Therions Deck #767249 — Yu-Gi-Oh! OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
35± 8/ 100
Power Score
Structural 54
Reliability 45
Going First 50
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 54
Going First 50
Going Second 58
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 41 / Extra 14 / Side 0 — status: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Cyber Dragon fusion and link pressure (Cyber End Dragon, Cyber Twin Dragon, Chimeratech Rampage Dragon) backed by Therion King Regulus and Cyber Dragon Nova; Xyz pressure from Divine Arsenal AA-ZEUS and Chronomaly Vimana
  • Turn 1 (going first): Normal Summon Cyber Dragon Core or Cyber Jormungardr to search a Cyber card, then use a searcher or Clockwork Night to find Cyber Dragon Herz or Nachster and reach a Fusion. Keep Ash Blossom or Effect Veiler up as the first interaction. This plan is Inferred from card text and is not a tested line.
  • Turn 2 (going second): Hold a hand trap (Infinite Impermanence, Ash Blossom, Effect Veiler, Cyber Dragon Core) to interrupt the opponent's first Main Phase, then rebuild through the searcher effects. Recorded boards are absent, so this is Inferred.
  • Recovery: Re-search through the Cyber searchers (Cyber Jormungardr, Cyber Dragon Core, Cybernetic Horizon, Cyberdark Realm) and recur Cyber Dragons from the GY with Cyber Dragon Nova or Nachster. Recovery depends on GY Cyber Dragons surviving the first exchange.
  • After siding: No Side Deck is present, so there is no post-side plan. Post-side is not evaluable from this list.

Why it scores here

The deck opens a functional Cyber Dragon plan often: P(at least one searcher in a 5-card opening hand) is about 0.98 and the 9-copy archetype core has about a 0.73 chance of appearing in hand, which earns a moderate D1 score. Interaction is dense (13 negation, 10 removal, 9 hand-trap texts) and the going-second hand-trap estimate is about 0.80, which supports D7 and D8. Output is not measured: no recorded boards exist, so combo ceiling and median are Inferred from card text alone. Popularity and the Therions usage stats only show the list is a real, accessible build; they did not add points. The score comes from consistency, interaction and closing power on the system, not from averaging card scores. The list is Illegal because Ash Blossom is run at 3 copies against a limit of 2, so the normal formula is withheld and the score is capped at 35.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(at least one searcher in hand of 5) ≈ 0.98; 9-copy archetype core P ≈ 0.73; engine split across Cyber Dragon, Cyberdark and Cyber sub-archetypes (Inferred)
D2 Opening-Hand Quality & Brick Management 50 22 distinct main cards with 12 tech and 9 hand traps that can be dead in hand; brick rate estimated, not measured (Inferred)
D3 Combo Conversion & Ceiling 55 No recorded boards; ceiling read from text: Cyber Dragon fusions plus Power Bond and Chimeratech routes (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards, so median output is unmeasured; read from starter diversity only (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Multiple hand traps and searchers give alternate lines after one disruption; no recorded interruption data (Inferred)
D6 Resource Economy, Recovery & Grind 45 Searchers and GY recursion (Nova, Nachster) support rebuild; no resource data (Inferred)
D7 End-Board & Interaction Quality 68 13 negation, 10 removal and 9 hand-trap texts give broad interaction; the 3-copy Ash Blossom is illegal (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 66 Going-second hand-trap probability ≈ 0.80; board-breaking from Cyber Dragon Nova and removal text (Inferred)
D9 Offensive Pressure & Closing Power 62 Ending boards include Cyber End Dragon 4000 ATK, Cyber Twin Dragon 2800 with a second attack and Divine Arsenal 3000 (Verified stat, Inferred)
D10 Main Deck Efficiency & Flexibility 50 41 main cards across 22 distinct with 11 singletons; 12 tech slots dilute the engine (Inferred)
D11 Extra Deck Efficiency & Coverage 55 14 Extra cards with 8 Fusions, 3 Xyz and 3 Link; several Fusion Extra cards need specific materials (Verified composition, Inferred flexibility)
D12 Side Deck Adaptability 15 No Side Deck, so there is no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated meta sample; Matchup fit is Provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Many cards with conditional Cyber Dragon and Fusion routes, so decision load is high (Inferred)

How the score was computed

Strategy profile: Balanced. Structural ≈ 54, Going First ≈ 50, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist_exposure (-8); no_side_deck (-4). Final formula: Illegal: normal formula withheld and capped at 35 (structural-only). Unclamped no-meta formula 0.80*54 + 0.20*45 = 52.2, with modifiers -12, gives about 40 if the deck were legal.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.98 · 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

  • Dense searcher density: 21 searcher-text cards give near-certain access to an engine piece
  • Broad interaction across hand traps, negation and removal, with strong going-second hand-trap odds
  • Real extra-deck closing options: Cyber End Dragon, Cyber Twin Dragon, Chimeratech Rampage Dragon, Divine Arsenal

Weaknesses

  • Illegal in OCG: Ash Blossom run at 3 copies against a Semi-Limited cap of 2
  • No Side Deck, so no post-side plan or matchup tuning
  • Three sub-archetype engines (Cyber Dragon, Cyberdark, Cyber) dilute the core and add brick risk

Critical choke points

  • Ash Blossom copy count must be cut to 2 before the list can be evaluated normally
  • Cyber Dragon Core or Cyber Jormungardr as the first searcher; both are needed for the going-first plan
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring 1 card that is legal at 1 copy, or a Side Deck slot Removes the copy-limit violation so the list can be scored normally.
2 1 tech card with low synergy 1 additional Cyber Dragon engine piece Raises the engine core and reduces tech dead-draws.
3 none A Side Deck (up to 15 cards) Adds post-side adaptability and matchup coverage; currently 0 side cards.

Evidence & confidence

  • Verified: Ash Blossom & Joyous Spring run 3 copies against a Semi-Limited limit of 2 (Illegal); Main 41 cards and Extra 14 cards are within the OCG size rules; Harpie's Feather Duster and S:P Little Knight are Limited and run at 1 copy each (legal); Card text for the Cyber Dragon, Cyberdark and Therion engines; Usage stats: Therion King Regulus 90% core inclusion
  • Inferred: Opening-hand consistency, derived from hypergeometric probabilities; Going-first and going-second plans, derived from card text; Interaction quality, derived from text role tags; Extra Deck flexibility and pilot-error load
  • Provisional: Meta power and matchup fit, since there is no dated metagame sample
  • Data gaps: No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot match record are absent 1 passcode could not be resolved to a card and was counted as main No win-rate telemetry for going-first, going-second, matchups, brick or starter rates No Side Deck, so post-side evaluation is not possible Meta power is Provisional unless a dated metagame sample is supplied

More OCG Info

Therions

Therions Breakdown

 
 

 

 

 

 

 

 
 

 

 
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