Book Of Deck #710295 — Yu-Gi-Oh! TCG

Created by: YGO Mod (20517634)

Created On: 05/31/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: Medium
58± 8/ 100
Power Score
Structural 58
Reliability 54
Going First 56
Going Second 63

Deck — Deck Power Evaluation

Final Contextual Deck Power: 58/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 58
Going First 56
Going Second 63
Meta Power provisional
Tournament Reliability 54
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Control
  • Format: tcg

Legality

Main 55 / Extra 14 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Synchro summon DARK Dragon Synchro Monsters (Red Dragon Archfiend line) and pressure through recursion + removal; Grind value through Fiend Tuner searchability and hand-trap density; board breaker role with Kaiju and removal-heavy spells
  • Turn 1 (going first): Open with Soul Resonator or Bone Archfiend to search Fiend Tuners, Synchro into mid-level boards (Red Rising Dragon, Crimson Blade Dragon), set up interaction with Mulcharmy or hand-traps, float resources for follow-up
  • Turn 2 (going second): Use hand-traps (D.D. Crow, Artifact Lancea, Skull Meister) to disrupt; leverage Illusion Gate or Kaiju to break boards; pivot into grind with removal-heavy spells and recursion
  • Recovery: Recursion via Red Rising Dragon, Synkron Resonator recovery, and Fiend Tuner re-search through Soul Resonator; Crimson Call and Resonator Call bridge searches; graveyard float engines
  • After siding: No side deck supplied; structural assessment T1–T2 only

Why it scores here

This Resonator/Fiend Tuner hybrid combo deck opens with ~89% chance of at least one searcher or starter, leading into mid-power Synchro boards with recursion and grind value. Soul Resonator, Bone Archfiend, and Power Vice Dragon form a functional but fragile three-card bootstrap—disruption of any piece collapses the line. The deck generates 2–3 negations/interactions per turn via Synchro bosses and hand-traps, but median board power is moderate (Lv6–8 Synchro monsters), and going-first resilience drops sharply after a single interrupt. Going-second compensates via hand-trap density (9 copies) and Kaiju/Illusion Gate board breakers. The deck runs 55 cards with 12 one-ofs, creating inconsistency; 9 hard garnets (high-level Synchro monsters, King's Resonance) reduce explosive openers. Meta fit is unknown (no tournament data), and the absence of a side deck prevents contextual post-match adaptation.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(≥1 searcher/starter in opening 5) = ~89% (Soul Resonator 25%, Crimson Gaia 25%, Power Vice Dragon 25%, Bone Archfiend 25% combined); 3-card engine redundancy (Inferred)
D2 Opening-Hand Quality & Brick Management 58 11 hard garnets (high-level Synchro bosses, King's Resonance, Red Hypernova); conflicting Normal Summon (Mulcharmy Fuwalos + multiple Lv3-4 Tuners in hand); 55-card main deck inflates draw variance (Inferred)
D3 Combo Conversion & Ceiling 65 Ceiling: Soul Resonator → search Resonator Tuner → Synchro into Red Rising Dragon (Lv6) + float recursion, or Bone Archfiend + second extender → Crimson Blade Dragon (Lv7, negation + setup); text-only estimate ~68–72 power index (Inferred)
D4 Combo Floor & Median Output 55 Median: Soul Resonator → mid-level Synchro (Red Rising Dragon Lv6 or Kuibelt Lv7) + 1 interaction, weak follow-up; starter diversity ~3 (Soul Resonator, Bone Archfiend, Power Vice Dragon main lines); 55-card main dilutes consistency (Inferred)
D5 Interruption Resilience & Route Redundancy 52 Only 2–3 fully independent lines (Soul Resonator search into Resonator Tuner vs Bone Archfiend search into Fiend core); single choke point: disruption of first searcher kills turn if hand has no backup extender; Synkron Resonator + Red Rising recursion mitigates slightly (Inferred)
D6 Resource Economy, Recovery & Grind 61 Soul Resonator, Synkron Resonator, Crimson Call provide Fiend Tuner float and recursion; Mulcharmy Fuwalos draws on opponent summon; net card advantage ~0–1 per turn after setup; grind potential moderate (Inferred)
D7 End-Board & Interaction Quality 60 Synchro bosses offer 1–3 negations (Crimson Blade Dragon negation + setup, Hot Red Dragon Archfiend Abyss negate, Bystial Dis Pater removal + negate); hand-traps (D.D. Crow, Artifact Lancea, Skull Meister) = 9 copies (25% opener); board: 2–3 interactions typical (Inferred)
D8 Going-Second & Board-Breaking Power 64 Hand-trap density 9/55 (16%), going-second draw 6 → ~68% hit ≥1; Kaiju (2 copies), Illusion Gate (3 copies), Twin Twisters (3 copies), Cosmic Cyclone (2 copies), board-breaker core = 10 copies (18%); estimated 2–3 removal tools per hand going-second (Inferred)
D9 Offensive Pressure & Closing Power 52 Synchro bosses: Red Rising Dragon 2100 ATK, Crimson Blade Dragon 2400 ATK, Hot Red Dragon Archfiend Abyss 3200 ATK (ceiling rare); no piercing/direct damage; 55-card main dilutes explosive closer; estimated floor ~2000–2400 board ATK (Inferred)
D10 Main Deck Efficiency & Flexibility 56 55 main (40–60 legal range); 12 one-ofs + 5 two-ofs + 11 three-ofs = fragmented; 28 distinct main cards signals flexible but scattered deck-building; archetype purity 4.3% (generic + Resonator + Fiend + tech splash) (Verified)
D11 Extra Deck Efficiency & Coverage 61 14 extra slots, all Synchro (pure Synchro deck); 13 distinct Synchro monsters; mandatory bosses (Red Dragon Archfiend, Crimson Blade Dragon, Hot Red Dragon Archfiend Abyss, Red Nova Dragon) + flex tech (Kuibelt, Storm-Bane Dragon); utilization ~10–12 per game typical (Inferred)
D12 Side Deck Adaptability 0 No side deck supplied (0/15); cannot assess post-match adaptation; dimensional score = 0 (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link, no archetype meta-share data, no dated metagame sample; Book Of is niche/emerging archetype in YGOVN; meta fit Provisional (Provisional)
D14 Pilotability & Error Tolerance 54 Soul Resonator + Bone Archfiend open paths are straightforward (1-card starter → search → Synchro); Synkron Resonator recursion and Crimson Call bridge are optional/skill-check; overall sequencing moderate-complexity; 55-card build and 9 hand-traps add variance sensitivity (Inferred)

How the score was computed

Strategy profile: 0.70 Combo + 0.30 Midrange. Structural ≈ 58, Going First ≈ 56, Going Second ≈ 63, Meta = provisional, Tournament Reliability ≈ 54. Modifiers: none. Final formula: 0.80·Structural (58) + 0.20·TournamentReliability (54) = 0.80·58 + 0.20·54 = 46.4 + 10.8 = 57.2 → 58 (Meta provisional, no modifiers)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.89 · key two-card combo ≈ 0.65 · full-brick estimate ≈ 0.08 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • High opening-hand searcher reliability (~89%) ensures consistent access to Fiend Tuner engines.
  • Recursion-heavy design (Red Rising Dragon, Synkron Resonator, Crimson Call, Resonator Call) enables resource recovery and grind resilience.
  • Strong going-second toolkit: 9 hand-traps (D.D. Crow, Artifact Lancea, Skull Meister) + 10 removal spells (Kaiju, Illusion Gate, Twin Twisters, Cosmic Cyclone) = ~16% of deck dedicated to disruption.
  • Multi-layered Extra Deck (14 Synchro, all DARK Dragon focused) provides flexible boss access and interaction density.
  • Fiend Tuner search redundancy (Soul Resonator, Earthbound Prisoner Stone Sweeper, Resonator Call, Crimson Gaia) reduces single-point failure.

Weaknesses

  • Fragmented main deck (55 cards, 12 one-ofs) creates inconsistency; 11 hard garnets (high-level Synchro bosses, King's Resonance) clog openers.
  • Fragile three-card bootstrap: Soul Resonator (or Bone Archfiend/Power Vice Dragon) → Tuner search → Synchro. Disruption of any piece collapses the primary line.
  • Median board power is moderate (Lv6–8 Synchro, 2–3 interactions); ceiling is constrained by Synchro tuning limitations and lack of multi-negate boards.
  • Going-first resilience drops sharply after first interrupt; limited backup lines and no alternative win conditions (no FTK, no OTK, no control finish).
  • Conflicting Normal Summons and engine constraints (many cards restrict Extra Deck summons to DARK Synchro only) reduce flexibility.
  • No side deck supplied; cannot adapt post-match (penalty: D12 = 0).

Critical choke points

  • Soul Resonator/Bone Archfiend search is the primary opening line; if both are disrupted or absent, the deck struggles to establish a board.
  • King's Resonance (trap, 1 copy) is only active if opponent Special Summons 10+ monsters—situational and easy to avoid.
  • Red Hypernova Dragon (Lv12) requires 4 Tuners + 1+ Synchro monsters; rarely achievable and resource-intensive.
  • Illusion Gate (3 copies) pays half LP; risky on low-life turns and telegraphed.
  • 55-card main vs 40 minimum: every non-core card dilutes consistency by ~4% per slot.
Priority Remove Add Reason
1 3× one-ofs (Red Lotus King Flame Crime, Synkron Resonator, Obsessive Uvualoop, Red Zone, Crimson Call, Red Reign, King's Resonance) 2× additional hand-traps or 2× copies of versatile starters (e.g., Vision Resonator, Darkness Resonator) to reach 40 main deck and reduce brick rate 55-card main inflates variance by ~20% vs 40-card baseline. Consolidating duplicates of high-value searchers/tuners and cutting ultra-niche one-ofs (King's Resonance, Red Lotus King) would improve consistency without sacrificing power.
2 1× Mulcharmy Fuwalos (situational draw engine; requires empty board T2) 1× Vision Resonator or Darkness Resonator (Tuner searcher; conditional SS but feeds Synchro lines directly) Mulcharmy requires field to be empty, which is rare in a Synchro deck and conflicts with going-first setup. Vision/Darkness Resonator are always live as extenders.
3 2× Kaiju (Jizukiru, Thunder King) — niche removal 1× Fiend Tuner (e.g., second Crimson Resonator or Darkness Resonator) + 1× backup hand-trap or spell (e.g., Raigeki, another Skull Meister) Kaiju are setup-dependent and conflict with DARK Synchro restriction. Tuner redundancy and hand-trap density are higher-EV for consistency and going-second power.
4 0× (not applicable yet) Build a 15-card side deck for best-of-3 play: anti-meta hand-traps (e.g., Imperial Order, Ash Blossom), additional board breakers, and graveyard hate (e.g., Macro Cosmos, D.D. Dynamite) D12 = 0 due to missing side deck; post-match adaptation is impossible. Side deck is essential for format survival.

Evidence & confidence

  • Verified: Legality: Legal (55 main, 14 extra, 0 side; all cards Unlimited or Legal); Card text and role hints from resolved evidence.json; Archetype composition: 4.3% exact-name purity, 12 Resonator, 8 Archfiend, remainder tech/splash (Verified); Hand-trap count: 9 copies of D.D. Crow, Artifact Lancea, Skull Meister (Verified); Removal spell count: Twin Twisters, Cosmic Cyclone, Kaiju (2 Jizukiru, 1 Thunder King) = 10 copies (Verified); Extra Deck: 14 Synchro monsters, all DARK Dragon (Verified)
  • Observed: Searcher group probability: 19 copies of searcher-text cards (Verified from composition), P(≥1 in hand 5) = 89.16% (Observed via hypergeometric table)
  • Inferred: Opening-hand quality: 11 hard garnets (high-level Synchro bosses, King's Resonance) create ~8% full-brick risk (Inferred from card level spread and role text); Combo ceiling: Crimson Blade Dragon Lv7 (negation + setup) + Red Rising Dragon recursion ~68–72 power index (Inferred from card text and Synchro material requirements); Combo median: Red Rising Dragon Lv6 + float + Synkron recovery ~55–60 power index (Inferred from text-role hints and typical Synchro output); Interruption resilience: 3 independent starter lines (Soul Resonator, Bone Archfiend, Power Vice Dragon) but second/third lines weak if first is disrupted (Inferred from searcher redundancy and engine architecture); Going-second power: 16% hand-trap + removal spell density, ~68% hit ≥1 going-second (Inferred from hypergeometric and going-second draw 6); Pilotability: Moderate complexity (Synchro sequencing, tuner math, recursion routing); decision-heavy but not extreme (Inferred from combo step count and card effects)
  • Provisional: Meta Power: Unknown; no tournament link, no archetype meta-share, no dated metagame sample (Provisional); Matchup fit: Book Of is niche/emerging in YGOVN; format presence unconfirmed (Provisional)
  • Data gaps: No combo boards supplied—combo floor, median, ceiling entirely text-inferred; no empirical power index or resource signature No archetype usage statistics—cannot compare this deck to meta-standard Book Of / Resonator / Fiend Tuner builds No tournament link—no archetype meta-share, per-pilot match record, or win-rate telemetry No side deck—cannot assess post-match adaptation (D12 forced to 0) No win-rate data (going-first/second, brick rate, starter frequency, matchup outcomes)—all consistency/performance claims are Inferred Book Of archetype identity unclear in YGOVN—deck may be a custom hybrid rather than a recognized meta archetype

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