Sunavalon Deck #735083 — Yu-Gi-Oh! OCG

53 Main, 15 Extra, incl. D.D. Crow x3, Mulcharmy Fuwalos x3, Ragnaraika the Evil Seed x3. Created Jul 25, 2026 by YGO Mod.

Deck Sunavalon OCG

Created by: YGO Mod (20517634)

Created On: 07/25/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Jul 25, 2026
32± 8/ 100
Power Score
Structural 39
Reliability 28
Going First 42
Going Second 48

Deck — Deck Power Evaluation

Final Contextual Deck Power: 32/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 39
Going First 42
Going Second 48
Meta Power provisional
Tournament Reliability 28
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Control
  • Format: ocg

Legality

Main 53 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Link-based Plant synergy with Sunavalon searchers and stun floodgates; Grind with Rikka recursion and hand-trap negation to control opponent tempo
  • Turn 1 (going first): Establish Sunavalon Link board with disruption (Infinite Impermanence, negation traps); search Sunvine payoffs
  • Turn 2 (going second): Use hand traps (Ash, Ghost Ogre, Belle) to disrupt opponent combo, then pivot into Plant removal and recovery lines
  • Recovery: Rikka recursion from GY; Ragnaraika Special Summon loops; Rose Girl combo trigger; recycling via Lonefire/Mulcharmy draws
  • After siding: Unable to assess — no side deck supplied; deck is Illegal so side construction is moot

Why it scores here

This Sunavalon deck is **illegal in OCG** and cannot be scored as a tournament-legal submission. It runs three forbidden cards (Red Reboot, Maxx "C", Dimensional Barrier) and exceeds copy limits on Sunavalon Dryas (3 vs 1 legal) and Sunvine Healer (2 vs 1 legal). The structural evaluation treats it as theoretical only. The deck attempts a hybrid Combo/Midrange shell with Primite searchers, Ragnaraika Special Summon loops, and Rikka recursion, but combination of forced Normal Summons (Sunseed Genius Loci), high brick density (53-card main, many role-conflicting cards), missing 64% of the archetype core (Unexpected Dai, Aromalilith suite), and no recorded combos means it opens functional boards only ~40% of the time and lacks consistent payoff pressure. Going-second interaction is stronger (16 hand traps) but the main engine is fragile, the Extra Deck is oversized with niche slots, and the deck has no viable side plan. A legalized version cutting the forbidden cards and over-limit copies would still face severe consistency issues.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 38 Archetype-core P(≥1 in hand 5) ≈ 0.80 hypergeometric, but only 36% of meta core present (9 of 25 core cards); Primite Lordly Lode and Ragnaraika the Evil Seed at 0.26 each pull opener reliability down; 53-card main deck dilutes draw odds; forced Normal Summon bottleneck via Sunseed Genius Loci (Inferred)
D2 Opening-Hand Quality & Brick Management 32 High brick risk from 22 single-copy tech cards + conflicting Normal Summons (Sunseed, Lonefire, Mulcharmy all compete for the Normal Summon); multiple hand-trap tuners (Ash, Belle, Ghost Ogre) create clunky hands when both present; ~18% full-brick estimate on opening 5 (Inferred)
D3 Combo Conversion & Ceiling 45 No combos recorded; text inference from Primite Lordly Lode → Sunseed → Sunavalon Dryas line suggests ~2–3 Link Summons + interaction (ceiling ~60 power index estimated) but requires hand to contain both starter and Normal Monster; reachable but fragile (Inferred)
D4 Combo Floor & Median Output 35 Median output likely 35–40 power index — deck has redundant searchers (Rikka Glamour, Primite Drillbeam, Mudan) but each has restrictions; most games end with 1–2 small Links + a single negate; no tutor loops without resources (Inferred)
D5 Interruption Resilience & Route Redundancy 42 Two independent lines present (Primite / Ragnaraika) but both blocked by single Ash Blossom on Lordly Lode or Evil Seed; Rikka recursion from GY provides mid-grind resilience but no meaningful board-rebuild after first interruption; ~42 resilience score (Inferred)
D6 Resource Economy, Recovery & Grind 48 Primite Roar (−2000 LP) and Mulcharmy Fuwalos (discard to draw) provide modest resource cycling; Rikka Queen Strenna detaches into Rikka Petal search; grind is supported but not efficient — multiple conflicting tribute effects compete for same Normal Monsters; net card advantage near zero across first 3 turns (Inferred)
D7 End-Board & Interaction Quality 44 Interaction density moderate: 3× Infinite Impermanence, 2× Solemn Accusation, Solemn Judgment (Limited 1), Solemn Warning, 3× negation-text Primite/Ragnaraika searchers, plus Ghost Belle and hand traps; but end-board typically 1–2 small Links (Link 1–2) with minimal layering; no boss negator present (Inferred)
D8 Going-Second & Board-Breaking Power 46 16 hand traps + removal (Lightning Storm, Harpie's Feather Duster, Primite Drillbeam) give fair going-second coverage; 6-card hand improves hand-trap hit rate to ~90%; but no forced-interaction engine (no widespread Nibiru, no board-wipe that loops) means ceiling is reactive negation only, not proactive board break (Inferred)
D9 Offensive Pressure & Closing Power 28 Extra Deck boss monsters (Sunavalon Melias Link 3, Benghalancer Link 4, Sacred Tree Hyperyton Rank 9) are high-ATK but require exact setup; no direct damage; most games close via attrition, not pressure; offensive power 28/100 (Inferred)
D10 Main Deck Efficiency & Flexibility 35 Main Deck is 53 cards (13 over minimum); 22 distinct single-copy tech cards + 7 three-ofs + 5 two-ofs suggest poor focus; high garnet density (Dimensional Barrier, multiple one-shot Solemns, niche Primite Dragon Ether Beryl); slot efficiency is low (Inferred)
D11 Extra Deck Efficiency & Coverage 52 Extra Deck is 15 cards (legal limit) but 5 slots are Link 1 small utilities (Sunavalon Dryas ×3, Sunvine Healer ×2 — note: Healer and Dryas are over-limit); Benghalancer, Melias, Hyperyton are flex/situational; average Extra-Deck access ~1.2 per turn (Inferred)
D12 Side Deck Adaptability 0 No side deck supplied (0 cards); deck is Illegal so side construction irrelevant; scoring 0 pending legalization (Verified)
D13 Matchup Coverage & Format Fit 25 Sunavalon archetype meta-share not supplied; deck deviates heavily (only 36% core present, missing Unexpected Dai 100%, Aromalilith suite 85%+); runs forbidden + over-limit cards unsuitable in any metagame; format-fit is null until list is legalized (Provisional)
D14 Pilotability & Error Tolerance 38 Combo lines require multi-step sequencing (Primite Lordly Lode → search → tribute for Special Summon → Link Summon → activate effect); 4–5 decision points; high risk of logical errors given brick frequency; pilotability 38/100 (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 39, Going First ≈ 42, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 28. Modifiers: Legality violation penalty (-15); Missing core suite (-8); High brick density (-5). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional; deck is Illegal so scored structurally only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.79 · key two-card combo ≈ — · full-brick estimate ≈ 0.18 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Abundant hand-trap coverage (16 copies) gives strong going-second disruption potential
  • Recursive engines (Rikka, Ragnaraika, Rose Girl) support mid-game grind and resource recovery
  • Multiple independent starter lines (Primite, Ragnaraika, Rikka searchers) provide redundancy in theory
  • Negation-dense Spell/Trap suite (Solemn Judgment, Solemn Warning, Solemn Accusation, Infinite Impermanence) offers layered interaction

Weaknesses

  • Deck is Illegal in OCG: 3 Forbidden cards + 5 over-limit violations render it unplayable in tournament
  • Only 36% of archetype core present; missing Unexpected Dai (100% inclusion rate), Aromalilith suite, Glow-Up Bulb severely undermines engine consistency
  • 53-card main deck with 22 single-copy tech cards dilutes draw odds and creates high brick risk (~18%)
  • Forced Normal Summon bottleneck (Sunseed Genius Loci, Lonefire, Mulcharmy compete for same slot) chokes consistency
  • No recorded combo lines; inferred ceiling output is fragile and highly dependent on hand composition
  • Median board output (1–2 small Links + 1 negate) is low for a Combo deck and lacks pressing tempo
  • Extra Deck includes illegal copies (Sunavalon Dryas ×3, Sunvine Healer ×2) and niche slots that dilute consistency
  • Low offensive closing power (Link 1–4 bosses with no direct damage or piercing effects)

Critical choke points

  • Primite Lordly Lode is the core engine draw but easily negated by Ash Blossom; no backup line if negated
  • Sunseed Genius Loci Normal Summon (required for Sunavalon Dryas) competes with Lonefire and Mulcharmy; deck rarely recovers if Normal Summon is disrupted
  • Illegal list construction: 3 Forbidden + 5 over-limit cards prevent tournament play; deck cannot be scored as legal
Priority Remove Add Reason
1 Red Reboot (Forbidden), Maxx "C" (Forbidden), Dimensional Barrier (Forbidden) Legal substitutes: Cosmic Cyclone or MST for spell/trap removal; Ash Blossom or Ghost Belle for going-second interaction Deck is currently Illegal. These three cards are Forbidden in OCG and must be removed. This is non-negotiable.
2 Sunavalon Dryas (running 3, legal 1), Sunvine Healer (running 2, legal 1) Cut to 1 copy each; replace extras with archetype-core cards (Unexpected Dai, Sunseed Twin, Aromalilith Rosemary, Aromalilith Magnolia) Over-limit copies violate OCG legality. Substituting with high-inclusion core cards (+71–100% meta) will improve consistency dramatically.
3 Reduce main deck from 53 to 40 minimum; cut 22 single-copy tech cards Play 3× of core starters (Primite Lordly Lode, Ragnaraika the Evil Seed, Rikka Glamour); add Glow-Up Bulb, Unexpected Dai, Sunseed Twin 53-card main deck causes ~18% brick rate. A 40–42 card core with redundant starters will push consistency to 65%+ and improve median output.
4 Dimensional Barrier, Primite Dragon Ether Beryl, Ragnaraika Wisteria of Woe (niche one-ofs) Sylvan Dancepione (71% inclusion), Benghalancer the Resurgent (85% inclusion), second copy of Rikka Princess Replace weak tech with proven archetype staples that unlock stronger combos and Extra-Deck diversity.

Evidence & confidence

  • Verified: Deck is Illegal in OCG: 3 Forbidden cards (Red Reboot, Maxx C, Dimensional Barrier) verified in card list; Sunavalon Dryas 3 copies vs 1 legal; Sunvine Healer 2 copies vs 1 legal (OCG banlist); Main Deck = 53 cards (over 40 minimum by OCG size rules); Extra Deck = 15 cards (at legal limit); No side deck supplied; Card text confirmed for all 34 distinct main-deck cards via description_excerpt
  • Observed: Core card presence: 9 of 25 meta-core cards run (36%); Hand-trap density: 16 copies present (Infinite Impermanence ×3, D.D. Crow ×3, Ash Blossom ×2, Ghost Belle ×2, Ghost Ogre ×2, Red Reboot ×1, Maxx C ×1, Dimension Shifter ×1, Droll & Lock Bird ×1)
  • Inferred: Archetype-core P(≥1 in hand 5) ≈ 0.80 hypergeometric from probabilities; starter reliability pulled down by 22 single-copy tech cards and forced Normal Summon conflict; Full-brick estimate ~18% (53 cards, high single-copy ratio, conflicting Normal Summons); Combo floor/ceiling inferred from card text: Primite Lordly Lode searcher into Sunseed into Sunavalon Dryas Link 1 is baseline (~2–3 summons, 1 negate); ceiling ~60 power index estimated, median ~35–40; Interruption resilience: two independent lines present (Primite/Ragnaraika) but both blocked by single Ash on Lordly Lode; Rikka recursion supports mid-grind but no meaningful board-rebuild after first disruption; Resource economy: net card advantage near zero across first 3 turns due to conflicting tribute effects and single-use Primite Roar LP cost; Going-first power ~42: moderate interaction (12 Links, 5 Solemn, 3 Impermanence) but small end-board (Link 1–2) with limited layering; Going-second power ~48: strong hand-trap suite (90% hit rate on 6-card hand going-second) but no forced-interaction loops, reactive only; Offensive closing power 28: Extra-Deck bosses (Melias Link 3, Benghalancer Link 4, Hyperyton Rank 9) lack direct damage or piercing; games close via attrition not pressure; Main-Deck efficiency poor: 22 single-copy tech dilutes focus; multiple conflicting Normal Summons (Sunseed, Lonefire, Mulcharmy); Pilotability: 4–5 decision points per combo sequence; high error risk given brick frequency
  • Provisional: Meta Power is null: no dated metagame sample supplied; archetype meta-share not available; deck cannot compete in OCG until legalized, so format fit is unknown
  • Data gaps: No combos supplied — combo floor/median/ceiling is text-only inference; actual board power distribution unknown No tournament link — archetype meta-share, win rates, per-pilot match record absent No win-rate telemetry — going-first/second, matchup, brick/starter/OTK rates are Inferred or Unknown Meta Power is Provisional — requires dated metagame sample No guides for this deck — archetype strategic intent not supplied Deck is Illegal — evaluates structurally only; tournament reliability and meta fit cannot be assessed until legalized

More OCG Info

Sunavalon

Sunavalon Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top