Red-Eyes Deck #736705 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Black Metal Dragon x3, Ash Blossom & Joyous Spring x3, Dragon Ravine x3. Created Jul 30, 2026 by YGO Mod.

Deck Red-Eyes Master Duel

Created by: YGO Mod (20517634)

Created On: 07/30/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Jan 1, 2026
52± 5/ 100
Power Score
Structural 52
Reliability 45
Going First 55
Going Second 65

Deck — Deck Power Evaluation

Final Contextual Deck Power: 52/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 52
Going First 55
Going Second 65
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Combo
  • Secondary strategies: none
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Fusion summons via Red-Eyes Fusion supported by Ash Blossom, Dragon Ravine, and searchers to set up Big Blue for OTK
  • Turn 1 (going first): Turn 1 Ash Blossom or Dragon Ravine; Turn 2 Red-Eyes Fusion into Red-Eyes Black Dragon or Big Blue for burst damage
  • Recovery: Use hand traps and continuous searchers to find key pieces; recycle with Return of the Dragon Lords or similar if available; pivot to board control if combo stalls

Why it scores here

The deck runs a Red-Eyes Fusion engine with key searchers and hand traps, giving it a credible OTK ceiling, but it suffers from low consistency (many 1-ofs and a brick-prone hand), middling floor, fragile combo lines, limited interaction, and a weak post-side plan, producing a moderate overall score driven by its high ceiling and going-second potential.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 50
D2 Opening-Hand Quality & Brick Management 40
D3 Combo Conversion & Ceiling 70
D4 Combo Floor & Median Output 45
D5 Interruption Resilience & Route Redundancy 35
D6 Resource Economy, Recovery & Grind 40
D7 End-Board & Interaction Quality 55
D8 Going-Second & Board-Breaking Power 60
D9 Offensive Pressure & Closing Power 65
D10 Main Deck Efficiency & Flexibility 55
D11 Extra Deck Efficiency & Coverage 60
D12 Side Deck Adaptability 20
D13 Matchup Coverage & Format Fit 30
D14 Pilotability & Error Tolerance 50

How the score was computed

Strategy profile: Balanced (default). Structural ≈ 52, Going First ≈ 55, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: none. Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.51 · key two-card combo ≈ — · full-brick estimate ≈ 0.49 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Strong OTK ceiling with Red-Eyes Black Dragon + Big Blue recursion
  • Solid hand-trap toolbox (Ash Blossom, Ghost Belle, Maxx "C")
  • Good going-second disruption and access to six-card hands
  • Includes multiple searchers and draw supports

Weaknesses

  • Low engine consistency and high brick rate (~49% estimated)
  • Fragile combo lines vulnerable to single disruption
  • Limited explicit board control and removal
  • Empty side deck prevents adaptation
  • Mediocre floor and reliance on precise setup

Critical choke points

  • Missing Red-Eyes Fusion in deck
  • No reliable disruption versus backrow-heavy meta
  • Dependence on drawing multiple engine pieces in one turn
  • Vulnerable to hand trap suppression and meta shifts
Priority Remove Add Reason
1 Dystop Red-Eyes Fusion Including the fusion engine piece raises consistency and enables the primary OTK line
2 Twin Twisters or Cosmic Cyclone Improves disruption and resilience versus backrow strategies
3 1-2 generic draw supports or hand-trap duplicates Smooths draws and reduces brick rate without breaking the game plan

Evidence & confidence

  • Inferred: d1_engine_accessibility_consistency; d2_opening_hand_brick_management; d3_combo_conversion_ceiling; d4_combo_floor_median_output; d5_interruption_resilience; d6_resource_economy_grind; d7_endboard_interaction_quality; d8_going_second_board_breaking; d9_offensive_closing_power; d10_main_deck_efficiency; d11_extra_deck_efficiency; d12_side_deck_adaptability; d13_matchup_format_fit; d14_pilotability_error_tolerance
  • 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

More Master Duel Info

Red-Eyes

Red-Eyes Breakdown

 
 

 

 

 

 

 

 
 

 

 
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