Bystial/Byssted Deck #734595 — Yu-Gi-Oh! TCG
Created by: YGO Mod (20517634)
Created On: 07/21/2026
Main Deck (55)
- Bystial Druiswurm x1
- Bystial Magnamhut x1
- D.D. Crow x3
- Dimension Shifter x1
- Dogoran, the Mad Flame Kaiju x1
- Droll & Lock Bird x2
- K9-17 Izuna x3
- K9-66a Jokul x1
- K9-66b Lantern x1
- K9-ØØ Lupis x1
- Mulcharmy Fuwalos x3
- Vanquish Soul Caesar Valius x1
- Vanquish Soul Dr. Mad Love x2
- Vanquish Soul Heavy Borger x1
- Vanquish Soul Hollie Sue x1
- Vanquish Soul Jiaolong x1
- Vanquish Soul Razen x3
- Ash Blossom & Joyous Spring x3
- Ghost Belle & Haunted Mansion x3
- Ghost Ogre & Snow Rabbit x2
- "A Case for K9" x1
- Book of Eclipse x2
- Called by the Grave x1
- Dimensional Fissure x2
- Harpie's Feather Duster x1
- K9-X Forced Release x1
- Pot of Prosperity x1
- Reinforcement of the Army x1
- Stake your Soul! x3
- Super Polymerization x2
- Triple Tactics Talent x1
- Triple Tactics Thrust x1
- Vanquish Soul, Start! x1
- Different Dimension Ground x1
- Vanquish Soul Snow Devil x1
Extra Deck (15)
- Mudragon of the Swamp x1
- Sea Monster of Theseus x1
- Rock of the Vanquisher x2
- S:P Little Knight x1
- CXyz N.As.Ch. Knight x1
- Divine Arsenal AA-ZEUS - Sky Thunder x1
- K9-17 "Ripper" x1
- K9-X "Werewolf" x1
- N.As.H. Knight x1
- Number 104: Masquerade x1
- Number C104: Umbral Horror Masquerade x1
- Super Starslayer TY-PHON - Sky Crisis x1
- Vallon, the Super Psy Skyblaster x1
- Vanquish Soul Rocks x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 52/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 54.15 |
| Going First | 0 |
| Going Second | 0 |
| Meta Power | provisional |
| Tournament Reliability | 45 |
- Primary strategy: Stun
- Secondary strategies: Toolbox
- Format: tcg
Legality
Main 55 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Establish a lock‑out with hand traps and floodgates, then finish with a high‑ATK boss monster (e.g., Bystial Magnamhut or Vanquish Soul Jiaolong).; Control the board via mass removal (Harpie's Feather Duster, Book of Eclipse) and lock the opponent out of draws.
- Turn 1 (going first): Open with a hand trap (Ash Blossom, Ghost Ogre, D.D. Crow) and a searcher (Mulcharmy Fuwalos, Pot of Prosperity). Set floodgate (Dimensional Fissure) and look for a boss monster through search effects.
- Turn 2 (going second): Deploy hand traps to disrupt opponent, flip the board with Book of Eclipse, then summon a boss monster using the search pool.
- Recovery: Use draw/search engines (Triple Tactics Talent, Pot of Prosperity, Reinforcement of the Army) to refill hand and re‑establish floodgates.
- After siding: No side deck; the deck relies on its internal toolbox to adapt.
Why it scores here
The deck reliably opens with a hand‑trap or floodgate about 85 % of the time, giving it solid early control. Its many search and draw effects let it recover resources and eventually summon a high‑ATK boss to close out the game. Because it lacks a focused combo engine and carries 55 main‑deck cards, consistency and side‑deck adaptability are limited, pulling the overall power down. Interaction depth and board‑breaking tools are decent, but the large, unfocused list leaves room for brick and error, which caps its final score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 70 | P(at least one hand trap in a 6‑card hand) ≈ 0.845 and core monster open ≈ 0.606 (Inferred). |
| D2 | Opening-Hand Quality & Brick Management | 60 | 55‑card main deck with many 1‑copy cards creates a moderate brick risk (Inferred). |
| D3 | Combo Conversion & Ceiling | 55 | No recorded combo boards; best theoretical line would involve a boss monster after hand‑trap setup (Inferred). |
| D4 | Combo Floor & Median Output | 50 | Typical games resolve to a handful of hand traps and a boss; median output modest (Inferred). |
| D5 | Interruption Resilience & Route Redundancy | 70 | 14 hand‑traps, 7 floodgates, and multiple searchers give multiple routes around disruption (Inferred). |
| D6 | Resource Economy, Recovery & Grind | 60 | Draw/search package (Pot of Prosperity, Triple Tactics Talent, Reinforcement of the Army) balances resource loss from floodgates (Inferred). |
| D7 | End-Board & Interaction Quality | 65 | End‑board includes Bystial Magnamhut (2500 ATK) and Vanquish Soul bosses plus removal tools (Inferred). |
| D8 | Going-Second & Board-Breaking Power | 70 | Going‑second hand‑trap density high (0.845) and board‑breakers like Harpie's Feather Duster and Book of Eclipse (Inferred). |
| D9 | Offensive Pressure & Closing Power | 55 | Boss monsters are mid‑range (≈2500 ATK); closing power is moderate, not outright FTK (Inferred). |
| D10 | Main Deck Efficiency & Flexibility | 45 | Main deck 55 cards with only 55 % archetype purity; many filler techs reduce efficiency (Inferred). |
| D11 | Extra Deck Efficiency & Coverage | 45 | Extra deck filled with generic XYZ/Link/Fusion options, little synergy to core plan (Inferred). |
| D12 | Side Deck Adaptability | 20 | Side deck count 0; no post‑side adaptation (Inferred). |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament data; archetype meta‑share unavailable, so matchup fit is provisional (Provisional). |
| D14 | Pilotability & Error Tolerance | 45 | Complexity of hand‑trap decisions and large card pool lowers error tolerance (Inferred). |
How the score was computed
Strategy profile: Stun. Structural ≈ 54.15, Going First ≈ 0, Going Second ≈ 0, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Large main deck size (-2); No side deck (-5). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.61 · 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
- High density of hand traps and floodgates for early control.
- Robust draw/search toolbox (Pot of Prosperity, Triple Tactics Talent, Reinforcement of the Army).
- Multiple board‑breaking cards (Harpie's Feather Duster, Book of Eclipse).
Weaknesses
- Very large main deck leads to brick risk and slower consistency.
- Lack of side deck limits post‑side adaptability.
- Extra deck contains many generic options with low synergy.
Critical choke points
- Reliance on drawing a key boss monster (Bystial Magnamhut or Vanquish Soul boss).
- Need for specific hand traps (Ash Blossom, D.D. Crow) to establish early lock.
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Reduce filler tech cards (e.g., excess generic XYZs) to bring main deck closer to 40‑45 cards. | Add a focused side deck with additional floodgates (e.g., Infinite Impermanence) and removal. | Improves consistency and post‑side flexibility. |
Evidence & confidence
- Verified: legality status; card text excerpts; copy counts and limited status
- Inferred: hand‑trap opening probability; brick risk from deck size; resource economy from draw/search cards; interaction quality from boss monsters; going‑second board‑break potential
- Provisional: matchup coverage due to missing tournament data
- 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 Meta Power is Provisional unless a dated metagame sample is supplied
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