Centur-Ion Deck #736779 — Yu-Gi-Oh! Duel Links
30 Main, 9 Extra, incl. Effect Veiler x3, Forbidden Droplet x3, Centur-Ion Trudea x2 - Skill: The Courage to Rise. Created Jul 31, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 07/31/2026
The Courage to Rise
Main Deck (30)
- Bystial Druiswurm x1
- Bystial Magnamhut x1
- Centur-Ion Chimerea x1
- Centur-Ion Emeth VI x1
- Centur-Ion Gargoyle II x1
- Centur-Ion Trudea x2
- D.D. Crow x1
- Centur-Ion Atrii x1
- Centur-Ion Primera x1
- Effect Veiler x3
- Ghost Mourner & Moonlit Chill x2
- Centur-Ion Bonds x1
- Emblema Oath x2
- Emblema Salvation x1
- Forbidden Droplet x3
- Stand Up Centur-Ion! x2
- Synchro Rumble x1
- Wake Up Centur-Ion! x1
- Centur-Ion Phalanx x1
- Centur-Ion True Awakening x1
- Infinite Impermanence x2
Extra Deck (9)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 62/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 66 |
| Going First | 70 |
| Going Second | 65 |
| Meta Power | provisional |
| Tournament Reliability | 60 |
- Primary strategy: Midrange
- Secondary strategies: Control
- Format: duel-links
Legality
Main 30 / Extra 9 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Attrition and Synchro Advantage via Spell & Trap Zone mechanics; Negation and Board Control
- Turn 1 (going first): Establish STZ wall using Trudea/Bonds, synchro into mid-tier boss, set negates, float resources for follow-up
- Turn 2 (going second): Hand trap response, remove opponent's monster with Salvation/Phalanx/Droplet, establish own STZ board
- Recovery: Recycle STZ monsters via Bonds, Phalanx, and Wake Up to rebuild board state
- After siding: None (zero side cards)
Why it scores here
This Centur-Ion deck operates as a resilient midrange system built around Spell & Trap Zone mechanics and Synchro summons. It reliably opens its core engine (P≈0.997) and converts it into a defensive-interaction-heavy board using dense negation suites like True Awakening, Chimerea, and hand traps. While its floor and median output consistently establish board control and resource float, the absence of top-tier finishers like Legatia and Auxila caps its offensive ceiling. The lack of a side deck and reliance on complex STZ sequencing limit its adaptability and pilotability, resulting in a solid but unexceptional format presence. Popularity and archetype share did not inflate this score; it reflects the system's actual consistency, interaction quality, and grind potential.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 75 | P(≥1 core in opening 5) ≈ 0.997; high starter density ensures reliable T1 activation (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 70 | 6 hand traps and searchable spells mitigate brick risk; redundant Normal Summons managed (Inferred) |
| D3 | Combo Conversion & Ceiling | 65 | Text-only inference; STZ stacking and Bonds yield value boards but lack explosive OTK conversion (Inferred) |
| D4 | Combo Floor & Median Output | 68 | Median line typically establishes 1–2 negates and a mid-tier Synchro through standard starter rotations (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 72 | Independent recovery routes via Bonds, Phalanx, and Wake Up sustain plays after initial disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 70 | Strong float and search density via Emblema Oath and wake-up effects maintain net positive card advantage (Inferred) |
| D7 | End-Board & Interaction Quality | 78 | Exceptional endboard layering with True Awakening, Chimerea, Droplet, VEILER, and II provides durable interaction (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 65 | Removal and board-breaking tools exist but require established STZ presence to maximize impact going second (Inferred) |
| D9 | Offensive Pressure & Closing Power | 55 | Lacks format-defining finishers (Legatia, Auxila, Quasar); closes games through attrition rather than lethal pressure (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 68 | Compact 30-card main with balanced engine-to-tech ratio; minor dilution from Bystial/Chaos splashes (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 60 | Adequate 9-slot Extra Deck coverage but misses key high-level Synchros, limiting strategic flexibility (Inferred) |
| D12 | Side Deck Adaptability | 25 | Zero side cards severely restricts post-match adaptation and format-specific tuning (Inferred) |
| D13 | Matchup Coverage & Format Fit | 50 | No dated metagame sample available; archetype fit assumed neutral pending competitive data (Provisional) |
| D14 | Pilotability & Error Tolerance | 60 | STZ placement rules and trigger timing create moderate decision points; requires careful sequencing (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 66, Going First ≈ 70, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: Missing Key Synchros (-2); Zero Side Deck (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 1 · key two-card combo ≈ — · full-brick estimate ≈ 0 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Extremely high core engine consistency (P≈0.997)
- Dense, multi-layered negation suite (True Awakening, Chimerea, Droplet, VEILER, II)
- Strong resource float and recursion via Bonds, Phalanx, and Wake Up
- Multiple independent recovery lines sustain play after disruption
Weaknesses
- Lacks top-tier finishers (Legatia, Auxila, Quasar missing from list)
- Zero side cards severely limits post-match adaptation
- Complex STZ mechanics and trigger timing reduce pilotability
- Slow setup time struggles against hyper-aggressive or fast combo formats
Critical choke points
- Reliance on specific STZ placements to activate monster effects
- Vulnerable to mass removal if STZ wall is broken before establishing a Synchro
- Dependence on drawing hand traps early to survive going second
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Chaos Angel | Centur-Ion Auxila | Replaces a situational splash with the archetype's premier searcher/boss monster for better synergy |
| 2 | Shooting Quasar Dragon | Centur-Ion Legatia | Swaps a generic finisher for a dedicated Centur-Ion boss with superior draw power and archetype support |
Evidence & confidence
- Verified: Legality status confirmed for Duel Links format; Card text excerpts analyzed for functional roles; Banlist status and copy limits verified
- Inferred: Consistency probabilities derived from hypergeometric distribution; Combo floor/median/ceiling inferred from card text and STZ mechanics; Interaction density and resource economy calculated from role tags; Pilotability and choke points assessed via mechanical complexity
- Provisional: Matchup format fit without dated metagame sample; Meta power remains null/provisional
- 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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