Neo-Spacian Deck #792160 — Yu-Gi-Oh! OCG

47 Main, 15 Extra, incl. Destiny HERO - Malicious x3, Mulcharmy Fuwalos x3, Winged Kuriboh Sabatiel LV10 x3.

Created by: YGO Mod (20517634)

Created On: 11/11/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Nov 12, 2026
35± 10/ 100
Power Score
Structural 57
Reliability 52
Going First 60
Going Second 55

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 57
Going First 60
Going Second 55
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • Format: ocg

Legality

Main 47 / Extra 15 / Side 11 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Fusion boss monsters such as Elemental HERO Shining Neos Wingman (3100 ATK), Contrast HERO Chaos (3000 ATK) and Elemental HERO Sunrise (2500 ATK), summoned through Polymerization-style fusion; Link and Fusion follow-ups (Xtra HERO Cross Crusader, Favorite HERO Flame Wingman) that keep pressure after the first boss is removed
  • Turn 1 (going first): Search Elemental HERO monsters with E - Emergency Call, Vision HERO Vyon or Masked HERO Dusk Crow, then convert the hand into a Polymerization or Fusion Destiny into a boss monster
  • Turn 2 (going second): Hold Ash Blossom and Droll & Lock Bird to stop the opponent's first engine, then use Mulcharmy Fuwalos draws and a fusion boss to rebuild the board
  • Recovery: Vision HERO Vyon and Masked HERO Furnace can banish HERO monsters from the graveyard to add Polymerization, and Elemental HERO Stratos can add another HERO from the Deck
  • After siding: Side Lightning Storm, Harpie's Feather Duster, Triple Tactics Thrust and Evenly Matched against spell-heavy or board-building decks, keeping Mask Change in the Main Deck for a Masked HERO summon

Why it scores here

This list is structurally a HERO fusion deck: the 23 archetype-core copies are open in about 97% of opening hands, and about 89% of hands contain at least one of the 16 search effects, so the engine usually comes online early. Interaction is real but thin, with three Ash Blossom and one Droll & Lock Bird as hand traps, and the list also carries tech cards that are dead in many matchups. Its ceiling comes from a few strong fusion bosses, but there are no recorded boards to show how often that ceiling is reached, so the median output is an inference, not a measurement. Score is not earned from the archetype's popularity or from averaging the individual card scores; the list is illegal as built, so the final result is capped low and reads as a theoretical, structural-only evaluation.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(at least one archetype-core card in a 5-card opening hand) ≈ 0.97; P(at least one search effect) ≈ 0.89; the fusion step needs Polymerization (2 copies, ≈ 0.20 per opening hand) (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Four hand traps and several tech cards (Forbidden Droplet, Super Polymerization, Foolish Burial) can be dead in a given hand; Mulcharmy needs an empty field (Inferred)
D3 Combo Conversion & Ceiling 62 No recorded boards; ceiling read from card text of the fusion bosses and their search support (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards; median output cannot be measured and is held near neutral (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Three copies of Ash Blossom plus Droll & Lock Bird give layered interruption, and 16 search effects provide redundant starters (Inferred)
D6 Resource Economy, Recovery & Grind 60 Mulcharmy Fuwalos draws and Vision HERO Vyon / Masked HERO Furnace recursion help rebuild the hand; no resource data exists (Inferred)
D7 End-Board & Interaction Quality 58 Hand traps and 16 removal-text effects give breadth; durability of the interaction is unmeasured (Inferred)
D8 Going-Second & Board-Breaking Power 55 Going-second hands get strong hand traps and a Mulcharmy draw engine; no going-second win-rate data exists (Inferred)
D9 Offensive Pressure & Closing Power 65 Several 2500-3100 ATK fusion bosses with piercing or repeated-attack text; no closing-rate data exists (Inferred)
D10 Main Deck Efficiency & Flexibility 48 47 main-deck cards with 28 distinct names; only 1.6% of cards use the exact archetype name, with 61 off-archetype copies, so compactness is weak (Observed from the list)
D11 Extra Deck Efficiency & Coverage 52 15 Extra Deck slots, 11 Fusion and 4 Link; the Link and Favorite bosses depend on specific Main Deck enablers (Inferred)
D12 Side Deck Adaptability 58 11 side cards cover spell-heavy and board-building plans, but the side is not tested against any matchup (Inferred)
D13 Matchup Coverage & Format Fit 50 No tournament or dated metagame sample, so format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 35 Several multi-step fusion and banish-or-send chains with timing-sensitive hand traps need careful sequencing (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 57, Going First ≈ 60, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: Banlist exposure (-8); Engine conflict (-2); Single Extra-Deck dependence (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Illegal list capped low at 35 as a theoretical, structural-only score (uncapped contextual value 44)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.97 · 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 is almost always reachable in the opening hand
  • Sixteen search effects give a redundant starting engine
  • Fusion bosses reach 2500 to 3100 ATK
  • Hand traps and removal text provide layered interaction
  • Side deck covers several distinct plans

Weaknesses

  • The list is illegal: three Ash Blossom copies exceed the Semi-Limited limit of 2
  • Only 1.6% of cards use the exact archetype name, so the deck is a mixed HERO build rather than a focused engine
  • Several tech cards are dead in many hands
  • No recorded boards exist to confirm the median output
  • Pilotability is demanding for the number of multi-step chains

Critical choke points

  • Polymerization-style fusion access (2 copies in the Main Deck)
  • Ash Blossom copy limit being exceeded
  • Mulcharmy's empty-field requirement
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring A legal-count replacement from the Main Deck (for example one Elemental HERO search or a second Polymerization) Restores legal copy count, which is required before any normal score can be given
2 One tech card (Forbidden Droplet or Super Polymerization) A HERO search or an additional fusion enabler Reduces dead cards in opening hands and raises the chance of a live fusion start

Evidence & confidence

  • Verified: Main, Extra and Side counts are within the OCG size rules; Ash Blossom & Joyous Spring is run 3 copies against a Semi-Limited limit of 2; Droll & Lock Bird, Foolish Burial, Harpie's Feather Duster and Reinforcement of the Army are each run at their Limited limit of 1
  • Observed: Archetype core is present in the list (23 copies), with 16 search effects
  • Inferred: Opening-hand consistency for the core and the search engine; Interruption resilience from the hand traps and redundant starters; Going-first and going-second plans from card text
  • Provisional: Meta and format fit (no dated metagame sample supplied)
  • Data gaps: No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot match record are absent No win-rate telemetry for going-first, going-second, matchup or brick rates Meta power is provisional without a dated metagame sample

More OCG Info

Neo-Spacian

Neo-Spacian Breakdown

 
 

 

 

 

 

 

 
 

 

 
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