Book Of Deck #710295 — Yu-Gi-Oh! TCG
Created by: YGO Mod (20517634)
Created On: 05/31/2026
Main Deck (55)
- Artifact Lancea x3
- Bone Archfiend x3
- Chaos Dragon Levianeer x1
- D.D. Crow x3
- Earthbound Prisoner Stone Sweeper x2
- Fiend Piece Golem x1
- Jizukiru, the Star Destroying Kaiju x2
- Mulcharmy Fuwalos x3
- Power Vice Dragon x3
- Red Lotus King, Flame Crime x1
- Skull Meister x3
- Thunder King, the Lightningstrike Kaiju x1
- Crimson Resonator x1
- Darkness Resonator x1
- Obsessive Uvualoop x1
- Soul Resonator x3
- Synkron Resonator x1
- Vision Resonator x2
- Book of Eclipse x3
- Cosmic Cyclone x2
- Crimson Call x1
- Crimson Gaia x3
- Illusion Gate x3
- Resonator Call x2
- Twin Twisters x3
- King's Resonance x1
- Red Reign x1
- Red Zone x1
Extra Deck (14)
- Bystial Dis Pater x1
- Crimson Blade Dragon x1
- Hot Red Dragon Archfiend Abyss x1
- Kuibelt the Blade Dragon x1
- Red Dragon Archfiend x1
- Red Hypernova Dragon x1
- Red Nova Dragon x1
- Red Rising Dragon x2
- Red Supernova Dragon x1
- Scarred Dragon Archfiend x1
- Storm-Bane Dragon Destorbim x1
- The Crimson King x1
- Zalen the Shackled Dragon x1
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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.
Recommended changes
| 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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