Cyber Dragon Deck #764830 — Yu-Gi-Oh! Master Duel
40 Main, 15 Extra, incl. Cyber Dragon Core x3, Cyberdark Claw x3, Mulcharmy Fuwalos x3. Created Oct 12, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/12/2026
Main Deck (40)
- Cyber Dragon x1
- Cyber Dragon Core x3
- Cyber Dragon Herz x1
- Cyber Dragon Nachster x1
- Cyber Jormungardr x1
- Cyberdark Chimera x1
- Cyberdark Claw x3
- Cyberdark Wurm x1
- Droll & Lock Bird x2
- Maxx "C" x1
- Mulcharmy Fuwalos x3
- Therion "King" Regulus x1
- Ash Blossom & Joyous Spring x3
- Ghost Ogre & Snow Rabbit x2
- Clockwork Night x1
- Crossout Designator x1
- Cyber Emergency x3
- Cyberdark Realm x3
- Cyberload Fusion x1
- Cybernetic Horizon x3
- Polymerization x1
- Power Bond x1
- Triple Tactics Talent x1
- Cybernetic Overflow x1
Extra Deck (15)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 54/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 59 |
| Going First | 60 |
| Going Second | 62 |
| Meta Power | provisional |
| Tournament Reliability | 50 |
- Primary strategy: Combo
- Secondary strategies: Midrange, Toolbox
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Fusion/Link boards led by Chimeratech Rampage Dragon, with Power Bond and Polymerization as the big-board conversion (guide claim, Inferred); Xyz/Link pressure from Cyber Dragon Infinity, Cyber Dragon Nova and Cyber Dragon Sieger when the Cyber Dragon engine is live
- Turn 1 (going first): Normal Summon Cyber Dragon Core to search a Cyber Spell/Trap, extend with Cyber Emergency or Cyberdark Realm, and build toward a Link or Fusion board
- Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Ogre, Droll and Lock Bird, Maxx C) to answer the opponent's first turn, then Cyber Dragon Core or Nachster into the Link/Fusion route
- Recovery: Recursion through Cyber Dragon Herz and Nachster name-change and GY effects, Cyberdark Claw GY recovery of a Cyberdark monster, and Clockwork Night GY banish-to-search
- After siding: None. The deck runs 0 side cards in a format that allows up to 15, so there is no post-side plan.
Why it scores here
The deck reliably opens a live engine on the first turn: three Cyber Dragon Core copies normal-summon into a Cyber searcher, and the 21 searcher-text cards give a 98% chance of at least one searcher in the opening five (Inferred from hypergeometric estimates). Eight hand traps and nine removal-text cards give it a real answer to the opponent's first turn, with a 76% chance of at least one hand trap in a going-second six-card hand, though that same density is the main brick risk, since a lone hand trap in hand is often dead. Its conversion ceiling is high on paper (Chimeratech Rampage Dragon, Power Bond, Cyber Dragon Infinity), but no recorded boards exist, so floor and median are inferred from guide text and not measured. The score is not earned from Cyber Dragon's popularity, the guides' claim that the deck is weak in the current meta, or any averaging of card scores; the sub-archetype split across Cyber, Cyberdark, Mulcharmy, Therion and Chronomaly lowers coherence and is penalised. With no side deck and no metagame sample, Meta Power stays provisional and the Final score rests on structural strength alone.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 66 | P(>=1 Cyber Dragon Core in opening 5) = 0.338 for 3 copies; P(>=1 searcher-text card) = 0.982; the summon-enabling set is wide but the 3-copy Core is the single main starter (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 52 | 8 hand traps and 3 Droll/Maxx-style interaction cards raise the chance of a dead hand; guide 1254 reports 'one hand trap and you are stuck' (Inferred, guide text) |
| D3 | Combo Conversion & Ceiling | 70 | Ceiling supported by Fusion/Link/Xyz boss cards and Power Bond; guides claim an OTK with Chimeratech Rampage Dragon, but no board data exists (Inferred, guide text) |
| D4 | Combo Floor & Median Output | 50 | Median is not measured: zero parseable combos, and guides describe the deck as a meme/non-meta build that brick-risks often (Inferred, guide text) |
| D5 | Interruption Resilience & Route Redundancy | 58 | Multiple hand-activated and GY-triggered effects (Ash, Ghost Ogre, Droll, Maxx C, Cyberdark Claw) give several independent interruption answers (Inferred from card text) |
| D6 | Resource Economy, Recovery & Grind | 62 | Searchers and GY recovery (Cyber Dragon Herz, Nachster, Cyberdark Claw, Clockwork Night) let the deck regenerate resources after a disruption (Inferred from card text) |
| D7 | End-Board & Interaction Quality | 60 | Nine removal-text and eight negation-text cards, with Heosvarog and Cyber Dragon Infinity as board-layer threats, provide reasonable endboard interaction (Inferred from card text) |
| D8 | Going-Second & Board-Breaking Power | 58 | Going-second board breaking comes from hand traps and Crossout Designator (Limited), with no measured going-second split available (Inferred) |
| D9 | Offensive Pressure & Closing Power | 70 | 2100-ATK Fusion and Xyz boss monsters, Power Bond boost, and direct damage text point to real closing power (Inferred from card text and guide claim) |
| D10 | Main Deck Efficiency & Flexibility | 50 | 40 cards with 24 distinct; exact-name Cyber Dragon purity is only 27.3%, and off-archetype spread lowers compactness (Verified from composition) |
| D11 | Extra Deck Efficiency & Coverage | 55 | 15 Extra slots are full with 12 distinct cards; Clockwork Knight x2 is the only real redundancy, and several singletons are situational (Verified from composition) |
| D12 | Side Deck Adaptability | 25 | Zero Side Deck cards in a format allowing up to 15, so there is no adaptability (Verified from legality) |
| D13 | Matchup Coverage & Format Fit | 45 | No tournament link, no matchup data, and no dated metagame sample; guides call the deck below meta strength (Provisional) |
| D14 | Pilotability & Error Tolerance | 48 | Multi-engine sequencing, three hand-trap types and Power Bond timing make pilotability moderate-to-hard (Inferred from card text and combo structure) |
How the score was computed
Strategy profile: Combo primary; Midrange used as a secondary read only for the Toolbox/midrange hand-trap context, not weighted. Structural ≈ 59, Going First ≈ 60, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: engine conflicts / sub-archetype split (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional, null); 0.80*59 + 0.20*50 = 57.2, then -3 modifier = 54
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.34 · key two-card combo ≈ — · full-brick estimate ≈ 0.24 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Legal list with every Limited/Semi-Limited card at its legal copy cap
- Dense searcher text (21 cards) gives a 98% chance of at least one searcher in the opening five
- Eight hand traps and nine removal-text cards give real answers to both going-first and going-second boards
- Full Extra Deck (15) with Fusion, Link and Xyz boss options and Power Bond/Polymerization access
Weaknesses
- Exact-name Cyber Dragon purity is only 27.3%; the list spreads across several sub-archetypes
- Hand-trap-heavy hands brick easily; a single hand trap in hand is often dead (guide text)
- No Side Deck in a format that allows up to 15
- No recorded boards, so the ceiling and median are text-only inference
Critical choke points
- Cyber Dragon Core (3 copies) is the main normal-summon starter; without it the opening hand may lack a searcher engine
- Power Bond and Chimeratech Rampage Dragon need Cyber Dragon / Machine materials that must already be on the field or in the GY
- Cyber Dragon summon conditions (Nachster, Cyber Dragon) require an opponent monster on the field
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Therion King Regulus | A second copy of a Cyber searcher or a side-compatible hand trap | Regulus is off-archetype and needs a Machine in the GY; cutting it lowers the sub-archetype split and reduces dead draws |
| 2 | none | A 15-card Side Deck of targeted interaction | Side count is 0 in a format that allows up to 15, so the deck has no post-side adaptability (D12 = 25) |
Evidence & confidence
- Verified: Legality: Legal in master-duel, 40 Main / 15 Extra / 0 Side within size rules; Restricted cards: Crossout Designator (Limited, 1), Maxx C (Limited, 1), Droll and Lock Bird (Semi-Limited, 2), all within legal copies; Composition: 24 distinct Main, 12 distinct Extra, exact-name purity 27.3%, role tag counts (hand trap 8, removal-text 9, searcher-text 21); Usage stats: 16 of 25 core cards present (64%)
- Inferred: P(>=1 Cyber Dragon Core in hand5) = 0.338; P(>=1 searcher-text card in hand5) = 0.982; P(>=1 hand trap in hand6, going second) = 0.764 (hypergeometric); Strategy classification as Combo with Midrange/Toolbox secondary reads, from card text and the Extra Deck mix; Recovery and interaction density read from card text, not board data; Floor and median are inferred from guide text, not measured
- Provisional: Meta Power is null; matchup fit (D13) and the guides' claim that the deck is below meta strength are unverified without a dated metagame sample
- Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record are absent No win-rate telemetry: going-first/second split, matchup and brick rates are Inferred or Unknown Meta Power is Provisional without a dated metagame sample deck.title is null; the deck is identified only by archetype and id Guides are Vietnamese community posts; their OTK and strength claims are not verified
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