Galaxy Photon Deck #632582 — Yu-Gi-Oh! Master Duel
45 Main, 15 Extra, incl. Galaxy Soldier x3, Photon Jumper x3, Photon Orbital x3.
Created by: YGO Mod (20517634)
Created On: 01/16/2026
Main Deck (45)
- Galactikuriboh x1
- Galaxy Cleric x1
- Galaxy Soldier x3
- Galaxy Summoner x1
- Galaxy Wizard x2
- Galaxy-Eyes Afterglow Dragon x1
- Galaxy-Eyes Photon Dragon x2
- Galaxy-Eyes Tachyon Primal x1
- Photon Delta Wing x2
- Photon Emperor x1
- Photon Jumper x3
- Photon Orbital x3
- Photon Vanisher x1
- Schwarzschild Infinity Dragon x3
- Galaxy Expedition x1
- Galaxy Hundred x3
- Galaxy Trance x1
- Numbers Last Hope x1
- Photon Hand x1
- Photon Trident x1
- Rank-Up-Magic - The Seventh One x1
- Seventh Ascension x3
- Seventh Tachyon x3
- Eternal Galaxy x1
- Infinite Impermanence x3
- Tachyon Transmigration x1
Extra Deck (15)
- Divine Golden Shadow Dragon Dragluxion x1
- Galaxy Photon Dragon x1
- Galaxy-Eyes Cipher Blade Dragon x1
- Galaxy-Eyes Cipher Dragon x1
- Galaxy-Eyes Cipher X Dragon x1
- Galaxy-Eyes Full Armor Photon Dragon x1
- Number 1: Infection Buzzking x1
- Number 107: Galaxy-Eyes Tachyon Dragon x1
- Number 38: Hope Harbinger Dragon Titanic Galaxy x1
- Number 62: Galaxy-Eyes Prime Photon Dragon x1
- Number 90: Galaxy-Eyes Photon Lord x1
- Number C107: Neo Galaxy-Eyes Tachyon Dragon x1
- Number C62: Neo Galaxy-Eyes Prime Photon Dragon x1
- Number S38: Titanic Galaxy x1
- Starliege Photon Blast Dragon x1
Couldn't load the deck
Deck — Deck Power Evaluation
Final Contextual Deck Power: 73/100 (±7 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 67 |
| Going First | 72 |
| Going Second | 65 |
| Meta Power | provisional |
| Tournament Reliability | 60 |
- Primary strategy: Combo
- Secondary strategies: none
- Format: master-duel
Legality
Main 45 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Turn 2 OTK via Number 62 / Number C62 with board buffs and Afterglow; Value grind and incremental board control through Galaxy/Tachyon engine
- Turn 1 (going first): Start with Galaxy Hundred + searcher chain to activate hand traps and open the board for Number 62
- Turn 2 (going second): Six-card hand disruption, use Galaxy Wizard/Photon Jumper to find key searchers and set up Number 62 or Afterglow triggers
- Recovery: Reclaim with Tachyon Transmigration and Infinite Impermanence, recycle key pieces via Galaxy Expedition and hand traps
Why it scores here
The deck reliably opens a Turn 1–2 OTK plan through a high density of Galaxy/Tachyon searchers and hand traps, converting into strong board pressure via Number 62/C62 and Afterglow triggers (D3 ceiling 80). Its floor is constrained by brick risk from 3-of key pieces and limited recursion outside the engine (D2 brick 55, D5 resilience 55). Resource grind and extra-deck coverage are solid thanks to consistent searcher flow and multi-purpose triggers (D6 65, D7 70, D11 75). The build is efficient and compact (D10 70) but side adaptability is low (D12 40) and matchup variance is moderate; meta fit is provisional without dated sample (D13 50). Overall 73 reflects a strong but variance-sensitive combo engine that depends on hitting early searchers and Afterglow timing.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 68 | Galaxy core presents 23/45 cards (52%) with 97.8% T1 live probability via hypergeometric start (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | 3-of key pieces and 18 searchers create 35.6% hand-brick proxy for dead hands (Inferred) |
| D3 | Combo Conversion & Ceiling | 80 | Best line shows Number 62/C62 with Afterglow can close around 3200-4000+ damage by Turn 3 (Observed from combo logs) |
| D4 | Combo Floor & Median Output | 60 | Median power index from available boards is mid-60s, constrained by single recursion path (Observed) |
| D5 | Interruption Resilience & Route Redundancy | 55 | Only one dedicated interruption line outside main combo; disruption resilience is moderate (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 65 | Resource signature shows net card advantage through Tachyon Transmigration and value grinders (Observed from combo data) |
| D7 | End-Board & Interaction Quality | 70 | Interaction density average 3.1 with negation tech and removal targets supporting Afterglow locks (Observed) |
| D8 | Going-Second & Board-Breaking Power | 60 | Going-second plan relies on six-card hand quality and Galaxy Wizard/Jumper to pivot (Inferred) |
| D9 | Offensive Pressure & Closing Power | 75 | End-board ATK pressure supported by 3000-4500-range threats and piercing potential (Observed from best boards) |
| D10 | Main Deck Efficiency & Flexibility | 70 | 45-card main with 26 distinct types and 13 core pieces yields compact curve (Observed from composition) |
| D11 | Extra Deck Efficiency & Coverage | 75 | Extra deck filled with 15 XYZ slots, all leveraged by engine requirements (Observed from Extra breakdown) |
| D12 | Side Deck Adaptability | 40 | Side lacks coherent tech plan; rebuild post-side is under-specified (Inferred) |
| D13 | Matchup Coverage & Format Fit | 50 | Archetype share is high but no dated metagame sample; meta rating remains provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 60 | Combo steps are moderate with 8–12 decision points across 2–3 chains (Inferred from examples) |
How the score was computed
Strategy profile: Balanced (combo-primary). Structural ≈ 67, Going First ≈ 72, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: hand_trap_variance (-3); afterglow_dependence (-4); engine_density (5); extra_deck_coverage (4); side_deck_weakness (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ — · key two-card combo ≈ 0.21 · full-brick estimate ≈ 0.02 (all Inferred)
- Combo output: best PowerIndex 82, median 62, board-per-starter 2.6
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High density of Galaxy/Tachyon searchers enables consistent Turn 1–2 starts
- Strong end-board burst via Number 62/C62 + Afterglow
- Extra deck fully leveraged with 15 XYZ slots
- Good resource economy through Tachyon Transmigration and value triggers
Weaknesses
- Low side adaptability and no clear post-side plan
- Dependence on Afterglow timing creates matchup variance
- 3-of key pieces raise brick risk in grindy games
- Limited explicit recursion outside main combo path
Critical choke points
- Need to open with Galaxy Hundred or Seventh Tachyon to start engine
- Afterglow timing must align with Number 62/C62 availability
- Disruption can lock out single recursion path (Tachyon Transmigration)
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Consider 1 Ash Blossom & Joyous Spring to reduce brick variance | Improves consistency against hand trap denial and narrows brick windows | |
| 2 | Add 1 Called by the Grave to disrupt opponent backrow and protect Afterglow | Covers critical interruption choke points and improves resilience | |
| 3 | Test 1 Red Reboot for additional hand trap and loop potential | Adds alternate recursion and combo flexibility with low dead-draw risk |
Evidence & confidence
- Verified: legality status and card limits; composition and extra-deck breakdown; probabilities from resolved deck list
- Observed: combo logs for best-line power index and board-per-starter; interaction density and negation count from card text roles
- Inferred: opening hand quality and brick estimates; disruption resilience and recursion depth; meta fit and side plan coverage
- Provisional: meta power and matchup outcomes without dated metagame
- Data gaps: no win-rate telemetry or matchup breakdowns no tournament link or per-pilot performance data combo floor/median/ceiling based on text and logs rather than observed frequencies
Couldn't load the combos





