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
Main Deck (55)
- Blue-Eyes Abyss Dragon x1
- Blue-Eyes Alternative White Dragon x1
- Blue-Eyes Jet Dragon x2
- Blue-Eyes Solid Dragon x1
- Dictator of D. x1
- Kaiser Sea Horse x1
- Nibiru, the Primal Being x2
- Blue-Eyes White Dragon x3
- Blue-Eyes Chaos Dragon x1
- Blue-Eyes Chaos MAX Dragon x1
- Ash Blossom & Joyous Spring x2
- Ghost Belle & Haunted Mansion x3
- Maiden of White x2
- Master with Eyes of Blue x2
- Sage with Eyes of Blue x2
- The White Stone of Ancients x1
- Called by the Grave x1
- Dragon Shrine x1
- Harpie's Feather Duster x1
- Majesty with Eyes of Blue x1
- Mausoleum of White x1
- Roar of the Blue-Eyed Dragons x2
- The Melody of Awakening Dragon x2
- Trade-In x3
- Triple Tactics Talent x1
- Triple Tactics Thrust x1
- Ultimate Fusion x3
- Wishes for Eyes of Blue x2
- Castle of Dragon Souls x1
- Infinite Impermanence x2
- Mirror Force x2
- Negate Attack x1
- Rivalry of Warlords x1
- The Ultimate Creature of Destruction x1
- True Light x2
Extra Deck (15)
- Blue-Eyes Twin Burst Dragon x1
- Blue-Eyes Tyrant Dragon x3
- Blue-Eyes Ultimate Dragon x1
- Neo Blue-Eyes Ultimate Dragon x1
- Spirit with Eyes of Blue x1
- Azure-Eyes Silver Dragon x1
- Blue-Eyes Spirit Dragon x2
- Blue-Eyes Ultimate Spirit Dragon x1
- Ravenous Crocodragon Archethys x1
- Kewl Tune B2B x1
- Indigo-Eyes Silver Dragon x1
- Super Starslayer TY-PHON - Sky Crisis x1
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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.
Recommended changes
| 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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