Springans Deck #792820 — Yu-Gi-Oh! TCG

40 Main, 15 Extra, incl. Funny Dark Rabbit x3, Tri-Brigade Fraktall x3, Ash Blossom & Joyous Spring x3.

Created by: YGO Mod (20517634)

Created On: 11/12/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Nov 12, 2026
30± 8/ 100
Power Score
Structural 52
Reliability 45
Going First 42
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 52
Going First 42
Going Second 62
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: tcg

Legality

Main 40 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Link and Synchro boss monsters (Tri-Brigade Arms Bucephalus II, Odin, Chaos Angel, Psychic End Punisher) built from hand-trap and tuner lines on the field; Toon board pressure through Toon World, Evil Box and Animimicat, when the Toon sub-engine is online
  • Turn 1 (going first): Open a starter from the archetype core (about 78% at least one in five cards), search Toon or Tri-Brigade pieces, and hold Ash Blossom, Ghost Ogre and Effect Veiler for the opponent's turn. Hand traps are weak on your own first turn, so the first turn often depends on one starter.
  • Turn 2 (going second): Use the six-card hand (about 92% to hold a hand trap) to interrupt the opponent's first engine, then rebuild the board through Link Summons from the Extra Deck.
  • Recovery: Recover through searchers (about 96% to see one in five cards) and Tri-Brigade graveyard banishes to re-summon Link monsters after an interruption.
  • After siding: No side deck is registered, so there is no post-side plan. Best-of-three play cannot be adjusted.

Why it scores here

The deck's score comes from how its systems work together, not from averaging card power. Its main strength is interaction: 13 hand traps and 11 negation effects give it layered answers, which convert well when going second (about 92% to hold a hand trap in six cards). Its engine is reliable on paper: about 78% to open an archetype-core card in five cards and about 96% to open a searcher. Against that, it runs three sub-engines (Toon, Tri-Brigade and Springans), with only 1.8% of its cards from the exact archetype name, so starters often compete for the same hand and graveyard resources. Its going-first consistency is the weakest part, because hand traps are mostly dead on the player's own turn. Popularity did not add points, and no recorded boards were available, so no combo ceiling or median was measured. The Illegal copy limits cap the final score, and the score is theoretical only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one archetype-core card in five cards) about 0.78; searcher text about 0.96; Ash, Ghost Ogre and Effect Veiler at 3 copies each (Inferred)
D2 Opening-Hand Quality & Brick Management 42 13 hand traps and only a few real starters in a 40-card main deck; hand traps are dead on the first turn going first (Inferred)
D3 Combo Conversion & Ceiling 55 No recorded boards; ceiling read from text only, mainly the Tri-Brigade Link chain and 3500-ATK Link boss (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so median output cannot be measured; reduced confidence (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Redundant hand-trap and searcher lines give more than one route after an interruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Graveyard banishes for Tri-Brigade re-summons and searcher text give some resource recovery (Inferred)
D7 End-Board & Interaction Quality 65 16 removal-text and 11 negation-text cards, with Psychic End Punisher and Chaos Angel as boards (Inferred)
D8 Going-Second & Board-Breaking Power 60 Hand-trap group about 0.92 going second; little going-first board breaking (Inferred)
D9 Offensive Pressure & Closing Power 62 3500 to 4000 ATK boss monsters in the Extra Deck, but their materials are hard to assemble (Inferred)
D10 Main Deck Efficiency & Flexibility 40 21 distinct main-deck cards across mixed sub-archetypes; 14 technical slots; over-limit copies (Verified)
D11 Extra Deck Efficiency & Coverage 52 15 Extra Deck cards: 10 Link, 4 Synchro, 1 Fusion, with mixed sub-archetype fit (Verified)
D12 Side Deck Adaptability 15 No side deck is registered (Verified)
D13 Matchup Coverage & Format Fit 50 No dated metagame sample; archetype meta-share not available (Provisional)
D14 Pilotability & Error Tolerance 35 Many decision points across three sub-engines and Link material chains (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 52, Going First ≈ 42, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist exposure (-8); engine conflicts (-4). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) = 51 before modifiers; modifiers total -12 gives 39; capped to 30 because the list is Illegal (theoretical only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.78 · 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

  • Dense hand-trap and negation coverage (13 hand traps, 11 negation effects)
  • Strong going-second interaction, with about 92% to hold a hand trap in six cards
  • Searchers in about 96% of opening hands, which helps consistency
  • Several 3500+ ATK Extra Deck bosses with graveyard recovery routes

Weaknesses

  • Three sub-engines compete for the same resources
  • Illegal copy counts: Perfect Toon World and Ash Blossom are over their limits
  • No side deck, so no post-side adaptation
  • Hand traps are weak on the first turn when going first

Critical choke points

  • Going first, the one archetype starter must land on turn one
  • Link Summons depend on specific Beast, Beast-Warrior and Winged Beast materials that the list does not reliably provide
  • Perfect Toon World is needed for the Toon sub-engine but is illegal at 3 copies
Priority Remove Add Reason
1 2 copies of Perfect Toon World Legal copy count (1 copy), or a non-Toon searcher Fixes the illegal copy count and keeps the list legal to play
2 1 copy of Ash Blossom & Joyous Spring Legal copy count (2 copies) Fixes the Semi-Limited violation
3 Off-engine tech cards that do not feed the chosen sub-engine Cards that feed one sub-engine (Tri-Brigade or Toon) and reduce conflicts Reduces engine conflicts and brick risk
4 None A 15-card side deck Enables post-side plans for best-of-three play

Evidence & confidence

  • Verified: Legality: Illegal, with copy-limit violations for Perfect Toon World and Ash Blossom & Joyous Spring; Main 40, Extra 15, Side 0; within size rules; Hand-trap count 13, searcher count 18, negation count 11, removal count 16, tech count 14; Exact archetype purity 1.8%; Extra Deck: 10 Link, 4 Synchro, 1 Fusion
  • Inferred: Opening-hand probabilities for starters, searchers and hand traps; Engine conflicts across Toon, Tri-Brigade and Springans; Going-second advantage from hand-trap density; Board-breaking and closing power from card text
  • Provisional: Meta Power (null, no dated metagame sample); Matchup and format fit
  • Data gaps: No combos supplied, so combo floor, median and ceiling come from text only No tournament link, so archetype meta-share and per-pilot match record are absent No win-rate telemetry; going-first and going-second results are Inferred or Unknown Meta Power is Provisional without a dated metagame sample No side deck registered, so post-side performance cannot be assessed

More TCG Info

Springans

Springans Breakdown

 
 

 

 

 

 

 

 
 

 

 
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