Primite Deck #759604 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Nibiru, the Primal Being x3, Primite Dragon Ether Beryl x3. Created Oct 2, 2026 by YGO Mod.

Deck Primite TCG

Created by: YGO Mod (20517634)

Created On: 10/02/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 22, 2026
29± 10/ 100
Power Score
Structural 43
Reliability 35
Going First 40
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 29/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 43
Going First 40
Going Second 50
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Blue-Eyes Ultimate Spirit Dragon, Neo Blue-Eyes Ultimate Dragon, Blue-Eyes Tyrant Dragon and Stardust Sifr Divine Dragon as Extra Deck boss monsters, reached through Blue-Eyes White Dragon and Sage/Maiden/Neo Kaiser Sea Horse style Tuner summons; Nibiru and Hieratic/Ancient Fairy Dragon pressure lines; Primite pieces are a minor, incoherent secondary route at 8 exact-name copies
  • Turn 1 (going first): Open Tuner/searcher cards (Wishes for Eyes of Blue, Primite Lordly Lode, Ghost Belle) and hope to reach a Blue-Eyes White Dragon line; without combo data the T1 line is not verifiable (Inferred)
  • Turn 2 (going second): Hold up 17 hand traps (Ash Blossom, Infinite Impermanence, Effect Veiler, Ghost Ogre, Droll, Nibiru) to negate the opponent's first summon or activation, then rebuild with Blue-Eyes boss monsters (Inferred)
  • Recovery: Blue-Eyes search and GY recursion (Crimson Dragon, Blue-Eyes Jet Dragon, Mulcharmy Fuwalos draw-on-summon) provide some rebuild after interaction, but the lines are not verified against real boards (Inferred)
  • After siding: No side deck is registered (0 side cards), so there is no post-side plan; the list cannot adapt between games in best-of-3

Why it scores here

The deck is scored as a system and is capped as Illegal: Ash Blossom is run 3 copies against a 2-copy Semi-Limited limit, Droll & Lock Bird 2 against 1, and Kewl Tune Rotary and Triple Tactics Talent are Forbidden. The list mixes Blue-Eyes, Primite, Mulcharmy, Cyclone and Kewl Tune pieces, with only 8 exact-name Primite copies (11.4% purity), so the engine is split across several archetypes rather than one coherent plan. Interaction is the strongest part: 17 hand traps and roughly 22 removal or negation effects give it good going-second answers, and P(at least one hand trap in a 6-card hand) is about 0.90 (Inferred). Its consistency is weak: starters are 3-copy cards with about a 25% chance of appearing in an opening 5, the deck has no recorded combos, and its 0 side cards leave no post-side plan. Popularity and the archetype label did not earn points, and no card scores were averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(>=1 of a 3-copy starter in opening 5) = 0.25; searcher text P(>=1 in 5) = 0.81; Blue-Eyes core is split by Primite and Mulcharmy pieces (Inferred)
D2 Opening-Hand Quality & Brick Management 38 17 hand traps and 22 tech cards compete for hand slots; only 2 Normal Monsters and 14 Spells, so dead-card risk is high (Inferred)
D3 Combo Conversion & Ceiling 42 No parseable combo boards; ceiling read only from text, e.g. Blue-Eyes Ultimate Spirit Dragon and Neo Blue-Eyes Ultimate Dragon need Blue-Eyes starters (Inferred)
D4 Combo Floor & Median Output 35 No combo data, so median output is unknown and the score is a text-only estimate (Provisional)
D5 Interruption Resilience & Route Redundancy 45 Multiple hand traps and Tuner searchers give some independent lines; GY recursion via Crimson Dragon and Blue-Eyes Jet Dragon (Inferred)
D6 Resource Economy, Recovery & Grind 40 Searchers and recursion exist, but Primite and Blue-Eyes lines do not feed each other, and no resource data exists (Inferred)
D7 End-Board & Interaction Quality 60 Large interaction count: Infinite Impermanence, Ghost Ogre, Effect Veiler, Droll, Dragon's Mind, Primite Scream and Lightstorm Dragon (Inferred semantic read; interaction count verified from card text)
D8 Going-Second & Board-Breaking Power 60 P(>=1 hand trap in 6-card going-second hand) = 0.90; strong negation density but no going-second combo evidence (Inferred)
D9 Offensive Pressure & Closing Power 55 Extra Deck bosses reach 3400-4500 ATK (Neo Blue-Eyes, Tyrant, Ultimate Spirit) with Stardust 4000, but the lines to reach them are unverified (Verified stats, Inferred access)
D10 Main Deck Efficiency & Flexibility 30 Main deck is 55 cards with 28 distinct names and 12 singleton/2-copy/3-copy mixes; 62 of 70 copies are off-exact-archetype, so the build is not compact (Verified structure, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 50 15 Extra Deck cards across Synchro, Link and Fusion, with Blue-Eyes and Stardust bosses; several need specific materials (Verified composition, Inferred access)
D12 Side Deck Adaptability 10 0 side cards registered; no post-side plan can be scored (Verified; Provisional score)
D13 Matchup Coverage & Format Fit 35 No tournament link or dated meta sample; the Illegal status and copy-limit breaches lower format fit (Provisional)
D14 Pilotability & Error Tolerance 40 Many hand traps and multi-step Tuner lines demand precise sequencing and correct negate timing (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 43, Going First ≈ 40, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: Illegal list: copy-limit and Forbidden cards (-12). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional); Illegal deck capped as theoretical/structural-only

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

  • 17 hand traps and about 22 negation or removal effects give strong going-second interaction
  • Extra Deck has high-ATK Blue-Eyes and Stardust bosses (3400-4500 ATK)
  • Searcher density (15 cards) gives good access to Tuners and key pieces

Weaknesses

  • Illegal: Ash Blossom and Droll exceed copy limits; Kewl Tune Rotary and Triple Tactics Talent are Forbidden
  • Engine is split across Blue-Eyes, Primite, Mulcharmy and Kewl Tune with only 11.4% exact-archetype purity
  • No side deck, so no post-side adaptation
  • Many non-starter tech and hand-trap cards increase brick risk

Critical choke points

  • Blue-Eyes White Dragon count is only 2, so the boss lines depend on very few copies
  • Starters are 3-copy cards with about a 25% chance to appear in an opening 5
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring and 1 copy of Droll & Lock Bird Non-limited replacements from the same engine or a Blue-Eyes-compatible staple Both are over their copy limits; the list is illegal until these are fixed
2 Kewl Tune Rotary and Triple Tactics Talent Legal replacements for the Blue-Eyes plan Both cards are Forbidden in TCG
3 Some off-archetype tech cards (for example Harpie's Feather Duster or Primite Drillbeam) Cards that continue the Blue-Eyes or chosen engine Reduces brick risk and improves engine coherence
4 None (side is empty) A 15-card side deck with targeted answers Gives a post-side plan for best-of-3 play

Evidence & confidence

  • Verified: Main 55, Extra 15, Side 0 against TCG size rules; Ash Blossom 3 copies vs 2 legal; Droll 2 vs 1 legal; Kewl Tune Rotary and Triple Tactics Talent are Forbidden; Archetype purity 11.4%; 17 hand-trap and 15 searcher text roles
  • Inferred: Starter and hand-trap draw odds (hypergeometric); Blue-Eyes lines reach the Extra Deck bosses; Interaction density supports going-second plans
  • Provisional: Meta power (no dated sample); Matchup and format fit; Side deck adaptability
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot match record absent No win-rate telemetry for going-first, going-second, matchup or brick rates Meta Power is provisional without a dated metagame sample Deck title is null, so the deck's intended identity is unknown

More TCG Info

Primite

Primite Breakdown

 
 

 

 

 

 

 

 
 

 

 
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