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.

Deck Bystial/Byssted OCG

Created by: YGO Mod (20517634)

Created On: 07/25/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Jul 25, 2026
62± 7/ 100
Power Score
Structural 63
Reliability 58
Going First 70
Going Second 58

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)
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

More OCG Info

Bystial/Byssted

Bystial/Byssted Breakdown

 
 

 

 

 

 

 

 
 

 

 
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