Deep Sea Deck #775299 — Yu-Gi-Oh! OCG

60 Main, 15 Extra, incl. Abyssrhine, the Atlantean Spirit x3, Atlantean Dragoons x3, First Penguin x3. Created Oct 28, 2026 by YGO Mod.

Deck Deep Sea OCG

Created by: YGO Mod (20517634)

Created On: 10/28/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 30, 2026
30± 10/ 100
Power Score
Structural 52
Reliability 40
Going First 50
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 52
Going First 50
Going Second 58
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Tempo
  • Format: ocg

Legality

Main 60 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Atlantean and Mermail board pressure converted by Poseidra, Abysstrite and Icejade-class Extra Deck boss monsters (Inferred from card text; no recorded boards); Direct attacks from Atlantean Dragoons and Level 3 or lower Sea Serpents; Daedalus Link beats
  • Turn 1 (going first): Open a Neptabyss, Mermail Shadow Squad or Mulcharmy starter, search Atlantean or Mermail support, and build toward a Synchro or Xyz boss while holding hand traps (Inferred)
  • Turn 2 (going second): Hold Ash Blossom, Ghost Ogre, Infinite Impermanence and Droll to disrupt the opponent's first board, then rebuild through Mulcharmy draw and Mermail searches (Inferred)
  • Recovery: Mermail Abyssteus, Abysspike and Warchief of Atlantis re-search and revive from the GY; Pot of Sloth refills the hand (Inferred)
  • After siding: No Side Deck is registered, so there is no post-side plan (Gap)

Why it scores here

Scored on the deck as a system, not an average of card scores. Its Atlantean, Mermail and Mulcharmy starters and about 20 searcher-text cards give a reasonable chance of a live engine on turn 1 (about 72 percent for the 13-copy core group in a 5-card hand, Inferred). Hand traps (Ash Blossom, Infinite Impermanence, Ghost Ogre, Droll) and negation text provide interaction on both turns. The deck is fragmented: only 3 of 75 copies are exact-name archetype cards (4 percent purity), so engine coherence rests on several sub-archetypes sharing search and summon rules, and the recorded combo evidence is empty, so floor and ceiling are text-only inference. The deck is Illegal (Ash Blossom and Dominus Impulse at 3 copies against a 2-copy OCG limit) and has no Side Deck, so the final score is capped at 30 and reported as theoretical/structural only. Archetype popularity was not credited, and the Extra Deck bosses were scored only from their text.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(at least one archetype-core card in a 5-card opening hand) about 0.72; searcher-text group about 0.88 (Inferred)
D2 Opening-Hand Quality & Brick Management 50 11 hand-trap and 11 tech cards plus 9 Trap cards risk dead draws against a 60-card main; no brick simulation available (Inferred)
D3 Combo Conversion & Ceiling 50 No parseable boards in combos_evidence; conversion judged from card text only (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so median output is unknown; scored conservatively (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Multiple independent Atlantean, Mermail and Mulcharmy lines plus hand traps; no recorded interruption data (Inferred)
D6 Resource Economy, Recovery & Grind 55 Mulcharmy draw, Pot of Sloth and GY recursion (Mermail Abysspike, Warchief) offset spend; no resource data (Inferred)
D7 End-Board & Interaction Quality 65 11 hand traps, 12 negation-text cards and 18 removal-text cards; Ash and Dominus are over the copy limit (Inferred, semantic read)
D8 Going-Second & Board-Breaking Power 60 Going-second hand traps and disruption (Ash, Droll, Infinite Impermanence, Moulinglacia) with no going-second win data (Inferred)
D9 Offensive Pressure & Closing Power 60 Extra Deck bosses at 2800 to 3000 ATK (Poseidra Abyss, Dragite, Icejade, Neo-Daedalus) per card data; closing reliability not measured (Verified stats, Inferred plan)
D10 Main Deck Efficiency & Flexibility 50 60 main, 32 distinct cards, 3-copy heavy with 72 off-exact-archetype copies; compactness is weak (Verified count, Inferred)
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck cards with 15 distinct entries across Synchro, Xyz and Link; several bosses have no support in the list (Verified count, Inferred)
D12 Side Deck Adaptability 15 Side Deck is empty (0 cards), so there is no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated meta sample; archetype usage is context only (Provisional)
D14 Pilotability & Error Tolerance 40 Multiple summon conditions, GY-count requirements and once-per-turn resolution choices; error tolerance is low (Inferred)

How the score was computed

Strategy profile: 0.8 Midrange + 0.2 Toolbox (Inferred from hand-trap and tech density). Structural ≈ 52, Going First ≈ 50, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Banlist exposure (-8); Engine fragmentation (-4). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + modifiers gives about 38 (49.6 - 12 = 37.6). Illegal cap applied: score set to 30, labelled theoretical/structural-only.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.72 · 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

  • Large searcher density (20 searcher-text cards) gives a high chance of a live engine
  • Hand traps and negation text cover both going-first and going-second interaction
  • Extra Deck has high-ATK bosses (Poseidra Abyss, Dragite, Icejade, Neo-Daedalus) and multiple Extra Deck routes

Weaknesses

  • Illegal: two Semi-Limited cards run 3 copies in an OCG deck
  • Very low exact-name purity (4 percent): engine coherence depends on several sub-archetypes
  • No Side Deck, so no post-side adaptability
  • No combos or guides, so conversion, floor and ceiling are unmeasured

Critical choke points

  • Core starters are Neptabyss, Mermail Shadow Squad and Mulcharmy; a hand without them leaves the Extra Deck bosses dead
  • Over-limit Ash Blossom and Dominus Impulse must be cut to legal copies before the list can be played
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring 1 non-hand-trap Atlantean or Mermail searcher or a generic staple Brings the list to the OCG limit of 2 copies while keeping the Semi-Limited hand trap count in range
2 1 Dominus Impulse 1 Side Deck card or a second Mermail support card Brings Dominus to 2 copies and adds the post-side flexibility the deck currently lacks
3 Off-archetype tech (1 card) Side Deck of 15 cards A Side Deck adds post-side adaptability (D12), which is currently zero

Evidence & confidence

  • Verified: Main count 60, Extra 15, Side 0; Ash Blossom and Dominus Impulse at 3 copies against a legal limit of 2 (OCG Semi-Limited); Archetype purity 4 percent exact-name; 72 off-archetype copies; Card text and stats for all listed cards
  • Inferred: Starter access and brick risk from the hypergeometric estimates; Going-first and going-second plans from card text; Interaction quality from negation and removal text; Dimension scores D1 to D11 and D14
  • Provisional: Meta power (null); Matchup and format fit (D13); Side Deck adaptability (D12) is provisional because no Side Deck exists
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot match record are absent No win-rate telemetry for going-first, going-second, matchups or brick rates No Side Deck registered for this list Meta Power stays provisional unless a dated metagame sample is supplied

More OCG Info

Deep Sea

Deep Sea Breakdown

 
 

 

 

 

 

 

 
 

 

 
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