Gradius: Rush! Deck #718199 — Yu-Gi-Oh! Rush Duel Sevens
33 Main, 3 Extra, incl. Gradius' Option x3, Multiple x3, Super-Dimensional Lord British Space Fighter x3 - Skill: Avaricious Destiny Draw. Created Jun 11, 2026 by YGO Mod.
Deck Gradius: Rush! Rush Duel Sevens
Created by: YGO Mod (20517634)
Created On: 06/11/2026
Avaricious Destiny Draw
Main Deck (33)
- Gradius' Option x3
- Multiple x3
- Super-Dimensional Lord British Space Fighter x3
- Vic Viper Beginning x2
- Vic Viper Spread Bomb x3
- Card Trooper x1
- Cyber Serpent x3
- Full Orchestra the Music Fiend x3
- Pot of Avarice x1
- Power Capsule Red x3
- Power Meter x3
- Compulsory Evacuation Device x1
- Shiny Shady x1
- Star Protector's Protection x3
Extra Deck (3)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 32/100 (±12 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 30 |
| Going First | 52 |
| Going Second | 15 |
| Meta Power | provisional |
| Tournament Reliability | 28 |
- Primary strategy: Combo
- Secondary strategies: Tempo, Beatdown
- Format: rush-duel-sevens
Legality
Main 36 / Extra 0 / Side 0 — status: Legal with warning.
Identity & game plan
- Win condition: Spam Machine-type monsters onto the field, rename them to Gradius or Gradius' Option variants, and synergize via Contact Fusion or fusion-mechanic payoffs.; Beatdown via accumulated ATK from multiple copies of the same or similar monsters.
- Turn 1 (going first): Open a hand containing Gradius-core starters (cards -551, -555, -547, -548, -549, -556, -552, -762) and establish a board of multiple Machine monsters, searching/setting up fusion payoffs or follow-up options.
- Turn 2 (going second): Unknown; no second-player board-breaker or removal strategy is discernible from the unresolved card text.
- Recovery: Not observable; card text is unavailable. Presumed to rely on recursion or search from Contact Fusion mechanics.
- After siding: Unknown; no side deck is present (0 cards).
Why it scores here
This Gradius Rush Duel deck suffers from critical resolution gaps that prevent a confident evaluation. The core engine is internally consistent (11/13 archetype-standard cards present, 36-card main with heavy 3-of saturation on 10 distinct cards), and opening-hand consistency to hit a Gradius starter is strong (~0.37 per distinct card at 3 copies). However, no combo evidence, no card text, and no tournament results are supplied—meaning the deck's actual conversion rate from starter to meaningful board, resource generation, interaction quality, and going-second capability are completely unknown. The deck earns points for archetype alignment and probability-based starter access, but scores low across mediocre output, resilience, interaction, and side-deck adaptability due to missing evidence. This is primarily a structural evaluation based on list composition; no popularity or meta-share boosted the score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 62 | 10 of 10 three-copy cards hit ~0.37 P(≥1 in hand-5); the single 2-copy and four 1-copy cards provide marginal draw insurance; overall ~0.90 P(at least one distinct Gradius-core card in opening hand) suggests reliable starter access. (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 45 | 36 cards with 10 three-copies and 4 one-copies create redundancy, but without card text or combo structure, actual brick rate (conflicting Normal Summons, garnet density, hand coherence) cannot be measured; provisionally moderate due to archetype saturation. (Inferred) |
| D3 | Combo Conversion & Ceiling | 35 | No combos supplied; `combo data.scored combos = 0`; best-line ceiling is unknown. Guide snippet hints at fusion and monster-name-change synergy but provides no worked example or ceiling proof. (Unknown) |
| D4 | Combo Floor & Median Output | 28 | No combo frequency, median power index, or board-per-starter data; median output is unknown and assumed low due to lack of documented lines. (Unknown) |
| D5 | Interruption Resilience & Route Redundancy | 20 | No card text available to assess recursion, search, or independent lines; guide mentions "spam monsters" but does not detail recovery after disruption or route redundancy. (Unknown) |
| D6 | Resource Economy, Recovery & Grind | 25 | No resource signature or net-card-advantage metrics supplied; unresolved card text prevents assessment of grind/recovery potential or float generation. (Unknown) |
| D7 | End-Board & Interaction Quality | 15 | Zero interaction density data; no negation, removal, or floodgate text hints; guide emphasizes monster spam and fusion, not interaction layering; presumed low. (Unknown) |
| D8 | Going-Second & Board-Breaking Power | 10 | No going-second board-breaker or removal strategy is discernible; guide offers no second-player plan; presumed absent or unknown. (Unknown) |
| D9 | Offensive Pressure & Closing Power | 40 | Guide hints at accumulated ATK from multiple monsters and beatdown pressure; no max-ATK data or boss-monster text supplied; inferred moderate based on "spam" strategy. (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 50 | 36 cards (within 30–60 range) with 15 distinct cards; 10 at three copies, 1 at two copies, 4 at one copy; compact but slightly bloated; archetype purity 84.6% (11/13 core present). (Verified) |
| D11 | Extra Deck Efficiency & Coverage | 0 | Extra Deck count = 0; Rush Duel allows 0–15; no fusion or synchro summons visible; Contact Fusion mechanics mentioned in guide may not require Extra Deck slots. (Verified) |
| D12 | Side Deck Adaptability | 0 | Side Deck count = 0; best-of-3 format adaptation unknown; no post-side strategy discernible. (Verified) |
| D13 | Matchup Coverage & Format Fit | 35 | Archetype (Gradius: Rush!) is niche in Rush Duel; no tournament link or meta-share data; guide exists but no competitive representation supplied; meta fit is provisional. (Provisional) |
| D14 | Pilotability & Error Tolerance | 30 | Guide references "spam monsters" and "rename to Gradius" but supplies no step-by-step combo; no error-tolerance or complexity metrics available; presumed moderate due to simplicity hints. (Inferred) |
How the score was computed
Strategy profile: Combo. Structural ≈ 30, Going First ≈ 52, Going Second ≈ 15, Meta = provisional, Tournament Reliability ≈ 28. Modifiers: Unresolved card list (15 passcodes) (-8); Zero combo evidence (-6); No going-second plan discernible (-5); Archetype purity and core alignment (4); No side deck (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); no dated metagame sample supplied.
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.9 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Archetype core alignment: 11 of 13 standard cards present; strong engine coherence.
- Opening-hand starter consistency: ~90% probability to draw at least one Gradius-core card in the opening 5.
- Archetype redundancy: 10 cards at three copies each provide multiple copies of the same effect, reducing dead draws within the core.
- Compact format fit: 36 cards within the Rush Duel 30–60 range; reasonable density.
Weaknesses
- Zero combo evidence: no recorded boards, no median/ceiling output, no documented lines—structural power is completely unknown.
- Unresolved card text: 15 cards (41.7% of the main deck) could not be resolved, preventing role analysis and interaction assessment.
- No going-second plan: no visible removal, board-breaker, or interaction strategy; going-second viability is unvalidated.
- No side deck: zero cards in the side; no best-of-3 adaptation or meta-specific tuning.
- Low interaction density: no negation, floodgate, or removal text hints visible; presumed defensive weakness.
- Unknown grind/recovery: without card text, recursion, search, and resource economy are unassessable.
Critical choke points
- Card text unavailability: 15 unresolved passcodes mean the deck's actual strategy, roles, and interactions are opaque.
- Combo ceiling unknown: no evidence of what the deck actually produces turn-1 or turn-2; best line is unproven.
- No going-second resilience: the deck appears built for going-first only; no documented second-player strategy or recovery.
- Dependence on fusion mechanics: guide emphasizes fusion/name-change synergy, but Contact Fusion resolution and payoff structure are unconfirmed.
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Unresolved cards (resolve all 15 passcodes to enable card-text analysis) | Resolved card data for all 15 unresolved IDs | Without card text, the deck cannot be accurately evaluated; role, interaction, and strategy remain opaque. |
| 2 | Combo examples (best line, median line, going-first vs. going-second split) | Zero combos means the deck's ceiling, median output, and floor are completely unknown; this is the highest-impact gap. | |
| 3 | Going-second board-breaker or removal strategy | The deck shows no visible second-player plan; either discover one or confirm the deck is first-player-only. | |
| 4 | 0-card side deck (best-of-1 only) | 15-card side deck with post-side tuning strategy | Best-of-3 adaptation is undefended; side cards would enable meta-specific adjustments. |
| 5 | Tournament data (if available: pilot match records, archetype meta-share) | No tournament context supplied; meta-share and competitive performance remain provisional. |
Evidence & confidence
- Verified: Legality status: Legal with warning (36 cards, within 30–60 range; no banlist violations).; Composition: 36 main, 0 extra, 0 side; 15 distinct cards; 10 at 3 copies, 1 at 2 copies, 4 at 1 copy.; Archetype core: 11 of 13 standard cards present (84.6%); missing refs 772417 (100% inclusion) and 1152382 (66.7% inclusion).; Copy histogram: Verified from evidence.json composition.; Format: Rush Duel Sevens (rush-duel-sevens); hand sizes 5 going-first, 6 going-second.
- Observed: Usage statistics: 13 rows in archetype stats; 11 core cards (100% inclusion) and 1 at 66.7% inclusion observed.
- Inferred: Opening-hand starter consistency: P(≥1 distinct Gradius-core card in hand-5) ≈ 0.90 by cumulative hypergeometric; assumes unresolved cards do not conflict.; Primary strategy: Combo (inferred from guide snippet 'spam monsters' + 'fusion' + 'name-change synergy').; Going-first power: ~52, grounded in starter access (~62 on D1) and presumed end-board from guide hints; no interaction quality confirmed.; Pilotability: Presumed moderate (~30) due to 'spam monsters' phrasing suggesting simplicity; actual complexity unknown.; Brick rate: Unknown; estimated as moderate due to 10 three-copies and 4 one-copies without conflicting-Normal-Summon text visible.; Offensive closing power: ~40, inferred from 'beatdown' and 'accumulated ATK' mentions in guide; no max-ATK or boss-monster text confirmed.
- Provisional: Meta Power: null; no dated metagame sample supplied; Gradius archetype meta-share in Rush Duel is unknown.; Format fit: Rush Duel Sevens is a niche format; competitive context absent.; Tournament reliability: ~28, based on missing combo evidence and no go-second plan; high variance expected.
- Data gaps: 15 unresolved passcodes prevent card-text analysis of 41.7% of the main deck. Zero combo evidence: no best line, no median output, no board-per-starter; combo floor/median/ceiling are unknown. No going-second strategy: no board-breaker, removal, or disruption-resilience plan visible. No tournament link: archetype meta-share and competitive performance absent. No win-rate telemetry: opening-hand brick rate, starter reliability in practice, matchup results, and game-level statistics are absent. No side deck: no best-of-3 tuning or post-side plan. Guide language: guide snippet is in Vietnamese; full guide content not supplied in English.
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