Blue-Eyes Deck #701221 — Yu-Gi-Oh! TCG
57 Main, 15 Extra, incl. Nibiru, the Primal Being x3, The Bystial Lubellion x3, Blue-Eyes White Dragon x3. Created May 12, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 05/12/2026
Main Deck (57)
- Blue-Eyes Jet Dragon x1
- Bystial Baldrake x1
- Bystial Druiswurm x1
- Bystial Magnamhut x1
- Bystial Saronir x1
- Droll & Lock Bird x2
- Nibiru, the Primal Being x3
- The Bystial Lubellion x3
- Blue-Eyes White Dragon x3
- Ash Blossom & Joyous Spring x3
- Effect Veiler x2
- Ghost Belle & Haunted Mansion x3
- Ghost Ogre & Snow Rabbit x3
- Maiden of White x3
- Neo Kaiser Sea Horse x1
- Sage with Eyes of Blue x3
- The White Stone of Ancients x1
- The White Stone of Legend x1
- Branded Regained x1
- Called by the Grave x1
- Dragon Shrine x1
- Harpie's Feather Duster x1
- Lightning Storm x1
- Mausoleum of White x1
- Roar of the Blue-Eyed Dragons x1
- Shared Ride x1
- Synchro Rumble x1
- Ultimate Fusion x1
- Wishes for Eyes of Blue x3
- Anti-Spell Fragrance x1
- Dragon's Mind x2
- Infinite Impermanence x3
- Majesty of the White Dragons x1
- True Light x1
Extra Deck (15)
- Blue-Eyes Tyrant Dragon x2
- Neo Blue-Eyes Ultimate Dragon x1
- Hieratic Seal of the Heavenly Spheres x2
- Spirit with Eyes of Blue x2
- Black Rose Moonlight Dragon x1
- Blue-Eyes Spirit Dragon x2
- Blue-Eyes Ultimate Spirit Dragon x1
- Cosmic Blazar Dragon x1
- Crimson Dragon x1
- Lightstorm Dragon x1
- Stardust Sifr Divine Dragon x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 66/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 66 |
| Going First | 70 |
| Going Second | 68 |
| Meta Power | provisional |
| Tournament Reliability | 65 |
- Primary strategy: Control
- Secondary strategies: Toolbox
- Format: tcg
Legality
Main 57 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Beatdown with high‑ATK Blue‑Eyes monsters (e.g., Blue‑Eyes White Dragon, Jet Dragon, Ultimate Fusion).; Control and lock‑down using hand traps and floodgates, then finish with a Blue‑Eyes boss.
- Turn 1 (going first): Open with Sage with Eyes of Blue or Maiden of White to fetch a tuner and set key hand traps (Infinite Impermanence, Ash Blossom, etc.), then summon a Blue‑Eyes monster.
- Turn 2 (going second): Use the dense hand‑trap suite to disrupt opponent, then bring out Roar of the Blue‑Eyed Dragons or a Fusion/Link boss for board dominance.
- Recovery: Utilize Branded Regained, Mausoleum of White, and searchers (Wishes for Eyes of Blue, The White Stone of Ancients) to refill resources and recycle banished cards.
- After siding: Rely on extra‑deck options such as Blue‑Eyes Ultimate Spirit Dragon or Cosmic Blazar Dragon to clear the board and finish the game.
Why it scores here
The deck reliably opens a functional line thanks to a 93 % chance of drawing at least one core starter such as Sage with Eyes of Blue or a Bystial engine, and its heavy hand‑trap suite ensures consistent disruption. Interaction density is high with multiple negates and floodgates, allowing the deck to survive board wipes and maintain pressure with Blue‑Eyes beatsticks. However, the 57‑card main deck is only 23 % archetype‑pure and lacks a side deck, lowering efficiency and adaptability while raising brick risk. Consequently the structural score sits in the mid‑60s, leading to a final contextual power of about 66 ± 5.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 88 | Core starter group (23 copies) appears in opening hand with 93 % probability, giving strong T1–T2 access (Inferred). |
| D2 | Opening-Hand Quality & Brick Management | 70 | Full‑brick chance is ~6.6 % (no core card) and many cards overlap, yielding moderate hand quality (Inferred). |
| D3 | Combo Conversion & Ceiling | 65 | Potential high‑impact combos exist (e.g., Ultimate Fusion, Blue‑Eyes Ultimate Spirit) but no recorded boards, so ceiling is estimated moderate (Inferred). |
| D4 | Combo Floor & Median Output | 55 | Typical play reaches a Blue‑Eyes beatstick or board control; median output estimated mid‑range (Inferred). |
| D5 | Interruption Resilience & Route Redundancy | 78 | Nineteen hand traps plus multiple negates (Infinite Impermanence, Effect Veiler) give good redundancy against disruption (Inferred). |
| D6 | Resource Economy, Recovery & Grind | 70 | Searchers (Sage, Wishes, Mausoleum) and Branded Regained provide recovery, though resource swing can be uneven (Inferred). |
| D7 | End-Board & Interaction Quality | 80 | Interaction density is high from hand traps and extra‑deck negates, supporting layered board control (Inferred). |
| D8 | Going-Second & Board-Breaking Power | 68 | Hand‑trap density for going‑second is 92 % and board‑breakers like Lightning Storm are present, giving solid GS breaking power (Inferred). |
| D9 | Offensive Pressure & Closing Power | 72 | Beatsticks such as Blue‑Eyes White Dragon (3000 ATK) and Jet Dragon provide strong closing pressure (Inferred). |
| D10 | Main Deck Efficiency & Flexibility | 40 | 57‑card main deck with only 23 % archetype purity creates filler and lowers compactness (Inferred). |
| D11 | Extra Deck Efficiency & Coverage | 55 | 15‑card extra deck packs many options but many are peripheral, limiting focused efficiency (Inferred). |
| D12 | Side Deck Adaptability | 30 | No side deck limits post‑side adaptability (Inferred). |
| D13 | Matchup Coverage & Format Fit | 45 | No tournament data; format fit is uncertain (Provisional). |
| D14 | Pilotability & Error Tolerance | 50 | Heavy hand‑trap and decision load reduces pilotability for casual players (Inferred). |
How the score was computed
Strategy profile: Control. Structural ≈ 66, Going First ≈ 70, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 65. Modifiers: Main deck size (57) (-2); No side deck (-3); High hand‑trap density (2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.93 · key two-card combo ≈ — · full-brick estimate ≈ 0.07 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Very high hand‑trap and negation suite
- Strong beatsticks and multiple win conditions
- High probability of drawing a core starter
Weaknesses
- Large main deck with low archetype purity
- No side deck limits adaptability
- Combo potential unverified, floor may be low
Critical choke points
- Reliance on Sage with Eyes of Blue to fetch tuners and Blue‑Eyes monsters
- Need to summon Blue‑Eyes White Dragon for many engine effects
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Twin Twisters | Adds flexible backrow removal while keeping floodgate synergy |
Evidence & confidence
- Verified: Legality status Legal; Card copy limits respected (e.g., Limited cards have correct copies); Role hint tags and card text excerpts from evidence
- Inferred: Core starter group appears in opening hand with 93 % probability; Full‑brick chance ~6.6 %; Hand‑trap density for going‑second 92 %; Interaction density high from multiple negates; Resource recovery via Branded Regained and Mausoleum of White
- Provisional: Matchup format fit unknown due to lack of tournament data
- 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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