Cyber Dragon Deck #759653 — Yu-Gi-Oh! TCG

53 Main, 19 Extra, incl. Cyber Dragon Core x3, Ash Blossom & Joyous Spring x3, Cyber Emergency x3. Created Oct 2, 2026 by YGO Mod.

Deck Cyber Dragon TCG

Created by: YGO Mod (20517634)

Created On: 10/02/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
30± 12/ 100
Power Score
Structural 52
Reliability 45
Going First 55
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±12 · Confidence: Low)

Overall score Value
Structural Deck Power 52
Going First 55
Going Second 50
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Combo
  • Format: tcg

Legality

Main 53 / Extra 19 / Side 0 — status: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Extra-Deck Cyber Dragon boss monsters (Cyber Dragon Nova, Cyber Dragon Infinity, Chimeratech Rampage Dragon) built from a Cyber Dragon starter chain; Infinitrack and Cyberdark follow-up boards, with Chronomaly Vimana and Cyber End Dragon as additional Extra-Deck threats
  • Turn 1 (going first): Open on Cyber Dragon Core, Cyber Emergency, or Pot of Sloth for draw and searches, use Cyber Dragon / Cyber Dragon Herz / Nachster to bridge into Cyber Dragon Nova or Infinity, and hold Ash Blossom and Infinite Impermanence for the opponent's first interaction
  • Turn 2 (going second): Open with hand traps (Ash Blossom, Droll & Lock Bird, Ghost Belle) to stop the opponent's first search or summon, then rebuild a Cyber Dragon board through Core and the Cyber searchers
  • Recovery: Recurse Cyber Dragons from the GY through Cyber Dragon Nova, Cyber Dragon Infinity, and Cyberdark Realm / Cyberdark Claw GY-add effects; Cybernetic Overflow can destroy opposing cards after banishing Cyber Dragons
  • After siding: Not assessable: the deck has 0 Side Deck cards and no post-side data exists

Why it scores here

The score comes from the deck as a system, not from averaging its cards: the Cyber Dragon core (Core, Cyber Dragon x2, Herz, Nachster, Nova, Infinity) is redundant enough to reach a live engine in most openings, and the 21-copy archetype core has an estimated ~93% chance of at least one copy in a 5-card opening hand (Inferred). Interaction is dense, with 10 hand traps and about 16 negation-text cards plus Chimeratech and Cyber Dragon Infinity effects, which supports the end-board score. The list is penalized because it is illegal as built: Ash Blossom is at 3 copies against a limit of 2, Droll & Lock Bird is at 2 against 1, and Triple Tactics Talent and Crossout Designator are Forbidden, while the Extra Deck holds 19 cards against a 15-card maximum. The brick rate is high (~7% of 5-card hands with no archetype core card, plus 25 Spells and no Side Deck), and no combo boards, tournament record, or metagame sample exist, so the ceiling and median are text-only inference. Popularity and archetype usage stats were not used to raise any dimension, and the structural result was capped at 30 under the Illegal-deck rule.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 65 P(>=1 Cyber Dragon core card in opening hand 5) ~0.93 for the 21-copy archetype core; redundant Cyber Dragon starters (Core x3, Herz, Nachster, Cyber Dragon x2) (Inferred)
D2 Opening-Hand Quality & Brick Management 45 10 hand traps and 15 tech cards plus 25 Spells in 53 Main Deck slots raise brick and dead-card risk; 7% of 5-card hands have no archetype core card (Inferred)
D3 Combo Conversion & Ceiling 55 Ceiling read from card text only: Nova and Infinity Extra-Deck chains and Chimeratech Rampage can produce board-breaking boards, but no combo boards were recorded (Inferred)
D4 Combo Floor & Median Output 45 No parseable recorded boards, so median output is unmeasured and set below the ceiling by text read only (Provisional)
D5 Interruption Resilience & Route Redundancy 55 Multiple hand traps (Ash, Droll, Ghost Belle, Infinite Impermanence, Nibiru) and GY-recursion routes (Nova, Infinity, Cyberdark Realm/Claw) give alternative lines after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 50 Pot of Sloth, Cyber Emergency and Cybernetic Horizon add draw and search, and GY-recursion recovers Cyber Dragons; no resource telemetry exists (Inferred)
D7 End-Board & Interaction Quality 70 About 16 negation-text cards and 17 removal-text cards, with layered hand traps and Cybernetic Overflow / Lightning Storm / Harpie's Feather Duster for end-board answers (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 55 Hand traps and Infinite Impermanence / Ghost Belle plus Cyber Dragon Infinity and Chimeratech Rampage can challenge an established opposing board, but no going-second win data exists (Inferred)
D9 Offensive Pressure & Closing Power 65 Cyber Dragon Nova and Infinity, Chimeratech Rampage (2100 ATK), and Nibiru (3000 ATK) give closing pressure; no end-board ATK sample from real duels exists (Inferred)
D10 Main Deck Efficiency & Flexibility 45 53 Main Deck cards with 25 Spells, 15 tech cards, and 10 hand traps leave few garnet-free slots; the list is over-saturated with narrow answers (Inferred)
D11 Extra Deck Efficiency & Coverage 40 Extra Deck holds 19 cards against the 15-card TCG limit, with 17 distinct Extra cards mixing Link, Xyz, Fusion and Synchro; the excess is a legality failure, not an efficiency choice (Verified legality, Inferred efficiency)
D12 Side Deck Adaptability 10 The deck has 0 Side Deck cards, so there is no post-side plan at all (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link, archetype meta-share, or dated metagame sample exists, so matchup fit is not measurable and is held neutral (Provisional)
D14 Pilotability & Error Tolerance 35 Hand-trap timing, Extra-Deck summon conditions and multiple once-per-turn restrictions across 30+ cards demand high decision load (Inferred)

How the score was computed

Strategy profile: Midrange primary; Toolbox secondary used only as a context note, not as a weight blend. Structural ≈ 52, Going First ≈ 55, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist_exposure (-6); extra_deck_over_limit_and_copy_violations (-6). Final formula: Theoretical Final = 0.80*Structural(52) + 0.20*TournamentReliability(45) + modifiers(-12) = 39; Illegal-deck cap applied -> score 30 (structural-only, not a normal Final Contextual score). Meta provisional.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.93 · key two-card combo ≈ — · full-brick estimate ≈ 0.07 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Redundant Cyber Dragon starter package with 3 Cyber Dragon Core, 2 Cyber Dragon, Herz and Nachster
  • High archetype core presence (~93% at least one core card in a 5-card opening hand, Inferred)
  • Layered interaction: 10 hand traps, Cybernetic Overflow, Lightning Storm and Harpie's Feather Duster
  • Extra Deck closers (Cyber Dragon Nova, Cyber Dragon Infinity, Chimeratech Rampage) with GY recursion routes

Weaknesses

  • Illegal as built: copy-limit violations and two Forbidden cards in the Main Deck
  • Extra Deck of 19 exceeds the 15-card limit
  • Zero Side Deck cards, so no post-side adaptation
  • High brick and narrow-card density: 25 Spells, 15 tech, 10 hand traps
  • Low exact-name archetype purity (23.6%); the engine spans Cyber, Cyberdark, Infinitrack and Greed sub-archetypes

Critical choke points

  • Cyber Dragon Core / Cyber Dragon starter access, since most lines need one of the Cyber Dragon bridge monsters
  • Legality: the list cannot be played in TCG until the four violations and the Extra Deck overage are fixed
Priority Remove Add Reason
1 Triple Tactics Talent and Crossout Designator Legal in-format replacements (e.g. a second Cyber Dragon Core or an additional legal Cyber searcher) Both are Forbidden in TCG; the deck cannot be evaluated as a normal legal list until they are removed
2 One Ash Blossom & Joyous Spring and one Droll & Lock Bird Non-hand-trap support or one more Cyber Dragon starter Brings copy counts to the legal caps (Ash 2, Droll 1)
3 One to three Extra Deck cards (least-used, e.g. Chronomaly Vimana or Cyber Eternity Dragon) None (reduce Extra Deck to 15) Extra Deck of 19 exceeds the TCG maximum of 15

Evidence & confidence

  • Verified: Main Deck 53, Extra 19, Side 0 counts; Extra Deck exceeds the 15-card limit; Triple Tactics Talent and Crossout Designator are Forbidden in TCG and both are in the Main Deck; Ash Blossom at 3 copies (legal 2), Droll & Lock Bird at 2 (legal 1); Archetype core group: 21 copies, P(>=1 in hand5) = 0.9298
  • Inferred: Cyber Dragon engine accessibility is high because of starter redundancy; Brick rate about 7% for 5-card hands with no archetype core card; Interaction density is high from the hand-trap and negation text; Ceiling and closing power are read from card text, not recorded boards
  • Provisional: Meta Power is null, and matchup fit (D13) is neutral because no dated metagame sample or tournament link exists
  • 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 are absent No win-rate telemetry in YGOVN: going-first/second, matchup and brick/starter rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied The deck has no title (title null), no guides were attached, and no Side Deck cards exist

More TCG Info

Cyber Dragon

Cyber Dragon Breakdown

 
 

 

 

 

 

 

 
 

 

 
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