Codebreaker Deck #785178 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Calamity of the Sacred Beasts - Hamon, Lord of Striking Thunder x3, Infinity of the Sacred Beasts - Raviel, Lord of Phantasms x3, Martyr of the Sacred Beasts x3.

Created by: YGO Mod (20517634)

Created On: 11/04/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Nov 9, 2026
35± 10/ 100
Power Score
Structural 55
Reliability 45
Going First 50
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 55
Going First 50
Going Second 62
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Combo
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 15 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Special Summon Sacred Beast Level 10 monsters (Raviel, Uria, Hamon) and Phantasm Extra Deck finishers such as The Chaotic Phantasmal Sacred Beasts and Superdreadnought Rail Cannon Gustav Rocket for a 5000 ATK closing board; Link and Codebreaker Extra Deck boards that chain Special Summons through link arrows
  • Turn 1 (going first): Open a Sacred Beast starter or searcher (Card of the Soul, Sacred Beasts Thunderclap, Martyr of the Sacred Beasts), convert into a Level 10 Sacred Beast, and keep a hand trap (Ash Blossom, Effect Veiler, Ghost Ogre) up for the opponent's first response
  • Turn 2 (going second): Use a hand trap on the opponent's first search or summon, then rebuild through Sacred Beasts Released and Martyr recursion
  • Recovery: Recycle Sacred Beasts Released and Martyr of the Sacred Beasts from the Graveyard and banishment, and re-summon Level 10 Sacred Beasts
  • After siding: Side in Ghost Belle & Haunted Mansion, PSY-Framegear Delta and Codebreaker Zero Day for extra hand-trap or board-clearing depth, with the Ash Blossom copy count corrected first

Why it scores here

The score comes from how the deck works as a system, not from averaging its card scores. Its Sacred Beast core (three copies of the Level 10 summoners and Sacred Beasts Released / Thunderclap as searchers) gives a moderate chance of a live starter in the opening hand, and recursion from the Graveyard helps it rebuild after a disruption. Ten hand traps give it a strong answer to the opponent's first action going second, and its Phantasm and Link finishers have a high closing ceiling when the engine goes off. Two things hold the score down: the list breaks the Ash Blossom copy limit, so it is Illegal and capped at a low theoretical score, and no recorded boards, tournament results or guides exist to confirm the ceiling or the median. Popularity of the archetype earned no points, and the Extra Deck spread across several sub-archetypes weakens engine coherence.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 Roughly a one-in-three chance of a Sacred Beast starter in a 5-card opening hand, plus Ash-style searchers; estimate only (Inferred)
D2 Opening-Hand Quality & Brick Management 50 Many conditional Sacred Beast pieces and off-archetype hand traps create some dead or conflicting draws; no hand-level data (Inferred)
D3 Combo Conversion & Ceiling 55 Level 10 Sacred Beast summons and Phantasm finishers give a high theoretical ceiling; no recorded boards to confirm (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards exist, so the usual output is unknown and only a text-based guess is possible (Provisional)
D5 Interruption Resilience & Route Redundancy 55 Ten hand traps and recursion provide alternate lines after one disruption; the Extra Deck spread limits redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 55 Sacred Beasts Released and Martyr recycle from Graveyard and banishment; no resource data (Inferred)
D7 End-Board & Interaction Quality 65 Sacred Beasts Combined Assault, Thunderclap and multiple negation hand traps give layered interaction; no board data (Inferred)
D8 Going-Second & Board-Breaking Power 70 Hand traps have a high chance of appearing in a 6-card going-second hand; board-breaking relies on Level 10 summons (Inferred)
D9 Offensive Pressure & Closing Power 70 Chaotic Phantasmal Sacred Beasts and Gustav Rocket reach 5000 ATK and Raviel/Uria/Hamon reach 4000; closing is strong if the engine is online (Verified card text, Inferred use)
D10 Main Deck Efficiency & Flexibility 55 Forty main slots, sixteen distinct cards, but a mix of generic and off-archetype cards dilutes the engine (Verified count, Inferred read)
D11 Extra Deck Efficiency & Coverage 45 Fifteen Extra slots spread across Phantasm, Codebreaker, Cyberse links and Train, with several links lacking a clear route (Inferred)
D12 Side Deck Adaptability 45 Side deck includes Codebreaker, PSY-Frame and Mulcharmy options, but no post-side results exist (Provisional)
D13 Matchup Coverage & Format Fit 40 No tournament share or matchup data, so format fit cannot be measured (Provisional)
D14 Pilotability & Error Tolerance 35 Many conditional summons, hand-trap timing choices and multi-step Extra Deck routes make the deck demanding to pilot (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 55, Going First ≈ 50, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist exposure (-8); unverified ceiling (-4). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*55 + 0.20*45 - 12 = 41, then capped to 35 because the deck is Illegal (theoretical/structural only, Step 2)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.34 · 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

  • Ten hand traps and multiple negation effects answer the opponent's first action going second
  • Sacred Beast searchers and recursion give several routes back into the engine
  • Phantasm and Link Extra Deck finishers have a high closing ceiling

Weaknesses

  • Illegal as built: Ash Blossom & Joyous Spring is run at 3 copies against a limit of 2
  • Extra Deck spread across several sub-archetypes weakens engine coherence
  • No recorded boards, guides or tournament data to confirm the median or ceiling

Critical choke points

  • The Level 10 Sacred Beast summon route depends on a single starter and a searcher being in hand together
  • Ash Blossom copy count must be corrected before the list is playable
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring 1 legal card of the pilot's choice that is not a Semi-Limited copy overflow Brings the list within the OCG copy limit so it can be evaluated as a real, playable deck

Evidence & confidence

  • Verified: Main 40, Extra 15, Side 15 are within the OCG size rules; Ash Blossom & Joyous Spring is run at 3 copies against a Semi-Limited limit of 2; Card text for the Sacred Beast, Phantasm and Link finishers
  • Inferred: Starter access in opening hands; Hand-trap coverage of going-second openings; Interaction breadth from card text
  • Provisional: Matchup and format fit; Post-side plan quality
  • Data gaps: No recorded boards, so the combo floor, median and ceiling are text-only inference No tournament link, so archetype share and per-pilot results are absent No win-rate telemetry exists, so going-first and going-second performance is Inferred Meta Power is Provisional because no dated metagame sample was supplied

More OCG Info

Codebreaker

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