Dragunity Deck #755181 — Yu-Gi-Oh! OCG
55 Main, 15 Extra, incl. Artifact Lancea x3, Dragunity Quirinus x3, Mulcharmy Fuwalos x3. Created Sep 26, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 09/26/2026
Main Deck (55)
- Artifact Lancea x3
- Blackwing - Zephyros the Elite x1
- Bystial Druiswurm x1
- Bystial Magnamhut x1
- Dragunity Arma Gram x1
- Dragunity Legatus x2
- Dragunity Quirinus x3
- Droll & Lock Bird x1
- Koa'ki Meiru Drago x1
- Maxx "C" x1
- Mulcharmy Fuwalos x3
- Nibiru, the Primal Being x3
- Shiina, Twin Tempests of Celestial Thunder x3
- Ash Blossom & Joyous Spring x2
- Dragunity Couse x1
- Dragunity Falchion x2
- Dragunity Phalanx x1
- Dragunity Remus x3
- Crossout Designator x1
- Dragon Ravine x3
- Dragunity Divine Lance x3
- Dragunity Divine Wind x2
- Harpie's Feather Duster x1
- Lightning Storm x3
- Terraforming x1
- Dragon's Mind x2
- Dragunity Oubliette x2
- Evenly Matched x3
- Red Reboot x1
Extra Deck (15)
- Snake-Eyes Doomed Dragon x1
- Borrelsword Dragon x1
- Dragunity Knight - Romulus x1
- Dragunity Lord - Georgius x1
- Guardragon Pisty x1
- Hieratic Seal of the Heavenly Spheres x1
- Striker Dragon x1
- Crystal Wing Synchro Dragon x1
- Dragunity Knight - Areadbhair x1
- Dragunity Knight - Ascalon x1
- Dragunity Knight - Barcha x2
- Dragunity Knight - Gae Dearg x1
- Dragunity Knight - Luin x1
- Number 38: Hope Harbinger Dragon Titanic Galaxy x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 25/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 53 |
| Going First | 55 |
| Going Second | 60 |
| Meta Power | provisional |
| Tournament Reliability | 48 |
- Primary strategy: Midrange
- Secondary strategies: Stun, Toolbox
- Format: ocg
Legality
Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).
Identity & game plan
- Win condition: Dragunity Synchro/Link boards (Ascalon, Areadbhair, Arma Gram, Barcha) and Dragon Link beaters converting Dragunity recursion into a 2900-3300 ATK board; Hand-trap and Dragon-Ravine-searched Dragunity loops that trade one-for-one and grind the opponent out
- Turn 1 (going first): Open a Dragunity starter or searcher (Dragon Ravine, Divine Wind, Quirinus), search the Ravine route, then Synchro or Link into a boss; the hand-trap suite is held back for the opponent's turn
- Turn 2 (going second): Use Ash Blossom, Droll and Maxx C style hand traps (about 84 percent to hold one in a 6-card hand) to blank the opponent's starter, then rebuild from the GY and Dragon Ravine
- Recovery: Recover Dragunity monsters from the GY through Divine Wind, Gae Dearg and Dragon Ravine; the Extra Deck supplies the next boss
- After siding: No side deck is registered, so there is no post-side plan; the deck can only be adjusted by re-building the list
Why it scores here
The deck opens its engine reasonably often: the exact-name Dragunity core is 31 of 55 main copies, and the archetype core group is open in about 51 percent of 5-card hands, with 13 searcher-text cards lifting the chance of a search to about 76 percent. Interaction is the deck's strongest system, since 14 hand-trap-tagged cards give about 84 percent odds of at least one hand trap in a 6-card going-second hand, backed by board-level negates and removal in the Extra Deck. Closing power is real because the Extra Deck carries several 3000-plus ATK Synchro and Link threats, and the Dragon Ravine and Divine Wind recursion gives some resilience after the first interruption. The score is held down by 40 off-archetype copies, a large number of dead-in-hand spells and generic tech cards, no recorded combos or tournament data to confirm conversion, and an empty side deck. Popularity and archetype usage stats were not treated as power, and card scores were not averaged; the deck is capped because the Forbidden Crystal Wing Synchro Dragon makes the list illegal, so this is a structural-only read.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 52 | P(at least one 3-copy starter in 5 cards) is about 0.25 per card and the archetype core group is open about 0.51; engine is live T1-T2 about half the time (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 50 | 14 hand-trap and 20 tech-tagged cards plus 40 off-archetype copies imply a meaningful dead-hand rate; copy histogram is 13 singles, 6 pairs, 10 triples (Inferred) |
| D3 | Combo Conversion & Ceiling | 45 | No parseable boards or combo steps; ceiling is text-only, with Dragunity Synchro and Link summons into 3000-plus ATK bosses and Ascalon/Areadbhair removal (Inferred) |
| D4 | Combo Floor & Median Output | 40 | No combo median or power distribution exists; typical output is inferred from the single-card removal and summon engine and the 6 Link and 7 Synchro Extra Deck bodies (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 62 | Dragon Ravine and Divine Wind give recursion routes and the deck runs two Ash Blossom plus Droll and Red Reboot-style answers, so one interruption leaves other lines (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 58 | 13 searcher-text cards and GY recursion through Divine Wind and Gae Dearg sustain resource flow; no netCardAdvantage data exists (Inferred) |
| D7 | End-Board & Interaction Quality | 70 | Interaction density is high: Lightning Storm, Harpie's Feather Duster, Crossout Designator, Dragunity Oubliette, Dragon's Mind, Arma Gram and Areadbhair negate or destroy in the same deck (Verified text, Inferred quality) |
| D8 | Going-Second & Board-Breaking Power | 62 | Going-second hand-trap odds are about 0.84 and Lightning Storm and Harpie's Feather Duster break spell/trap boards, but there are no going-second win-rate records (Inferred) |
| D9 | Offensive Pressure & Closing Power | 66 | Ascalon and Areadbhair at 3300 ATK, Borrelsword Dragon at 3000 ATK and Arma Gram at 2900 ATK give strong end-board stats; no combat or closing telemetry exists (Verified stats, Inferred conversion) |
| D10 | Main Deck Efficiency & Flexibility | 48 | 55 main cards with 29 distinct names, 22 level-0 spell/traps and 39 off-archetype copies lower coherence even though the size is inside 40-60 (Verified counts, Inferred efficiency) |
| D11 | Extra Deck Efficiency & Coverage | 58 | 7 Synchro, 6 Link, 1 Fusion and 1 XYZ with 14 distinct names; Crystal Wing is illegal, so the Extra Deck is usable only after removing it (Verified, Inferred) |
| D12 | Side Deck Adaptability | 8 | No side deck is registered (side_count 0 of up to 15 allowed), so post-side adaptability is effectively absent (Verified count, Provisional impact) |
| D13 | Matchup Coverage & Format Fit | 45 | No tournament link or dated metagame sample exists; archetype share is unknown, so this is a structural placeholder (Provisional) |
| D14 | Pilotability & Error Tolerance | 55 | Multiple Synchro and Link sequencing lines plus multi-step hand-trap timing give many decision points, while the consistent Dragunity core makes repeat play manageable (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 53, Going First ≈ 55, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: banlist exposure (-10); no side deck (-2). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 52, modifiers -12 (banlist exposure -10, no side deck -2) = 40, then capped to 25 because the list is Illegal (Forbidden card present); structural-only read
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.25 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Hand-trap density gives about 84 percent going-second disruption odds
- Multiple 3000-plus ATK Synchro and Link bosses
- Dragon Ravine and Divine Wind recursion for continuity
Weaknesses
- Illegal: Crystal Wing Synchro Dragon is Forbidden
- 40 off-archetype copies and many level-0 spell/traps create dead-hand risk
- No side deck registered
Critical choke points
- Dragon Ravine and Divine Wind are the main search and recovery routes
- Synchro/Link summons depend on Dragunity Tuners remaining in hand or GY
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Crystal Wing Synchro Dragon | A legal Dragunity or Dragon Synchro/Link (or a single legal interaction card) | The list is illegal as built; this removal is required before any normal score applies |
| 2 | Terraforming or Crossout Designator (one copy) | A second Dragunity Tuner or Dragon Ravine-compatible card | Reduce off-archetype dead cards and increase the exact-name core |
| 3 | Empty side deck | 2-3 side cards for the most-played matchups | Best-of-3 play needs post-side adaptability (D12 is 8) |
Evidence & confidence
- Verified: Legality: Crystal Wing Synchro Dragon Forbidden with 1 copy (violation); Main 55, Extra 15, Side 0 (size rules satisfied); Copy histogram 13/6/10; 14 hand-trap and 13 searcher-text tags
- Inferred: Opening-hand starter probabilities from hypergeometric draw table; Going-second hand-trap coverage about 0.84; Dimension scores D1-D14 from text and composition
- Provisional: Meta Power (null); D13 matchup and format fit
- Data gaps: no combos supplied; combo floor, median and ceiling are text-only no tournament link; archetype meta-share and per-pilot record absent no win-rate telemetry; going-first and going-second splits are inferred Meta Power provisional without a dated metagame sample side deck is empty, so post-side performance cannot be evaluated
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