Resonators Deck #718709 — Yu-Gi-Oh! Duel Links

30 Main, 9 Extra, incl. Red Familiar x3, Crimson Resonator x3, Soul Resonator x3 - Skill: Invincible Crimson Star.

Created by: YGO Mod (20517634)

Created On: 06/12/2026

Invincible Crimson Star
 
 


Official AI Deck Power Analysis
ControlConfidence: MediumEvaluated Jul 30, 2026
63± 7/ 100
Power Score
Structural 63
Reliability 60
Going First 60
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 63/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 63.2
Going First 60
Going Second 58
Meta Power provisional
Tournament Reliability 60
  • Primary strategy: Control
  • Secondary strategies: none
  • Format: duel-links

Legality

Main 30 / Extra 9 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Establish a high‑ATK Synchro boss (Red Dragon Archfiend variants) and control the board with destruction and flip effects; Negate opponent actions and banish key threats with hand traps and spells
  • Turn 1 (going first): Search a Resonator tuner with Resonator Call, special summon it (Crimson Resonator or Soul Resonator), then use Forbidden Droplet or Dark Ruler No More to soften the opponent and Synchro Summon a Red Dragon Archfiend boss
  • Turn 2 (going second): Play a hand trap (Skull Meister or Ghost Belle) to stop opponent plays, then follow the same tuner‑to‑boss engine or react with Fiendish Golem to remove a high‑ATK monster
  • Recovery: Use Red Familiar to revive a DARK Dragon Synchro from the GY, Vision Resonator to add spells from the deck, and Resonator Call to fetch missing tuners
  • After siding: No side deck; rely on versatile hand traps and the ability to search core cards for recovery

Why it scores here

The deck reliably opens with at least one core Resonator tuner (P≈0.9999), enabling its boss‑synchro engine. Its many negation and hand‑trap tools give strong interruption resilience, while high‑ATK Synchro monsters provide a solid offensive ceiling. However the 30‑card main deck leans heavily on spells, creating occasional brick risk, and the lack of a side deck limits post‑side adaptability, keeping the overall structural power in the low‑to‑mid‑60s.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 85 P(open at least one core card in opening 5) ≈ 0.9999, guaranteeing a starter (Inferred)
D2 Opening-Hand Quality & Brick Management 65 13 Spells vs 5 monsters creates occasional brick risk; hypergeometric copy spread suggests ~0.65 opening hand quality (Inferred)
D3 Combo Conversion & Ceiling 80 Boss Synchro monsters like Red Supernova Dragon (4000 ATK) and board‑wipe effects give a high ceiling (Inferred)
D4 Combo Floor & Median Output 55 Typical line yields a 3000‑ATK Red Dragon Archfiend with some control, representing median output (Inferred)
D5 Interruption Resilience & Route Redundancy 70 Two hand traps plus 11 negation‑text cards provide multiple interruption answers (Inferred)
D6 Resource Economy, Recovery & Grind 60 Resonator Call, Crimson Gaia and other searchers recycle key pieces, supporting recovery (Inferred)
D7 End-Board & Interaction Quality 70 Interaction density high: 11 negation, 10 removal, plus boss effects (Inferred)
D8 Going-Second & Board-Breaking Power 60 Hand‑trap probability in go‑second is 0.3655, enabling board‑breaking responses (Inferred)
D9 Offensive Pressure & Closing Power 65 Top Synchro monsters reach 4000 ATK and have destructive effects, giving strong closing power (Inferred)
D10 Main Deck Efficiency & Flexibility 70 30‑card main deck with 16 distinct cards and many triples yields compactness (Inferred)
D11 Extra Deck Efficiency & Coverage 55 All 9 Extra slots are occupied by similar Synchro monsters, limiting flexibility (Inferred)
D12 Side Deck Adaptability 20 No side deck limits adaptability post‑side (Inferred)
D13 Matchup Coverage & Format Fit 50 No tournament data; match‑up fit cannot be quantified (Provisional)
D14 Pilotability & Error Tolerance 55 Complex special‑summon conditions and many options raise pilot error tolerance (Inferred)

How the score was computed

Strategy profile: Control. Structural ≈ 63.2, Going First ≈ 60, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: No side deck (-4). 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 ≈ 0.35 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Very high chance to open with a Resonator tuner
  • Strong boss monsters with board‑control effects
  • Abundant negation and hand‑trap tools for interruption resilience

Weaknesses

  • High spell count can cause opening‑hand bricks
  • No side deck limits post‑side flexibility
  • Complex special‑summon conditions raise pilot error tolerance

Critical choke points

  • Needing a specific tuner + non‑tuner combo to Synchro Summon a boss
  • Reliance on Red Familiar’s GY effect to revive DARK Dragon Synchro monsters
Priority Remove Add Reason
1 Fiendish Golem One more hand‑trap (e.g., Droll & Lock Bird equivalent) or a flexible side‑deck card Improves side‑deck adaptability and reduces brick potential

Evidence & confidence

  • Verified: Legality status Legal; Card text excerpts resolved in evidence
  • Inferred: P(open at least one core card) ≈ 0.9999; Copy histogram and spell count imply brick risk; Boss monster ATK and effects give high ceiling; Typical line yields 3000 ATK boss; Hand‑trap and negation counts provide interruption answers; Searchers enable recovery; Interaction tag counts indicate high interaction density; Hand‑trap probability in go‑second 0.3655; Top Synchro ATK values provide closing power; Deck compactness from 30 cards and 16 distinct cards; Extra deck filled with similar synchro monsters limits flexibility; No side deck present; Absence of tournament data makes matchup fit provisional; Complex special‑summon conditions increase pilot error tolerance
  • Provisional: Lack of tournament context; No combo boards supplied
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown

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