Inferred)
D5 Interruption Resilience & Route Redundancy 45 Several independent routes (Mulcharmy draw, Adamancipator excavate, Magnet search) and recursion via Gallant Granite and Beta; limited by Forbidden-card gaps (Inferred)
D6 Resource Economy, Recovery & Grind 40 Searcher and draw text is dense, but Rock-monster cost and Extra Deck spend are high; no resource signature recorded (Inferred)
D7 End-Board & Interaction Quality 55 11 hand traps, 16 negation and 17 removal text cards, and two Limited/Semi-Limited staples (Heavy Storm, Ash Blossom) give broad coverage (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 50 Going-second hand 6 hand-trap probability about 0.76; Droll and Maxx C punish non-engine boards; no going-second split recorded (Inferred)
D9 Offensive Pressure & Closing Power 45 Closing relies on Block Dragon, Tellusion-class bodies and Link 3-4 ATK; Forbidden Link monsters that would close are absent (Inferred)
D10 Main Deck Efficiency & Flexibility 60 55 Main cards with 29 distinct; copy spread 3/2/1 is consistent, but archetype purity is low so many slots are generic or toolbox (Inferred)
D11 Extra Deck Efficiency & Coverage 50 Extra Deck is 15 of 15 with 8 Link, 4 Synchro, 2 Fusion, 1 Xyz; several Extra cards are Forbidden or thin for the core engine (Verified structure, Inferred use)
D12 Side Deck Adaptability 30 No Side Deck (side_count 0); the score is capped by this gap (Verified)
D13 Matchup Coverage & Format Fit 35 No tournament_context or dated meta sample; Meta Power is Provisional (Provisional)
D14 Pilotability & Error Tolerance 50 Multi-step Magnet and Adamancipator chains with many decision points; error tolerance moderate (Inferred)

How the score was computed

Strategy profile: Toolbox primary, Stun secondary (no single engine dominates the export). Modifiers: none.


More OCG Info

Knightmare

Knightmare Breakdown

 
 

 

 

 

 

 

 
 

 

 
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