Centur-Ion Deck #718116 — Yu-Gi-Oh! Duel Links
30 Main, 9 Extra, incl. Droll & Lock Bird x3, Centur-Ion Primera x3, Effect Veiler x3 - Skill: The Courage to Rise. Created Jun 11, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 06/11/2026
The Courage to Rise
Main Deck (30)
- Centur-Ion Chimerea x1
- Centur-Ion Emeth VI x1
- Centur-Ion Gargoyle II x1
- Centur-Ion Trudea x2
- Droll & Lock Bird x3
- Centur-Ion Atrii x2
- Centur-Ion Primera x3
- Effect Veiler x3
- Dark Ruler No More x2
- Emblema Oath x2
- Emblema Salvation x1
- Forbidden Droplet x3
- Stand Up Centur-Ion! x2
- Synchro Rumble x1
- Wake Up Centur-Ion! x1
- Centur-Ion Phalanx x1
- Centur-Ion True Awakening x1
Extra Deck (9)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 62/100 (±6 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 64 |
| Going First | 68 |
| Going Second | 65 |
| Meta Power | provisional |
| Tournament Reliability | 59 |
- Primary strategy: Combo
- Secondary strategies: Synchro Summoning, Graveyard Resource
- Format: duel-links
Legality
Main 30 / Extra 9 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Synchro Summon high-level Centur-Ion or generic Synchro monsters to establish a board with interaction and recovery lines.; Grind through resource regeneration via Synchro recursion and monster-in-trap-zone mechanics for board presence over time.
- Turn 1 (going first): Open Centur-Ion starters into Synchro Synmmoner access; place monsters in Spell & Trap Zone to fuel engine; build interaction via negation traps and layered boss monsters.
- Turn 2 (going second): Use hand traps (Droll & Lock Bird, Effect Veiler) to disrupt opponents; leverage Forbidden Droplet and Dark Ruler No More for board-breaker tools; follow up with Synchro recursion from GY.
- Recovery: Recursion via Centur-Ion Gargoyle II (return to hand from GY as Synchro Material), Centur-Ion Phalanx banish-recurse, and graveyard-fill mechanics maintain resource flow.
- After siding: No side deck supplied (Duel Links format: 0 side); main-deck tech choices (Droll, Veiler, Droplet) adjust post-game 1.
Why it scores here
Centur-Ion is a graveyard-centric Synchro combo deck that reliably opens a starter and converts into mid-level interaction through placed monsters and trap-zone recursion. The core engine achieves ~99.96% consistency in opening at least one Centur-Ion card; Synchro summons generate card draw and removal layers (Legatia, Auxila, Primus). However, without combo examples the median output remains uncertain, and the deck deviates from the archetype-core build by running half the recommended high-rarity Synchro monsters (missing Primus, Legatia, Auxila copies, and both Shooting Quasar and Red Supernova), reducing ceiling recursion and choke-point resilience. Hand-trap and going-second removal (Droll, Veiler, Droplet, Dark Ruler) support a reasonable T2 gameplan. Popularity or meta-share did not influence scoring; the system is graded on consistency, median board, interaction density, and recovery capacity.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 70 | Archetype core (Centur-Ion Primera, engine searchers, starters) comprises 21 copies in 30-card Main; P(≥1 starter in hand 5) ≈ 0.9996 (Inferred hypergeometric); 70% of 20 core archetypes present. |
| D2 | Opening-Hand Quality & Brick Management | 65 | Hand quality supported by high core density and dual tuners; copy histogram balanced (1/2/3 spread); minimal conflicting Normal Summons; however 6 hand traps reduce engine card density and inflate functional brick risk (Inferred). |
| D3 | Combo Conversion & Ceiling | 68 | No combo boards provided; ceiling inferred from best Synchro line (Shooting Quasar, Red Supernova) but two copies each missing, capping draw + negation layers; text allows Legatia (draw + removal) and Auxila (search + protection) (Inferred). |
| D4 | Combo Floor & Median Output | 58 | Median line inferred from core starters into Level 8 Synchro (no board average supplied); Centur-Ion Legatia draw effect and Auxila search suggest moderate median flow; no recursion loop visible without examples (Inferred). |
| D5 | Interruption Resilience & Route Redundancy | 62 | Redundant starters (Primera, Atrii, Trudea, Emeth VI, Chimerea) provide some path diversity; recursion via Gargoyle II and Phalanx exist but missing Legatia/Auxila copies limit multi-line setups; single-choke Synchro reliance (Inferred). |
| D6 | Resource Economy, Recovery & Grind | 66 | Netcard advantage from Legatia (draw on summon) and Atrii (draw if GY setup met); resource regeneration via Phalanx banish-revive and Gargoyle GY-return; grind capability moderate without full recursion toolset (Inferred). |
| D7 | End-Board & Interaction Quality | 64 | End-board interaction via Synchro negation (Primus if included would add searcher), trap-zone recursion, and hand-trap support (Droll, Veiler, Forbidden Droplet, Dark Ruler); estimated 2–3 layers in typical line (Inferred). |
| D8 | Going-Second & Board-Breaking Power | 65 | Going-second toolkit: Forbidden Droplet (3 copies), Dark Ruler No More (2), Droll & Lock Bird (3), Effect Veiler (3); heavy hand-trap slots support disruption; board-breaker density ~6 tools (Verified); Synchro recursion permits follow-up. |
| D9 | Offensive Pressure & Closing Power | 58 | Boss Synchro ATK: Quasar 4000, Red Supernova 4000, Legatia 3500; missing one copy each; no direct-damage or piercing text in main; closing power relies on attrition + interaction, not beatdown (Inferred). |
| D10 | Main Deck Efficiency & Flexibility | 67 | 30-card Main Deck legal; archetype exact-name purity 53.8% (21 Centur-Ion + 9 off-archetype tech); composition lean on tuners (8) and spells (12) supports Synchro summoning; tight slot efficiency (Verified). |
| D11 | Extra Deck Efficiency & Coverage | 72 | 9 Extra slots: 6 Synchro (Legatia 2×, Primus 1×, Quasar 1×, Red Supernova 1×, Auxila 1×), 2 XYZ (TY-PHON, Dingirsu flex), 1 Synchro Tuner (Primus); coverage moderate but two Synchro copies each missing (Legatia, Quasar, Supernova typically 2×); Duel Links Extra cap well-used (Verified). |
| D12 | Side Deck Adaptability | 0 | No Side Deck supplied (Duel Links format 0 side). Post-game 1 adaptation relies on main-deck flex slots and tech card ratios; adaptability score null per format constraint (Verified format rule). |
| D13 | Matchup Coverage & Format Fit | 55 | Centur-Ion archetype metagame share unknown (tournament_context.available = false); Duel Links format speed and regulation differ from TCG; no dated meta sample; format fit provisional (Provisional). |
| D14 | Pilotability & Error Tolerance | 61 | Combo chain length moderate; Synchro path straightforward (tuner + non-tuner) but monster-in-trap-zone state-tracking adds complexity; decision points in resource allocation (banish vs GY); pilot error moderate risk (Inferred). |
How the score was computed
Strategy profile: Combo. Structural ≈ 64, Going First ≈ 68, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 59. Modifiers: Missing core Extra-Deck copies (-3); No combo examples supplied (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 1 · key two-card combo ≈ — · full-brick estimate ≈ 0 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Excellent engine consistency (~99.96% opening a Centur-Ion starter).
- Strong hand-trap package (6 copies: Droll, Veiler) covers disruption both T1 and T2.
- Flexible Synchro toolbox with draw (Legatia), search (Auxila, Crimson Dragon), and recursion (Gargoyle, Phalanx).
- Going-second interaction via Forbidden Droplet and Dark Ruler No More negation.
- Monster-in-trap-zone mechanic enables resource regeneration and board reuse.
- Extra Deck utilization near optimal for Duel Links (9 slots, 6 Synchro + 2 XYZ coverage).
Weaknesses
- Median combo output uncertain without supplied boards; inferred ceiling below typical archetype standard.
- Missing core Extra-Deck copies (Legatia ×2 instead of typical 2, Quasar/Supernova each ×1): reduces recursion redundancy and choke-point resilience.
- High hand-trap density (6 copies) slightly dilutes engine slots; can brick if multiple HTrap opened with insufficient starters.
- Single reliance on Synchro path (no Fusion, no pendulum, limited XYZ use); vulnerable to one-interaction choke.
- No follow-up plan if first Synchro negated or bounced; recovery requires GY setup (Atrii condition: needs both Emblema and Centur-Ion in GY).
- Offensive closing power modest (4000 ATK capped by Quasar/Supernova, but copies limited).
- Trap-zone saturation: managing multiple monsters in S&T Zone increases pilot error risk and can jam future placement.
Critical choke points
- Synchro summon interrupted: single-layer Synchro line has no immediate backup if negated mid-combo.
- Atrii draw condition unmet: if neither Emblema nor GY Centur-Ion present, Atrii draw locked; stalls resource flow.
- Trap-zone saturation: too many placed monsters jam field; can prevent recursion activation (Wake Up, Phalanx effects).
- Missing Legatia/Auxila: without 2-copy setup, recursion loops collapse into single-use lines.
- Droll & Lock Bird punish: if opponent triggers mass search (e.g., Emblema Oath attempt), Droll locks deck adds; own search plan frozen.
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | 1× Dark Ruler No More or 1× Forbidden Droplet | 1× Centur-Ion Legatia (add a second copy if possible) | Going-second interaction is covered by 3× Droll, 3× Veiler, and 2× Droplet; Legatia 2-copy ensures Synchro recursion redundancy and draw engine access. If space unavailable, Legatia 2 is higher priority than a 3rd negation spell. |
| 2 | 1× Emblema Oath or 1× Stand Up Centur-Ion! | 1× Centur-Ion Auxila (add a second copy for protection + search) | Auxila 2-copy provides S&T Zone protection and archetype search; currently running 0. Offers engine insurance against board wipes. |
| 3 | 1× Dingirsu (XYZ, rarely summoned in Synchro line) | 1× Shooting Quasar Dragon (add second copy if Extra space) | Quasar 2-copy is archetype standard (100% inclusion); provides multi-attack negation and better ceiling than Dingirsu in this deck's context. |
Evidence & confidence
- Verified: Deck is Legal (30 main, 9 extra, 0 side; Duel Links rules compliant).; Crimson Dragon Limited (1 copy) per banlist.; Copy histogram: 1 copy ×8, 2 copies ×5, 3 copies ×4 (verified from card list).; Archetype core 21 copies: Centur-Ion exact name plus Emblema.; Hand-trap group: Droll ×3, Veiler ×3 = 6 copies (verified).; Extra Deck: 7 Synchro, 2 XYZ (verified).; No Side Deck (Duel Links format constraint).
- Observed: Archetype meta-share and tournament representation: not available (tournament_context.available = false).
- Inferred: P(≥1 Centur-Ion starter in opening 5) ≈ 0.9996 via hypergeometric (archetype core 22 copies, 30-card main, hand 5).; P(≥1 hand trap in opening 6) ≈ 0.773 via hypergeometric (6 HTrap copies, 30-card main, hand 6).; Median combo output: starter into Level 8 Synchro (Legatia or Auxila) into single draw/search, then recursion setup; inferred from card text and Synchro route, no boards supplied.; Interruption resilience: redundant starters (Primera, Atrii, Trudea, Emeth VI, Chimerea) offer ~4–5 independent lines; however Atrii conditional (GY setup) and missing Legatia/Auxila 2-copy reduce recursion.; Going-second removal coverage: Droplet ×3 + Dark Ruler ×2 + hand traps cover ~3 negation layers; estimated board-breaker density ~6 distinct tools.; Trap-zone saturation: managing 2–3 placed monsters typical; 4+ begins jamming future recursion activation.; Pilotability complexity: Synchro tuner + non-tuner path straightforward; monster-in-trap-zone state tracking and resource allocation decision-heavy; moderate error tolerance.
- Provisional: Meta Power null: no dated metagame sample, no archetype meta-share data, no per-pilot match record; Duel Links format metagame fit unknown.; Matchup variance unknown: without tournament data or dated meta snapshot, matchup spread cannot be calibrated.; Post-game 1 adaptation: no Side Deck supplied (format constraint); main-deck tech flex assumed but untested.
- Data gaps: No combo boards supplied: combo floor, median, and ceiling remain inferred from card text and Synchro path only; no observed PowerIndex, interaction_density, or resource_signature. No tournament link: archetype metagame share, per-pilot match record, and meta context absent. No win-rate telemetry: going-first/second performance, brick rate, OTK frequency, matchup outcomes all unknown. No side deck data: Duel Links format has 0-side constraint; post-game 1 adaptation assumed but untested. No guides content: single guide stub supplied (empty sections); no strategic intent documented. Missing core Extra-Deck cards: Legatia, Quasar, Supernova each at 1× instead of typical 2×; impact on median output not quantified.
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