Dracotail Deck #754498 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Dracotail Faimena x3, Lava Golem x3, Mulcharmy Fuwalos x3. Created Sep 23, 2026 by YGO Mod.

Deck Dracotail TCG

Created by: YGO Mod (20517634)

Created On: 09/23/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: Low
30± 8/ 100
Power Score
Structural 54
Reliability 42
Going First 55
Going Second 48

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 54.5
Going First 55
Going Second 48
Meta Power provisional
Tournament Reliability 42
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Toolbox
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 7 violation(s).

Identity & game plan

  • Win condition: Fusion Summon Dracotail and Branded Fusion-material boss monsters (Arthalion, Albion, Albaz Dragon line) from the Extra Deck into a board that outlasts disruption; Recursion-driven grind from the GY via Dracotail Phryxul, Urgula and Pan material triggers
  • Turn 1 (going first): Opening starter (Dracotail Faimena, Mulcharmy, Fallen of Albaz or a searcher) into Fusion Summon via Ketu/Rahu or Faimena discard, then a board with hand-trap backup (Ash Blossom, Ghost Ogre, Droll) to protect the boss
  • Turn 2 (going second): Hand traps (11 in the main deck) to break the opponent's starter, then Fusion Summon through the remaining resources
  • Recovery: Recover Dracotail monsters and Fallen of Albaz from the GY through Phryxul, Pan and Urgula material effects, then re-Fusion
  • After siding: Not evaluable: the deck runs no side deck (0 of 15 slots used), so there is no post-side plan

Why it scores here

The deck's engine is accessible: the core Dracotail group (3-copy Dracotail Faimena and the Fallen of Albaz line) is in opening hands about 96% of the time (Inferred, from the hypergeometric core-group estimate), so the starter is reliable. Interaction is dense for a Fusion deck, with 11 hand traps and 9 negation-text cards, which supports the end-board and going-second scores. Conversion and median output could not be measured because the export carries no parseable boards, so D3 and D4 are text-only Inferred reads and stay close to the middle of the scale. The deck is scored as a system: its consistency, interaction and recursion were judged together, not by averaging card scores, and the popular Dracotail archetype name did not add points, since only 25.7% of the main deck carries the exact archetype name and the rest is spread across Branded, Mulcharmy, Despia and generic cards. The deck is Illegal (three Forbidden cards and four over-limit copy counts), so the final score is capped at 30 and is structural-only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(>=1 Dracotail Faimena in opening 5) ~0.25 per copy, but the 25-card archetype core has P(>=1 in hand of 5) = 0.959; starter access is strong (Inferred)
D2 Opening-Hand Quality & Brick Management 45 Main deck mixes four sub-archetypes with 26 generic cards and only 18 exact-name Dracotail cards; conflicting Normal Summon and Fusion lines raise brick risk (Inferred)
D3 Combo Conversion & Ceiling 60 No parseable boards; ceiling is inferred from Fusion-material chains (Phryxul, Pan, Urgula) and boss monsters with recursion text (Inferred)
D4 Combo Floor & Median Output 45 No recorded median or power distribution; floor depends on Branded and Despia cards that need specific material (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Starter diversity is wide (multiple searchers and Fusion routes, 15 searcher-text cards) but several single-copy spells (Ketu, Rahu, Branded Fusion) are single points (Inferred)
D6 Resource Economy, Recovery & Grind 55 15 searcher-text cards and GY recursion via Phryxul and Pan support grind, but no resource-signature data exists (Inferred)
D7 End-Board & Interaction Quality 62 11 hand traps and 9 negation-text cards give layered interaction; no interaction_density_avg was supplied (Inferred from card text)
D8 Going-Second & Board-Breaking Power 52 11 hand traps help break a going-second board, but there is no going-second combo split and no side deck to adjust (Inferred)
D9 Offensive Pressure & Closing Power 55 Dracotail Arthalion (3000 ATK) and Albaz-line bosses give closing power, but only 2 Arthalion and 0 Albion (legal copies) are in the list (Inferred)
D10 Main Deck Efficiency & Flexibility 45 55 main cards from 31 distinct names with 52 off-exact-archetype copies, so the list is less compact than its engine needs (Verified count, Inferred effect)
D11 Extra Deck Efficiency & Coverage 60 13 Fusion and 2 Synchro in the Extra Deck, but 2 Albion copies are Forbidden and 10 of 25 core Extra cards are absent (Verified, Inferred weight)
D12 Side Deck Adaptability 10 No side deck at all (0 of 15 slots used), so post-side adaptability is minimal (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link and no dated metagame sample; archetype share unavailable, so this stays provisional (Provisional)
D14 Pilotability & Error Tolerance 35 Multi-step Fusion chains, Quick Effects and material choices create many decision points (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 54.5, Going First ≈ 55, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 42. Modifiers: banlist exposure (-6); engine conflicts (-4); no side deck (-2). Final formula: No reliable metagame: 0.80*Structural(54.5) + 0.20*TournamentReliability(42) = 52.0; modifiers -12 -> 40.0; Illegal-deck cap applied -> 30 (theoretical/structural-only)


More TCG Info

Dracotail

Dracotail Breakdown

 
 

 

 

 

 

 

 
 

 

 
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