Cyber Dragon Deck #762520 — Yu-Gi-Oh! TCG

53 Main, 19 Extra, incl. Cyber Dragon Core x3, Ash Blossom & Joyous Spring x3, Cyber Emergency x3. Created Oct 6, 2026 by YGO Mod.

Deck Cyber Dragon TCG

Created by: YGO Mod (20517634)

Created On: 10/06/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 22, 2026
30± 8/ 100
Power Score
Structural 57
Reliability 50
Going First 58
Going Second 56

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 57
Going First 58
Going Second 56
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Combo
  • Secondary strategies: Toolbox, Midrange
  • Format: tcg

Legality

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

Identity & game plan

  • Win condition: Extra Deck Machine/Cyber boss monsters (Cyber Dragon Nova, Cyber Dragon Infinity, Cyber End Dragon, Chimeratech Rampage/Megafleet) built through Cyber Dragon Core, Cyber Dragon, and Cyber Dragon Herz searches and summons; Cyberdark Realm / Cyberdark engine and Chaos Angel synchro pressure as a secondary board
  • Turn 1 (going first): Normal Summon Cyber Dragon Core for a Cyber search, then convert the hand into Cyber Dragon Herz or Nachster and a Nova or Fusion route; Ash Blossom and Infinite Impermanence are held up for the opponent's first activation
  • Turn 2 (going second): Hold Ash Blossom, Ghost Belle, Infinite Impermanence, Droll & Lock Bird and Nibiru as hand traps against the opponent's first summon, then rebuild from Cyber Dragon Core or Cyber Emergency
  • Recovery: Cyber Emergency and Cybernetic Overflow recover Cyber Dragon and Cyber searches from the GY; Infinitrack Goliath and Crab Crane offer a second route
  • After siding: Not applicable: the deck has no Side Deck, so no post-side plan exists

Why it scores here

The deck's engine opens reliably: the Cyber Dragon core group has about a 93% chance of at least one copy in a 5-card opening hand, and the searcher group about 92% (Inferred). Its ceiling comes from Cyber Dragon Nova, Infinity and the Chimeratech Fusions, and its interaction density is high because ten hand traps and several negation or removal spells are present. Going second, the hand-trap group reaches about 73% in a 6-card hand (Inferred). The score is held down by the legality failure: the deck is over the Extra Deck limit by 4, runs three Forbidden or over-limit cards, and has no Side Deck, so structural power is discounted and the final score is capped at 30. Archetype popularity did not earn points, and card scores were not averaged; the score reflects the deck as a system, and no combo or win-rate data was available to confirm the median.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 Core group P(at least one in hand of 5) ~0.93 and searcher group ~0.92; but exact-name archetype purity is only 23.6% (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Ten hand traps and fifteen tech cards compete for hand slots; 21 singleton cards and no side deck to fix bricks (Inferred)
D3 Combo Conversion & Ceiling 62 Nova, Infinity and Chimeratech Fusions give a strong ceiling in text, but no recorded boards exist to verify it (Inferred)
D4 Combo Floor & Median Output 50 No combo boards supplied, so the median output cannot be measured and is set near neutral (Provisional)
D5 Interruption Resilience & Route Redundancy 62 Ten hand traps and multiple Cyber searchers provide independent routes after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Cyber Emergency and Cybernetic Overflow recur searchers from the GY; Machine-heavy Extra Deck costs are high (Inferred)
D7 End-Board & Interaction Quality 68 Infinite Impermanence, Ash Blossom, Ghost Belle and Lightning Storm give layered interaction, though two of the negation cards are over the limit (Verified card text, Inferred quality)
D8 Going-Second & Board-Breaking Power 60 Hand-trap group reaches ~73% in a 6-card hand going second; removal beyond Lightning Storm and Harpie's Feather Duster is thin (Inferred)
D9 Offensive Pressure & Closing Power 66 Cyber Dragon Infinity, Nova (2100 ATK), Chaos Angel (3500 ATK) and Cyber End Dragon (4000 ATK) give closing power (Verified stat)
D10 Main Deck Efficiency & Flexibility 45 53 main-deck cards are within the 40-60 range, but 21 singletons and a 23.6% archetype purity lower coherence (Verified composition)
D11 Extra Deck Efficiency & Coverage 50 19 Extra Deck cards exceed the TCG maximum of 15, so the Extra Deck is illegal as built; the coverage itself is broad (Verified legality)
D12 Side Deck Adaptability 10 Side Deck is empty (0 cards), so no post-side adaptation exists (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament or meta-share data is linked; the archetype-level usage stats only confirm the deck is a real build (Provisional)
D14 Pilotability & Error Tolerance 40 Many multi-step Fusion, Xyz and Link lines and hand-trap timing decisions make the deck hard to pilot (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 57, Going First ≈ 58, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist_exposure (-8); extra_deck_over_limit (-2). Final formula: No reliable metagame: 0.80*Structural(57) + 0.20*TournamentReliability(50) = 55.6, plus modifiers (-10) = 45.6; capped at 30 because the deck is Illegal (theoretical/structural-only score)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.93 · 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

  • Strong opening access to the Cyber Dragon core and searchers
  • Dense layered interaction with ten hand traps and several negation or removal spells
  • High closing power from Nova, Infinity, Chaos Angel and Cyber End Dragon

Weaknesses

  • Illegal as built: Extra Deck over limit and three cards over copy limits
  • Two Forbidden cards in the Main Deck
  • No Side Deck, so no post-side plan
  • Low archetype purity (23.6%) with many off-theme singletons

Critical choke points

  • Legality must be fixed before any competitive reading applies
  • Cyber Dragon Core and the Cyber searchers are the main engine starters
Priority Remove Add Reason
1 Crossout Designator and Triple Tactics Talent Legal replacements from the archetype core (for example additional Cyber Dragon searchers) Removes the Forbidden cards so the list is legal
2 Extra Deck cards above 15 (for example one Link or Xyz) None Brings the Extra Deck within the TCG maximum of 15
3 One copy each of Ash Blossom & Joyous Spring and Droll & Lock Bird Legal replacements Brings the copy counts within their legal limits
4 None A 15-card Side Deck Adds post-side adaptability, which is currently absent

Evidence & confidence

  • Verified: Main Deck 53 cards, Extra Deck 19 cards (TCG limit 15); Forbidden: Crossout Designator, Triple Tactics Talent; Limited/Semi-Limited copy overages; Archetype core group 93% (hypergeometric, Main Deck)
  • Observed: Usage statistics show Cyber Emergency and Cyber Dragon Core are archetype-standard core cards
  • Inferred: Going-first and going-second hand estimates; Interaction and resilience quality read from card text; Engine conflicts from mixed sub-archetypes (Cyberdark, Infinitrack, Chimeratech)
  • Provisional: Meta power and matchup fit (no dated metagame sample); Median combo output (no recorded boards)
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference No tournament link; archetype meta-share and per-pilot records absent No win-rate telemetry; going-first/second, matchup and brick rates are Inferred or unknown Meta power is provisional without a dated metagame sample No Side Deck present

More TCG Info

Cyber Dragon

Cyber Dragon Breakdown

 
 

 

 

 

 

 

 
 

 

 
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