Red-Eyes Deck #762979 — Yu-Gi-Oh! TCG

45 Main, 9 Extra, incl. Black Metal Dragon x3, Nibiru, the Primal Being x3, Ash Blossom & Joyous Spring x3.

Created by: YGO Mod (20517634)

Created On: 10/10/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 20, 2026
35± 10/ 100
Power Score
Structural 55
Reliability 48
Going First 54
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±10 · Confidence: Medium)

Overall score Value
Structural Deck Power 55
Going First 54
Going Second 58
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: tcg

Legality

Main 45 / Extra 9 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Summon Red-Eyes Extra Deck threats (Darkness Metal, Flare Metal, Black Fullmetal) from Metalmorph and Red-Eyes recursion, then close with 2800-3400 ATK boards; Hand-trap attrition and the Red-Eyes Fusion / Black Metal Dragon chain for incremental pressure
  • Turn 1 (going first): Open a Red-Eyes monster or Red-Eyes Fusion plus one hand trap; use Black Metal Dragon or Incoming Machine! to find the next Red-Eyes or Metalmorph piece
  • Turn 2 (going second): Use the six-card hand's hand traps (Ash Blossom, Infinite Impermanence, Effect Veiler, Ghost Belle) to break the opponent's first engine, then rebuild through Red-Eyes Spirit and Return of the Red-Eyes
  • Recovery: Recur Red-Eyes monsters from the GY through Red-Eyes Spirit, Return of the Red-Eyes and Red-Eyes Soul, then re-summon through Metalmorph and Metal Claws Dragon
  • After siding: Not evaluable: the export has no side deck (Side Deck size 0), so no post-side plan can be read

Why it scores here

The deck is Illegal: three cards exceed their copy limits or are Forbidden in TCG (Triple Tactics Talent and Red-Eyes Dark Dragoon, plus three Ash Blossom copies against a Semi-Limited limit of two), so the Final Contextual score is capped at 35 and this evaluation is structural only. Structurally it opens the core reliably (about 0.93 chance of at least one archetype-core card in a 5-card hand) and has a broad interaction suite of 15 hand traps and Tuner negators, which earns the Midrange profile its interruption-resilience and interaction points. Engine access is less consistent: exact-name Red-Eyes purity is only 29.6%, and the Red-Eyes Fusion and Black Metal Dragon starters each show roughly 0.30 odds of being in hand, so the consistency score stays moderate. Closing power is real (Darkness Metal, Flare Metal and Black Fullmetal at 2800–3400 ATK), but there are no recorded boards and no side deck, so the combo ceiling and median are text-only inferences and the side-deck score is low. Popularity and archetype usage stats confirm the list is real and accessible but did not raise any score; no card scores were averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(≥1 archetype-core in 5-card hand) ≈ 0.93; Red-Eyes Fusion and Black Metal Dragon ≈ 0.30 each at 3 copies (Inferred)
D2 Opening-Hand Quality & Brick Management 52 15 hand traps and several conflicting Normal Summon hand traps compete for hand space; copy histogram is otherwise spread (Inferred)
D3 Combo Conversion & Ceiling 50 No parseable boards; ceiling read from Red-Eyes Extra Deck endboard text and Metalmorph chains (Inferred)
D4 Combo Floor & Median Output 40 No combos evidence, so floor and median cannot be measured; only text-level inference (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Multiple summon routes (Red-Eyes Soul, Metal Claws Dragon, Red-Eyes Spirit, Return of the Red-Eyes) and 15 hand traps (Inferred)
D6 Resource Economy, Recovery & Grind 60 Recursion from GY via Red-Eyes Spirit, Return of the Red-Eyes and Red-Eyes Soul; no resource signature data (Inferred)
D7 End-Board & Interaction Quality 68 Infinite Impermanence, Ash Blossom, Effect Veiler, Ghost Belle and Ghost Ogre give layered negation; Forbidden pieces are excluded from the count (Inferred from text)
D8 Going-Second & Board-Breaking Power 62 Going-second hand traps and Ghost Belle / Ghost Ogre destruction give board-breaking potential; no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 70 Red-Eyes Darkness Metal 2800 ATK, Flare Metal 2800 ATK, Black Fullmetal 3400 ATK, and Borreload / Borrelsword 3000 ATK links (verified stats)
D10 Main Deck Efficiency & Flexibility 55 45 main and 30 distinct cards in range 40–60; only 16 exact-name archetype copies, so 38 slots are generic or off-archetype (verified composition)
D11 Extra Deck Efficiency & Coverage 60 9 Extra Deck cards with 1 Forbidden Dark Dragoon, which is an over-limit Extra Deck slot (verified)
D12 Side Deck Adaptability 10 No side deck exported (Side Deck size 0), so no post-side adaptability can be read (verified gap)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Metalmorph and Red-Eyes chains with several Normal Summon restrictions; moderate decision load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 55, Going First ≈ 54, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: banlist exposure (-12). Final formula: Pre-cap: 0.80*55 + 0.20*48 + (-12 banlist modifier) = 42; Illegal guardrail caps Final at 35 (structural-only). Meta Power null (provisional).

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

  • Broad hand-trap and negation suite (15 hand traps)
  • Strong Extra Deck closers at 2800–3400 ATK
  • Recursion through Red-Eyes Spirit, Return and Soul
  • Core archetype cards are almost always accessible (about 0.93)

Weaknesses

  • Illegal copy limits and Forbidden cards
  • Low exact-name archetype purity (29.6%)
  • No side deck exported
  • Hand-trap density competes for hand space with engine starters

Critical choke points

  • Red-Eyes Fusion and Black Metal Dragon at about 0.30 each in hand
  • Dependence on Red-Eyes monsters in the GY for recursion
  • Forbidden Dark Dragoon removes an Extra Deck slot
Priority Remove Add Reason
1 Triple Tactics Talent A legal non-Forbidden tech or hand trap Forbidden in TCG; the deck cannot be legal while it runs.
2 Red-Eyes Dark Dragoon (Extra Deck) A legal Red-Eyes-compatible Extra Deck monster Forbidden in TCG; the Extra Deck slot must be legal.
3 1 copy of Ash Blossom & Joyous Spring A legal card Three copies exceed the Semi-Limited limit of two.

Evidence & confidence

  • Verified: Legality status Illegal with three violations; Main 45 and Extra 9 within size rules; Card stats for Darkness Metal 2800, Flare Metal 2800, Black Fullmetal 3400; Core archetype usage 12/12 present
  • Inferred: Hand-trap interaction density and layering; Starter access probabilities from hypergeometric odds; Going-first and going-second split estimates
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (no tournament link)
  • Data gaps: No combos supplied, so combo floor/median/ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot match record are absent No win-rate telemetry (going-first/second, matchup, brick/starter rates) No side deck exported, so post-side plan cannot be scored Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Red-Eyes

Red-Eyes Breakdown

 
 

 

 

 

 

 

 
 

 

 
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