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
Main Deck (30)
- Bone Archfiend x1
- Red Familiar x3
- Skull Meister x1
- Crimson Resonator x3
- Ghost Belle & Haunted Mansion x1
- Shining Star Dragon x1
- Soul Resonator x3
- Synkron Resonator x1
- Vision Resonator x2
- Crimson Gaia x3
- Dark Ruler No More x3
- Forbidden Droplet x2
- Resonator Call x3
- Scarlet Security x1
- Synchro Rumble x1
- Fiendish Golem x1
Extra Deck (9)
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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
Recommended changes
| 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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