Blue-Eyes Deck #718609 — Yu-Gi-Oh! Master Duel

55 Main, 15 Extra, incl. Blue-Eyes White Dragon x3, Ghost Belle & Haunted Mansion x3, Trade-In x3.

Created by: YGO Mod (20517634)

Created On: 06/11/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Jun 11, 2026
58± 7/ 100
Power Score
Structural 60
Reliability 54
Going First 66
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 58/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 60
Going First 66
Going Second 60
Meta Power provisional
Tournament Reliability 54
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Control
  • Format: master-duel

Legality

Main 55 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Summon large Blue-Eyes boss monsters (Tyrant Dragon, Ultimate Spirit Dragon, Chaos MAX Dragon) with board interaction/negation; Fusion-based beatdown with removal; Ritual Summon high-ATK dragons
  • Turn 1 (going first): Normal Summon Sage/Master with Eyes of Blue to search Tuners; Synchro or Fusion Summon into Spirit Dragon or Tyrant Dragon to lock opponent; set protection/traps
  • Turn 2 (going second): Use hand traps (Ash, Ghost Belle, Nibiru) to disrupt; activate Ultimate Fusion or Roar of Blue-Eyed Dragons to remove opponent's board and establish boss monster
  • Recovery: White Stone of Ancients and graveyard search effects (Abyss Dragon, Master with Eyes of Blue) recycle bosses; Maiden of White synergy with Blue-Eyes Summons
  • After siding: No side deck available in evidence; Blue-Eyes runs Limited Rivalry of Warlords as floodgate tech, and single copies of Called by the Grave and Harpie's Feather Duster for disruption

Why it scores here

Blue-Eyes opens its archetype core (Sage, Maiden, Roar, True Light) with approximately 89% consistency on a single starter, enabling reliable Synchro or Fusion lines into Spirit Dragon (negation) or Chaos MAX Dragon (piercing damage). However, the deck's 55-card main deck and 11 Level 8 vanilla/near-vanilla monsters create a significant brick risk—opening multiples of Blue-Eyes White Dragon without enablers is a recognized weakness. The best boards combine a negation boss with 1–2 layers of protection; median output is more modest due to starter diversity constraints and the absence of recursive engines. Going-second removal is solid (Ultimate Fusion, hand traps) but requires specific card sequencing. The deck deviates materially from competitive core (missing Blue-Eyes Ultimate Spirit Dragon, Maxx C, Primite support, and core Synchro bosses), runs non-Dragon off-archetypes (Kewl Tune B2B, Ravenous Crocodragon), and lacks a side deck for best-of-3. Popularity and archetype nostalgia did not contribute to the score; the evaluation reflects the system's actual consistency, ceiling, resilience, and format fit.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(≥1 core starter in opening 5) ≈ 0.89 from archetype core group (19 copies); Sage + Maiden + Roar + True Light form a reliable entry engine; however, 4 copies missing from meta-standard core (Ultimate Spirit Dragon, Maxx C, Primite cards) lowers accessibility vs. the archetype baseline (Inferred)
D2 Opening-Hand Quality & Brick Management 52 Three copies each of level-8 vanilla Blue-Eyes White Dragon and hand-trap tuners create high redundancy risk; opening multiple Blue-Eyes without Sage/Maiden/Roar or graveyard setup is unproductive; estimated full-brick rate ≈ 8–12% from copy histogram and conflicting Normal Summon density (Inferred)
D3 Combo Conversion & Ceiling 68 Ceiling boards from best recorded lines: Synchro into Blue-Eyes Ultimate Spirit Dragon (negates + graveyard lock) or Chaos MAX Dragon (4000 ATK + piercing) plus protection trap; Fusion Summoning Tyrant Dragon (attacks all monsters, negates via effects) represents consistent high-end output; best line PowerIndex ~76 from card text/combo potential (Inferred)
D4 Combo Floor & Median Output 58 Median output is constrained by starter diversity (limited to 1–2 independent Sage/Maiden/Roar lines) and greedy Level 8 counts; most boards end with one boss + one trap/search = moderate pressure; no combo evidence supplied so baseline estimate ≈ 58–62 from archetype patterns (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Interruption resilience is middling: if Sage/Maiden is negated, the line stalls; recursion exists via White Stone of Ancients and Abyss Dragon effects but requires setup; 11 tuners in main deck suggest independent Synchro routes, yet most lines converge to Spirit Dragon or Chaos MAX, creating a choke point (Inferred)
D6 Resource Economy, Recovery & Grind 60 Resource economy is moderate: Trade-In discards to draw; graveyard floats (White Stone, Abyss Dragon, Maiden of White) provide recursion; Ultimate Fusion and removal traps cost resources; no net-card-advantage combo engine observed; grinding capacity depends on float chains (Inferred)
D7 End-Board & Interaction Quality 65 End-board interaction comprises negation (Spirit Dragon's GY negate, Solid Dragon's effect negate), protection (Rivalry floodgate, Jet Dragon destruction immunity, True Light targeting lock), and removal traps (Mirror Force, Negate Attack); semantic read of interaction hints shows 10 negation-text and 22 removal-text cards, but only 1–2 typically resolve per board (Inferred)
D8 Going-Second & Board-Breaking Power 62 Going-second split: Ultimate Fusion destroys face-up opponent cards then enables Fusion/Special Summon; hand traps (Ash ×2, Ghost Belle ×3, Nibiru ×2) cover ~67% of turn-2 opening hand; removal access (Harpie's Feather Duster) clears backrow; medium going-second conversion due to reliance on hand-trap synergy and one-off removal (Inferred)
D9 Offensive Pressure & Closing Power 64 Offensive closing: Chaos MAX Dragon (4000 ATK, piercing), Tyrant Dragon (attacks all monsters, 3400 ATK), and Chaos Dragon (3000 ATK, battle position flip) provide lethal lines; however, boards often stabilize to defense rather than close, and piercing is rare; no explicit OTK combo evidence supplied (Inferred)
D10 Main Deck Efficiency & Flexibility 48 Main Deck efficiency is poor: 55 cards (non-standard for Master Duel, which ranges 40–60) with 35 distinct cards means heavy duplication; 11 Level 8 monsters (some bricky vanilla/ritual-only), 12 tuners (some overlap), and 19 spells/traps create competing Normal Summon slots; Rivalry of Warlords conflicts with mixed-type backrow (Inferred)
D11 Extra Deck Efficiency & Coverage 66 Extra Deck efficiency is good: 15 slots with 12 distinct summons (6 Fusion, 6 Synchro, 2 XYZ, 1 Link); Tyrant Dragon ×3, Spirit Dragon ×2 are heavy investment but core to the strategy; Ravenous Crocodragon and Kewl Tune B2B are off-archetype hedges; coverage is dense and mostly mandatory (Observed)
D12 Side Deck Adaptability 0 Side Deck adaptability is zero: no side deck supplied (0/15 slots); Blue-Eyes cannot adapt post-game; this is a structural limitation for best-of-3 formats and costs final score (Verified)
D13 Matchup Coverage & Format Fit 55 Matchup fit is provisional: archetype meta-share unavailable (no tournament link); Blue-Eyes is historically a control/combo hybrid in competitive metas; no dated metagame sample supplied; archetype usage stats show this deck is real and accessible but lacks tournament context (Provisional)
D14 Pilotability & Error Tolerance 58 Pilotability is moderate: Synchro/Fusion lines are well-established; combo step count is typically 4–7 actions (Normal Summon Sage, search, extend, Synchro, set protection); decision density is moderate—sequencing matters for hand-trap timing and graveyard setup; error tolerance is moderate due to float redundancy but brittle to early disruption (Inferred)

How the score was computed

Strategy profile: 0.70 Combo + 0.30 Midrange. Structural ≈ 60, Going First ≈ 66, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 54. Modifiers: No side deck (-3); High brick risk from vanilla Level 8s (-2); Deviation from competitive core (-2); Established archetype with proven lines (2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.89 · key two-card combo ≈ — · full-brick estimate ≈ 0.09 (all Inferred)
  • Combo output: best PowerIndex 76, median 60, board-per-starter 1.8
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Archetype core is reliable: Sage/Maiden/Roar bootstrap 89% opening consistency into Synchro/Fusion lines.
  • Boss monster suite is diverse: Spirit Dragon (negates GY activations), Tyrant Dragon (attacks all, negates via field effect), Chaos MAX Dragon (piercing 4000 ATK) offer varied pressure.
  • Graveyard recursion is efficient: White Stone of Ancients, Abyss Dragon, and Maiden of White enable resource regeneration.
  • Going-second removal is accessible: Ultimate Fusion, hand traps (Ash, Ghost Belle, Nibiru), and Harpie's Feather Duster provide board-breaking lines.
  • Extra Deck coverage is dense: 15 slots with 12 distinct summons; Fusion/Synchro split enables tactical pivoting.

Weaknesses

  • Brick risk is material: 11 Level 8 vanilla/near-vanilla monsters create redundancy; opening multiples without Sage/Maiden/Roar is dead weight (~9–12% full-brick estimate).
  • Median output is modest: Starter diversity is constrained; most boards end with one boss + one trap, limiting grind/recursion ceiling.
  • Interruption resilience is middling: Negating Sage or Maiden stalls the line; no independent backup lines exist for most openers.
  • 55-card main deck is bloated: Non-standard size (vs. 40 or 50 efficiency targets) increases variance; many flex slots overlap in function.
  • Missing competitive core: No Blue-Eyes Ultimate Spirit Dragon (100% inclusion), Maxx C, Primite support, or Hieratic Seal; deviates from meta-standard builds.
  • No side deck: Zero best-of-3 adaptability; cannot pivot for meta matchups.

Critical choke points

  • Sage with Eyes of Blue or Maiden of White negated turn 1 → line collapses; backup is much slower.
  • Opening three Level 8 Blue-Eyes White Dragon with no Sage/Maiden/Roar/Ultimate Fusion → brick, unrecoverable turn 1.
  • No graveyard floats online early → resource drought mid-game; recursion requires setup.
  • Opponent resolves a board clear before you establish a boss with protection → forced pass into opponent pressure.
Priority Remove Add Reason
1 One or two copies of Blue-Eyes White Dragon (reduce from 3 to 1–2) Blue-Eyes Ultimate Spirit Dragon (missing core Synchro boss, 100% archetype inclusion); Maxx C (hand expansion, missing core hand trap) Ultimate Spirit Dragon is the primary Synchro 12 end-board; Maxx C provides turn-2 hand + resource denial. Reducing vanilla Level 8 count lowers brick risk.
2 Ravenous Crocodragon Archethys, Kewl Tune B2B, Super Starslayer TY-PHON (off-archetype Synchro/XYZ with limited synergy) Lightstorm Dragon, Stardust Sifr Divine Dragon, Blue-Eyes Tyrant Dragon (core archetype Synchro/Extra monsters per usage stats) These are meta-standard Blue-Eyes Extra Deck slots; off-archetype Synchro are win-more and dilute tuner/level consistency.
3 Mausoleum of White (1 copy); consider cutting one Roar of the Blue-Eyed Dragons Hieratic Seal of the Heavenly Spheres (missing core search support); Droll & Lock Bird (disruption hand trap, 67% meta inclusion) Hieratic Seal unlocks ritual and resource searching; Droll & Lock is a proven going-second hand trap in the archetype.
4 Redundant one-of flex cards (Rivalry of Warlords, Negate Attack, Castle of Dragon Souls, Majesty with Eyes of Blue) if a side deck becomes available Build a 15-card side deck: anti-meta board breakers (Twin Twisters, Dark Hole alternatives), graveyard hate (Dimensional Fissure), and matchup-specific tech Blue-Eyes currently lacks post-side pivoting; best-of-3 competitiveness requires a coherent side plan.

Evidence & confidence

  • Verified: Legality: Legal; 55 main, 15 extra, 0 side; all restricted cards within copy limits (Called by Grave ×1, Harpie's Feather Duster ×1, Rivalry of Warlords ×1); Card text: All 47 distinct main cards and 12 extra cards resolved with effect excerpts (hand traps, searchers, negation, removal, Special Summon enablers); Banlist status: All cards Unlimited except Limited (Called by Grave, Harpie's Feather Duster, Rivalry of Warlords); no Forbidden cards; Composition: 55 main (19 Spell, 10 Trap, 12 Tuner, 9 Effect, 3 Normal, 2 Ritual); 15 extra (6 Fusion, 6 Synchro, 2 XYZ, 1 Link); Usage stats: 10/25 archetype core cards present; 100% meta inclusion for Sage, Maiden, Roar, True Light, Mausoleum
  • Observed: Copy histogram: 1 copy ×19 cards, 2 copies ×12 cards, 3 copies ×4 cards; average redundancy 1.7×; Archetype core probability: P(≥1 from 19-copy Sage/Maiden/Roar/True Light in opening 5) = 0.89 per hypergeometric draw table; Hand-trap group: 9 copies across Ash (2), Ghost Belle (3), Nibiru (2), Infinite Impermanence (2); going-second hand-trap draw probability ≈ 67.7%; Searcher/tech density: 12 searcher-text, 13 tech-tagged, 10 negation-hint cards suggest heavy tutoring and control toolbox
  • Inferred: Brick risk: Opening 3× Blue-Eyes White Dragon without Sage/Maiden/Roar/Ultimate Fusion is unproductive; estimated full-brick rate 9–12% based on copy histogram and conflicting Normal Summon slots; Combo ceiling: Synchro into Spirit Dragon (negates GY) or Fusion into Tyrant Dragon (attacks all, negates) plus protection trap; best-line PowerIndex ~76 from card-text potential; Combo floor/median: Constrained starter diversity (Sage/Maiden/Roar/Ultimate Fusion form primary entry); most boards 1 boss + 1 trap; median PowerIndex ~60; Interruption resilience: Limited to 1–2 independent lines; negating Sage or Maiden halts the play; recursion via White Stone requires setup; Resource economy: Trade-In card draw; graveyard floats provide recursion; no net-card-advantage combo chain observed; grinding capacity depends on float setup; Going-second power: Ultimate Fusion board clear + hand-trap synergy yields ~60 power; removal access is solid but contingent on hand quality; Pilotability: Synchro/Fusion lines are 4–7 step sequences; decision density moderate; error tolerance middling due to float redundancy but brittle to early disruption; Main deck efficiency: 55 cards (non-standard for Master Duel) with 11 Level 8 monsters creates high variance; garnet burden is ~15% of deck
  • Provisional: Meta Power: No tournament link or dated metagame sample supplied; archetype meta-share unavailable; cannot assess top-deck coverage, common-interaction resilience, or format-speed fit; Matchup coverage: Blue-Eyes is historically a control/combo hybrid but no specific matchup win rates or meta positioning data exist; Side deck effectiveness: No side deck present (0/15); post-side reliability cannot be assessed
  • Data gaps: No combo boards or examples supplied: floor/median/ceiling inferred from card text and archetype patterns, not measured boards No tournament link: archetype meta-share, per-pilot match record, and format-speed context unavailable No win-rate telemetry: going-first/second performance, matchup outcomes, brick/starter/OTK frequencies are Unknown; all such claims are Inferred or Provisional No side deck: post-side plan cannot be validated; best-of-3 reliability is capped No dated metagame sample: Meta Power remains Provisional; top-deck coverage and common-interaction resilience are Unknown

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