Bystial/Byssted Deck #736145 — Yu-Gi-Oh! OCG
43 Main, 15 Extra, incl. Bone Archfiend x3, Mulcharmy Fuwalos x3, Power Vice Dragon x3. Created Jul 25, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 07/25/2026
Main Deck (43)
- Bone Archfiend x3
- Bystial Druiswurm x1
- Bystial Magnamhut x1
- Droll & Lock Bird x2
- Earthbound Prisoner Stone Sweeper x2
- Fiend Piece Golem x1
- Mulcharmy Fuwalos x3
- Power Vice Dragon x3
- The Bystial Lubellion x1
- Ash Blossom & Joyous Spring x3
- Darkness Resonator x1
- Fydraulis Harmonia x3
- Ghost Belle & Haunted Mansion x2
- Soul Resonator x3
- Synkron Resonator x1
- Vision Resonator x1
- Crimson Call x1
- Crimson Gaia x3
- Foolish Burial x1
- Resonator Call x3
- Branded Beast x1
- Dominus Impulse x3
Extra Deck (15)
- Bystial Dis Pater x1
- Chaos Angel x1
- Crimson Blade Dragon x1
- Draco Berserker of the Tenyi x1
- Enigmaster Packbit x1
- Hot Red Dragon Archfiend Abyss x1
- Kuibelt the Blade Dragon x1
- Red Dragon Archfiend x1
- Red Rising Dragon x1
- Scarlight Red Dragon Archfiend x1
- Scarred Dragon Archfiend x1
- Storm-Bane Dragon Destorbim x1
- The Crimson King x1
- Golden Cloud Beast - Malong x1
- Zalen the Shackled Dragon x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 62/100 (±7 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 63 |
| Going First | 70 |
| Going Second | 58 |
| Meta Power | provisional |
| Tournament Reliability | 58 |
- Primary strategy: Combo
- Secondary strategies: Midrange, Control
- Format: ocg
Legality
Main 43 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Synchro combo into high-level interaction boards (Bystial Dis Pater, Chaos Angel, Hot Red Dragon Archfiend Abyss); Beatdown via 3000+ ATK Synchro bosses; grind via banish/removal toolbox
- Turn 1 (going first): Open Resonator/Bystial/Archfiend engine → Synchro summon tier-8+ board with negation and removal; establish Crimson Gaia recursion loop
- Turn 2 (going second): Hand traps (Ash, Ghost Belle, Droll) → board break via Scarlight/Chaos Angel removal; adapt post-side with Dominus Impulse reactive negation
- Recovery: Synkron Resonator float into Resonator Call searcher; Bystial engine banish-recovery; Fydraulis Harmonia quick-effect defense via Extra Deck reveal
- After siding: No Side Deck supplied (0/15 cards); structural post-side plan cannot be assessed
Why it scores here
This Resonator-Bystial hybrid Synchro deck opens with solid engine consistency (68%) via Resonator Call, Power Vice Dragon, and Soul Resonator searchers—roughly 31–32% probability of ≥1 starter in hand-5—and converts into respectable tier-8+ boards with interaction layers (negation, removal, recursion). The median board is functional but not dominant: multiple independent lines exist (Crimson Blade Dragon pivot, Dis Pater revival loop, Fydraulis Harmonia quick-effect defense) yet most require specific follow-ups. Opening-hand quality is compromised by 14 Tuners clogging duplicate Normal Summons and 9 heavy utility cards (Droll, Ghost Belle, Dominus) that don't immediately contribute to Synchro material. The deck lacks post-side adaptation (0 Side cards) and struggles against board-break strategies due to medium interruption resilience and modest offensive ceiling. The system scores 62 because it delivers consistent mid-tier Synchro pressure on turn 1 and reasonable turn-2 interactivity, but lacks the redundancy, resource economy, or metagame positioning to reach higher tiers.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 68 | P(≥1 Resonator starter in hand-5) ≈ 32%; Resonator Call 3x + Power Vice 3x + Soul Resonator 3x + Crimson Gaia 3x as core searchers; Bystial Magnamhut/Druiswurm presence covers banish-recovery line (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 58 | 14 Tuner monsters create redundancy in hand; conflicting Mulcharmy Fuwalos / Earthbound Prisoner Special Summon gates limit Normal Summon utility; Dominus Impulse, Droll & Lock Bird, Ghost Belle hand traps thin opens (Inferred) |
| D3 | Combo Conversion & Ceiling | 72 | Best board: Level-8+ Synchro (Draco Berserker 3000 ATK, The Crimson King with search, Hot Red Dragon Archfiend Abyss with disruption negate + Tuner revive) estimated power ~78–82; Bystial Dis Pater also achievable for revival shenanigans (Observed from card text) |
| D4 | Combo Floor & Median Output | 60 | Median board: reliable Resonator/Bone Archfiend Synchro 6–7 with targeted search/removal but limited follow-up; starter diversity prevents hard bricking but limits explosive consistency (Inferred from composition and role hints) |
| D5 | Interruption Resilience & Route Redundancy | 55 | Two independent starter lines (Resonator + Bystial banish engine), but both feed same Extra Deck pool; single choke point on Extra Deck access after first interruption; Synkron Resonator float and Fydraulis Harmonia quick-effect reveal are recovery outs but narrow (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 62 | Moderate resource efficiency: Soul Resonator → Bone Archfiend searcher, Crimson Gaia GY recursion, Bystial Magnamhut delayed search; no hand looping; grind viability ~6–7 turns into game (Inferred from card text and archetype role tags) |
| D7 | End-Board & Interaction Quality | 70 | Negation: Hot Red Dragon Archfiend Abyss quick-effect, Chaos Angel removal, Zalen quick-effect; removal: Scarlight/Scarred Archfiend, Enigmaster Packbit bounce, Bystial banish interaction; layering ~2–3 distinct interaction types per board estimated (Inferred from role hints and board composition) |
| D8 | Going-Second & Board-Breaking Power | 64 | Hand-trap density 7/43 (16.3%): Ash Blossom 3x, Ghost Belle 2x, Droll 2x provide turn-2 setup; Dominus Impulse reactive negate from hand; board-break through Scarlight targeting low-ATK Special Summons and Chaos Angel removal; going-second split moderate (Observed from composition and hand trap count) |
| D9 | Offensive Pressure & Closing Power | 58 | Boss monsters: 3000 ATK ceiling (The Crimson King, Red Dragon Archfiend, Scarlight, Draco Berserker); no piercing/direct damage; limited ATK augmentation (Scarred Archfiend battle gain scenario); 9–10 turn clock without disruption (Inferred from card ATK stats and attack text) |
| D10 | Main Deck Efficiency & Flexibility | 65 | Main Deck 43 cards (3 over 40 minimum): 22 distinct cards, healthy ratio of searchers/starters/hand traps; no obvious bricks except tuner redundancy; Foolish Burial 1x is flex slot; archetype purity mixed (Resonator 10, Archfiend 7, Bystial 4, generic 25) but coherent (Observed from composition) |
| D11 | Extra Deck Efficiency & Coverage | 72 | Extra Deck 15/15 slots fully utilized: 13 Synchro monsters (all DARK Dragon or related), 2 Synchro Tuners (Zalen, Golden Cloud Malong); most tools present (level 6–11 coverage); redundancy: 2x Archfiend variants (Scarlight, Scarred) + generic Crimson King; some flex (Enigmaster Packbit, Kuibelt conditional) (Observed from Extra Deck breakdown and card list) |
| D12 | Side Deck Adaptability | 0 | Side Deck 0/15 cards supplied; post-side adaptation plan absent; best-of-3 reliability completely unassessed; no evidence of metagame repositioning tools (Verified: Side Deck size = 0) |
| D13 | Matchup Coverage & Format Fit | 52 | Archetype (Bystial/Byssted) present in OCG format; usage stats show Bystial Magnamhut 91% inclusion, Druiswurm 60% → this deck includes both core cards; no dated metagame sample supplied; meta-share unknown; format speed/turn-order fit moderate (Inferred from archetype presence and composition) |
| D14 | Pilotability & Error Tolerance | 56 | Combo sequence: Resonator Call → search → hand link into Soul Resonator → Bone Archfiend → level math into 8-level Synchro; ~6–8 sequential decisions per line; error margin narrow on level-target selection; hand trap timing straightforward (Inferred from card text complexity and board per starter diversity) |
How the score was computed
Strategy profile: Combo. Structural ≈ 63, Going First ≈ 70, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: No Side Deck supplied (-3); Tuner redundancy brick risk (-2); Limited independent lines after disruption (-2). Final formula: 0.80*Structural(63) + 0.20*TournamentReliability(58) + 0 = Final 62 (Meta provisional, no dated metagame sample supplied)
Probability & combo summary
- Opening a starter: P(≥1) ≈ — · key two-card combo ≈ — · full-brick estimate ≈ 0.08 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Solid engine accessibility: 32% P(≥1 starter hand-5); Resonator Call + Power Vice Dragon + Soul Resonator redundancy
- Multi-line recovery: Bystial banish engine, Crimson Gaia GY recursion, Synkron Resonator float provide mid-game flexibility
- Tier-8+ Synchro ceiling: Hot Red Dragon Archfiend Abyss, Chaos Angel, Dis Pater boards with negation + removal layering
- Hand-trap density: 7 cards (16%) disruption reach; Droll & Lock Bird on Deck additions, Ash/Ghost Belle on core effects
- Extra Deck coverage: all 15 slots optimized; Synchro Tuner flex (Zalen/Malong) enables secondary chains
Weaknesses
- No Side Deck → zero post-side adaptation; best-of-3 format reliability unverifiable
- Tuner redundancy: 14 Tuners in 43 cards create dead-hand conflicts; dual Special Summon gates (Power Vice, Bone Archfiend, Earthbound) compete for Normal Summon
- Single Synchro choke point: both Resonator and Bystial engines feed same Extra Deck; one negate/removal stops recovery
- Median board modest: most openers resolve to tier-6/7 Synchro with limited follow-up; ceiling not reliably achieved
- Offensive pressure limited: 3000 ATK ceiling, no piercing/direct damage; grind-out clock ~9–10 turns
- Going-second vulnerability: hand-trap lineup (Droll 2x especially) strong but board break (Scarlight, Chaos Angel) inconsistent against layered defenses
Critical choke points
- Extra Deck choke: single Synchro summoning avenue; one interrupt (Veiler, Crossout) collapses both lines
- Normal Summon conflict: Power Vice Dragon, Bone Archfiend, Earthbound Prisoner all want Normal Summon; cluttered hand risks skip turn
- Bystial banish-target dependency: Druiswurm and Magnamhut need live LIGHT/DARK in GY; opening hand without setup suffers mid-combo
- Post-side unknown: no Side Deck supplied; cannot assess resilience to popular metagame counters (e.g. Ash, Nibiru, Dark Ruler)
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Mulcharmy Fuwalos (3 copies) | Additional Resonator extenders or tech hand-trap (e.g., Maxx 'C' if legal) | Mulcharmy requires empty board and disrupts Normal Summon flow; Resonator consistency and hand-trap redundancy better serve combo reliability |
| 2 | Earthbound Prisoner Stone Sweeper (2 copies) | Synkron Resonator 2nd copy or flex Synchro (e.g., Kuibelt for field-pop) | Earthbound gate (Field Zone dependency) niche; Synkron float + Resonator searching better stabilizes recursion |
| 3 | Dominus Impulse (3 copies) | Construct Side Deck (15 cards): post-side positioning vs Ash/Nibiru/graveyard hate | Critical missing element: zero Side Deck limits best-of-3 adaptability; Dominus reactivity marginal vs proactive side planning |
| 4 | Crimson Call (1 copy) | Fiend searcher or Bystial enabler (e.g., Branded Fusion if legal synergy) | Crimson Call redundant with Crimson Gaia; Bystial engine needs more activation triggers for Magnamhut/Druiswurm payoff |
Evidence & confidence
- Verified: Deck legality: Legal per OCG banlist; all restricted cards within copy limits; Main Deck 43 cards, Extra 15, Side 0; size compliant; Card text resolved for all 37 unique cards; role hints extracted from official text; Usage stats available: Bystial Magnamhut 91% inclusion, Druiswurm 60% core presence confirmed
- Observed: Hand-trap group density: 7 cards total (Ash 3x, Ghost Belle 2x, Droll 2x); Searcher text density: 19 cards with searcher role hints (Resonator Call, Power Vice, Soul Resonator, Crimson Gaia, Vision Resonator, Synkron Resonator, Bystial Magnamhut, etc.); Extra Deck composition: 13 Synchro monsters, 2 Synchro Tuners; all DARK Dragon or Dragon-adjacent except Enigmaster Packbit (Cyberse)
- Inferred: Opening-hand consistency: P(≥1 Resonator starter hand-5) ≈ 32% from hypergeometric draw model; Brick estimate: ~8% full brick (14 Tuners + utility cards conflict); Best board power: tier-8+ Synchro estimated 78–82 power index; median board 60–65 via card-text synthesis; Interruption resilience: single choke point on Synchro summoning after first disruption; recovery via float/recursion marginal; Going-first vs going-second split: going-first ~70 power (interaction layers + board), going-second ~58 power (hand-trap reach + board break conditional); Pilotability: ~6–8 decision points per combo line; moderate complexity; error tolerance narrow on level-targeting
- Provisional: Meta Power: null (no dated metagame sample supplied; archetype meta-share unknown in OCG current format); Post-side plan: unassessable (0/15 Side Deck supplied); Tournament reliability against current meta: archetype representation unstated; Bystial/Resonator hybrid positioning speculative
- Data gaps: No combos supplied in combo data → best power index, median power index, board per starter unmeasured; board power estimated from card text only (Inferred) No tournament link → archetype meta-share, per-pilot match records, dated metagame sample absent; Meta Power remains Provisional No win-rate telemetry (YGOVN records no materialized win rates) → going-first/second matchup frequency, brick-rate frequency, OTK outcome rate unknown Side Deck 0/15 → post-side plan and best-of-3 resilience completely unassessed; D12 capped at 0 No guides sections parsed into recommendations → strategic intent inferred from card roles only
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