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
 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Jan 1, 2026
32± 12/ 100
Power Score
Structural 30
Reliability 28
Going First 52
Going Second 15

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.
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.

More Rush Duel Sevens Info

Gradius: Rush!

Gradius: Rush! Breakdown

 
 

 

 

 

 

 

 
 

 

 
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