Drytron Deck #304285 — Yu-Gi-Oh! TCG
Created by: YGO Mod (20517634)
Created On: 08/16/2024
Main Deck (40)
- Drytron Alpha Thuban x3
- Drytron Delta Altais x1
- Drytron Gamma Eltanin x2
- Drytron Nu II x3
- Drytron Zeta Aldhibah x3
- Ultimate Bright Knight Ursatron Alpha x1
- Cyber Angel Benten x3
- Drytron Meteonis DA Draconids x1
- Drytron Meteonis Draconids x1
- Ash Blossom & Joyous Spring x3
- Diviner of the Herald x1
- Called by the Grave x1
- Cyber Emergency x2
- Drytron Fafnir x2
- Drytron Nova x3
- Foolish Burial x1
- Meteonis Drytron x2
- Preparation of Rites x1
- Triple Tactics Talent x2
- Triple Tactics Thrust x1
- Infinite Impermanence x3
Extra Deck (15)
- Elder Entity N'tss x1
- Dyna Mondo x1
- I:P Masquerena x1
- Knightmare Phoenix x1
- Knightmare Unicorn x1
- Relinquished Anima x1
- S:P Little Knight x1
- Underworld Goddess of the Closed World x1
- F.A. Dawn Dragster x1
- Herald of the Arc Light x1
- Divine Arsenal AA-ZEUS - Sky Thunder x1
- Downerd Magician x1
- Drytron Mu Beta Fafnir x2
- Lyrilusc - Assembled Nightingale x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 36/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 62 |
| Going First | 65 |
| Going Second | 60 |
| Meta Power | provisional |
| Tournament Reliability | 55 |
- Primary strategy: Control
- Secondary strategies: Stun, Midrange
- Format: tcg
Legality
Main 40 / Extra 15 / Side 0 — status: Illegal. 2 violation(s).
Identity & game plan
- Win condition: Ritual Summoning high-ATK monsters like Meteonis Draconids and Divine Arsenal AA-ZEUS; Grinding out wins through trap/negate interactions and board-breaking links
- Turn 1 (going first): Search ritual spells/monsters, set up Meteonis Drytron tributes, ritual summon boss monsters, establish defensive board with negates
- Turn 2 (going second): Use hand traps to disrupt opponent, then pivot to ritual setup or utilize removal/board breakers to challenge established boards
- Recovery: Recycle ritual materials via Mu Beta Fafnir and searchers; leverage GY banishing effects from Draconids and N'tss
- After siding: Not applicable; side deck is empty
Why it scores here
This Drytron list attempts a Ritual Control/Stun strategy but operates at a structural score of 62 before penalties. Its high searcher density and robust hand-trap suite provide a reliable floor, while its boss monsters and Knightmare links offer strong interaction. However, the deck suffers from low archetype purity, a zero-card side deck, and critical legality violations—including running a Forbidden card and exceeding copy limits—which heavily penalize its contextual viability. Popularity metrics were not used to inflate the score, as the evaluation focuses strictly on system cohesion, consistency, and format legality.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 68 | Hypergeometric P(≥1 core starter) ≈ 0.94; 21 searcher cards ensure frequent engine activation (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 72 | 6 hand traps and high spell/trap ratio minimize dead draws; brick risk is low despite ritual dependency (Inferred) |
| D3 | Combo Conversion & Ceiling | 45 | No recorded combo data; ceiling relies on landing multiple ritual pieces for high-ATK boss summons (Inferred) |
| D4 | Combo Floor & Median Output | 55 | Median output depends on setting traps and grinding with ritual summons rather than explosive plays (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 78 | Redundant Level 1 starters and multiple independent negates provide strong interruption resilience (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 62 | Ritual summons consume resources, but Mu Beta Fafnir and extensive searchers aid mid-game recovery (Inferred) |
| D7 | End-Board & Interaction Quality | 82 | Endboards feature Draconids, Zeus, Underworld Goddess, and Knightmares for layered interaction (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 68 | Removal and board breakers exist, but ritual setup tempo slows consistent going-second conversion (Inferred) |
| D9 | Offensive Pressure & Closing Power | 65 | Boss monsters reach 4000–5000 ATK, but closing power is gated behind multi-turn ritual setups (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 58 | Archetype purity sits at 41.8%; heavy tech inclusion dilutes main deck efficiency and coherence (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 66 | 15-slot Extra Deck covers Links, XYZ, Synchro, and Fusion adequately but lacks mechanical synergy (Inferred) |
| D12 | Side Deck Adaptability | 10 | Side deck contains 0 cards; the list cannot adapt post-side or respond to specific matchups (Verified) |
| D13 | Matchup Coverage & Format Fit | 35 | No dated metagame sample provided; legality violations further reduce format fit assessment (Provisional) |
| D14 | Pilotability & Error Tolerance | 52 | Multi-engine layout (Ritual, Cyber Dragon, Herald, Knightmare) increases decision points and pilot complexity (Inferred) |
How the score was computed
Strategy profile: Control. Structural ≈ 62, Going First ≈ 65, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: Illegal Status Penalty (-15); Zero Side Deck (-5); Missing Combo Data (-5). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.94 · key two-card combo ≈ — · full-brick estimate ≈ 0.06 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High searcher density ensures consistent engine access
- Strong hand-trap suite provides early game protection
- Powerful boss monsters and Knightmare links offer excellent interaction
- Redundant Level 1 starters enable flexible ritual setups
Weaknesses
- Zero-card side deck prevents post-side adaptation
- Low archetype purity dilutes consistency
- Heavy reliance on multi-step ritual summons slows tempo
- Critical legality violations (Forbidden card, over copy limit) render the list unplayable in official TCG events
Critical choke points
- Landing both a Ritual Spell and sufficient Machine tributes simultaneously
- Avoiding hand traps during the initial ritual search sequence
- Managing resource attrition across multiple turns without recursion
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Herald of the Arc Light | Drytron Meteonis Quadrantids | Herald is Forbidden in TCG; Quadrantids is a standard Drytron staple that improves consistency. |
| 2 | Triple Tactics Talent (1 copy) | Drytron Nu II | Exceeds copy limit; replacing with a core starter improves engine reliability and legality. |
| 3 | Ultimate Bright Knight Ursatron Alpha | One for One | Ursatron is a niche splash; One for One is a universal searcher that supports the ritual engine better. |
Evidence & confidence
- Verified: Side deck count is 0; Legality status is Illegal due to Forbidden card and copy limit violation
- Inferred: Hypergeometric starter probability ≈ 0.94; High searcher density minimizes brick risk; Endboard interaction quality relies on Draconids and Zeus text; Multi-engine complexity reduces pilotability
- Provisional: Matchup format fit lacks metagame telemetry
- Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied
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