Red-Eyes Deck #767815 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Alligator's Dragon Knight x3, Swiftwind Panther Warrior x3, The Phantom Knights of Doomed Soleret x3. Created Oct 20, 2026 by YGO Mod.

Deck Red-Eyes OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 20, 2026
30± 10/ 100
Power Score
Structural 46
Reliability 35
Going First 44
Going Second 48

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 46
Going First 44
Going Second 48
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Extra Deck boss summons from a multi-summon board (Red-Eyes Black Dragon Exceed, K9-00 Hound, Super Starslayer TY-PHON), enabled by Dark Time Wizard-linked monsters and hand traps; Link and Xyz board-building (S:P Little Knight, I:P Masquerena, Number 75) feeding the same boss monsters
  • Turn 1 (going first): Open a searcher and a starter (Alligator's Dragon Knight, Dark Time Wizard, Phantom Knights of Doomed Soleret) and build a Link or Xyz board while holding hand traps up
  • Turn 2 (going second): Hold Ash Blossom, Ghost Belle, Ghost Ogre, Nibiru or Maxx C to answer the opponent's first summon chain, then convert with an Extra Deck boss
  • Recovery: Recur Dark Time Wizard cards from the GY with Foolish Graverobber or Sleepy Scapegoats, and rebuild through Mulcharmy Fuwalos draws
  • After siding: Not evaluable: the list runs no Side Deck, so there is no post-side plan

Why it scores here

The deck's Structural score comes from its system-level properties: searcher access (P of at least one searcher text card in a 5-card opening hand is about 0.65), 14 hand-trap or negation cards that give it a real going-second answer layer, and a varied Extra Deck offering several boss routes. Its weak points pull the score down: archetype purity is only 1.4% (69 of 55 main slots are off the exact archetype, spread across about 18 sub-archetypes), there is no recorded combo data, and there is no Side Deck. The list is Illegal because three Forbidden cards (Triple Tactics Talent, Isolde, Albion) are run, so the score is capped at 30 and labelled theoretical/structural only. Popularity or archetype recognition earned no points, and no card scores were averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one searcher-text card in opening 5) ≈ 0.65; 3-copy starters show P ≈ 0.25 per hand; no combo data (Inferred)
D2 Opening-Hand Quality & Brick Management 40 14 hand-trap and 17 tech slots spread across many sub-archetypes; no brick or garnet measurement available, so this is estimated from composition only (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable boards in combo data (total combos 0); conversion ceiling is text-only inference (Inferred)
D4 Combo Floor & Median Output 35 Median output is unmeasured; the floor relies on the Link/Xyz/Fusion routes in the text alone (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Several independent starters and multiple hand traps give partial route redundancy; no measured interruption data (Inferred)
D6 Resource Economy, Recovery & Grind 45 Recursion exists (Foolish Graverobber, Sleepy Scapegoats, Mulcharmy Fuwalos) but resource signature is not measured (Inferred)
D7 End-Board & Interaction Quality 60 14 hand-trap and 12 negation-text cards plus 29 removal-text cards; interaction density not measured in boards (Inferred)
D8 Going-Second & Board-Breaking Power 50 Going-second split not available; hand-trap density suggests a board-challenge plan from text only (Inferred)
D9 Offensive Pressure & Closing Power 50 Boss monsters in the Extra Deck (Exceed, Hound, TY-PHON) have strong ATK, but no end-board data exists (Inferred)
D10 Main Deck Efficiency & Flexibility 45 55 main with 30 distinct cards and 11 singletons; weak archetype coherence (1.4% exact purity) lowers the compactness read (Verified composition)
D11 Extra Deck Efficiency & Coverage 55 15 Extra slots spread across 6 Fusion, 4 Xyz, 4 Link, 1 Synchro; 2 of the Extra cards (Isolde, Albion) are Forbidden (Verified)
D12 Side Deck Adaptability 10 No Side Deck is run (Side Deck size 0), so post-side adaptability cannot be scored (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link and no dated meta sample; archetype usage stat only covers 3 core cards (Provisional)
D14 Pilotability & Error Tolerance 35 Many dependent multi-step lines across hand traps and Dark Time Wizard triggers, with no measured error rate (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 46, Going First ≈ 44, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist exposure (-8); no side deck (-3); illegal-list cap (0). Final formula: Structural 45.6 (Midrange profile) → 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 43.5 − 11 = 32.5, then capped at 30 because the list is Illegal (theoretical/structural only). Meta provisional.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.65 · 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

  • 14 hand-trap cards giving a broad going-second answer layer
  • 10 searcher-text cards with about a 65% chance of one in the opening 5
  • Several Extra Deck boss routes across Fusion, Xyz, Link and Synchro

Weaknesses

  • Illegal list: three Forbidden cards are run
  • No Side Deck, so no best-of-3 adaptation
  • Archetype purity is 1.4%, so engine coherence is low
  • No recorded combo data to validate the conversion ceiling

Critical choke points

  • Dark Time Wizard trigger cards are needed for the Exceed route, so losing the generic starters removes the boss line
  • Two Forbidden Extra Deck cards (Isolde, Albion) are part of the Extra Deck plan, so the list cannot run as built
Priority Remove Add Reason
1 Triple Tactics Talent, Isolde, Albion Legal replacements of the same role (draw or control, a Link or Fusion boss) These are Forbidden in OCG; removing them makes the list legal, which is required before any normal score applies
2 Off-archetype singletons with no engine role A 15-card Side Deck with hand traps or targeted answers The list has no Side Deck, which blocks any post-side plan and lowers adaptability
3 Low-synergy generic support More Dark Time Wizard-text cards or fewer off-archetype slots Archetype purity is 1.4%; more engine-aligned cards would raise coherence

Evidence & confidence

  • Verified: Legality: 3 Forbidden cards over the copy limit (Triple Tactics Talent, Isolde, Albion); Banlist statuses for the 9 restricted cards; Main 55 and Extra 15 counts are within the OCG size rules; No Side Deck (Side Deck size 0)
  • Inferred: Opening-hand starter and searcher probabilities; Hand-trap interaction density; Structural dimension scores D1 to D14
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (D13)
  • 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 for going-first, going-second or matchup Meta Power is Provisional without a dated metagame sample Deck is Illegal, so the Final Contextual Score is capped and theoretical

More OCG Info

Red-Eyes

Red-Eyes Breakdown

 
 

 

 

 

 

 

 
 

 

 
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