Resonator Deck #768198 — Yu-Gi-Oh! OCG
60 Main, 15 Extra, incl. Bone Archfiend x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia x3. Created Oct 20, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/20/2026
Main Deck (60)
- Bone Archfiend x3
- Bystial Magnamhut x1
- Fiend Piece Golem x1
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x3
- Power Vice Dragon x3
- Red Lotus King, Flame Crime x1
- The Bystial Lubellion x1
- Chain Resonator x1
- Crimson Resonator x1
- Darkness Resonator x1
- Effect Veiler x3
- Obsessive Uvualoop x1
- Shining Star Dragon x1
- Soul Resonator x3
- Synkron Resonator x1
- Vision Resonator x1
- Crimson Call x1
- Crimson Gaia x3
- Dark Ruler No More x3
- Deck Lockdown x3
- Dimensional Fissure x3
- Foolish Burial x1
- Forbidden Chalice x3
- Resonator Call x3
- Twin Twisters x3
- Evenly Matched x3
- Infinite Impermanence x3
- Red Reign x1
- Red Zone x1
Extra Deck (15)
- Bystial Dis Pater x1
- Crimson Blade Dragon x1
- Crimson Dragon x1
- Hot Red Dragon Archfiend Abyss x1
- Red Dragon Archfiend x1
- Red Hypernova Dragon x1
- Red Nova Dragon x1
- Red Rising Dragon x3
- Red Supernova Dragon x1
- Scarred Dragon Archfiend x1
- Storm-Bane Dragon Destorbim x1
- The Crimson King x1
- Zalen the Shackled Dragon x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 56/100 (±6 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 64 |
| Going First | 62 |
| Going Second | 66 |
| Meta Power | provisional |
| Tournament Reliability | 58 |
- Primary strategy: Combo
- Secondary strategies: Stun, Toolbox
- Format: ocg
Legality
Main 60 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Synchro Summon a DARK Dragon Synchro (Red Supernova Dragon, Red Nova Dragon, Red Dragon Archfiend, Red Hypernova Dragon or Hot Red Dragon Archfiend Abyss) from a Resonator-based Tuner and non-Tuner engine, then attack through the board; Resonator recursion from GY (Soul Resonator, Synkron Resonator, Vision Resonator, Red Rising Dragon) rebuilding a Synchro board after interaction
- Turn 1 (going first): Turn 1 Normal Summon a Tuner (Soul Resonator, Effect Veiler or Crimson Resonator), search with Resonator Call or Crimson Gaia, then Synchro Summon into a Red Rising Dragon or a Dragon Synchro
- Turn 2 (going second): Hand traps (Infinite Impermanence, Evenly Matched, Effect Veiler, Mulcharmy draw effects) to blank the opponent's first summon, then rebuild a Synchro board from the GY and Deck
- Recovery: Use GY-triggered Resonators (Synkron Resonator, Vision Resonator, Soul Resonator) and Red Rising Dragon's GY revival to re-establish a Tuner and a Synchro after the board is cleared
- After siding: No side deck is registered, so there is no post-side plan; the deck has no sideboard slots to adapt
Why it scores here
The deck reliably opens a Synchro plan on the system level: 25 archetype-core copies give about 94 percent odds of at least one in a 5-card opening hand, and 19 searchers give about 86 percent, so the Resonator engine is accessible but not guaranteed on any single starter, since each 3-copy starter sits at about 23 percent. It converts that plan into pressure through 13 Synchro-capable Extra Deck monsters with 3000 to 4500 ATK and a Synchro-heavy end board, which earns the closing and ceiling reads, but no combo replays were supplied, so the ceiling and median stay text-only inference. Interaction is the strongest part of the system: 9 hand traps, 13 negation-text cards and 17 removal-text cards let it survive a first-turn interruption, and GY recursion from Soul Resonator, Synkron Resonator, Vision Resonator and Red Rising Dragon keeps a second line available. The score is held down by the absence of a side deck, the sub-archetype spread (only about 19 percent exact Resonator name purity), and three engine conflicts; popularity and archetype usage stats confirm the list is real and accessible but did not add points, and card scores were not averaged into the deck score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 68 | P(at least one of 25 core copies in 5-card hand) about 0.94; 3-copy starters at 0.23 each, so starter redundancy is good but single-starter odds are low (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 58 | 15 Tuners and several conditional summons (Synkron, Chain, Crimson Resonator) can be dead in hand; 64 percent chance of a hand trap in a 6-card going-second hand (Inferred) |
| D3 | Combo Conversion & Ceiling | 65 | Red Supernova, Red Nova and Red Dragon Archfiend ceiling is high with Crimson Gaia and Red Rising revival, but no recorded boards exist (Inferred, text-only) |
| D4 | Combo Floor & Median Output | 55 | No recorded boards; median output cannot be measured and is inferred from starter redundancy and 1-copy staples (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 70 | Multiple hand traps plus GY recursion (Soul Resonator, Synkron, Vision, Red Rising) give at least two independent lines after one interruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 72 | 19 searcher-text cards and Synchro material recursion sustain resources, with Mulcharmy draw effects adding card flow (Inferred) |
| D7 | End-Board & Interaction Quality | 78 | 9 hand traps, 13 negation-text cards and 17 removal-text cards give broad, layered interaction (Verified flags plus Inferred semantic read) |
| D8 | Going-Second & Board-Breaking Power | 68 | Red Dragon Archfiend and Red Supernova break boards; Magnamhut and Dark Ruler No More add going-second answers (Inferred) |
| D9 | Offensive Pressure & Closing Power | 78 | Synchro ATKs from 3000 to 4500 (Red Hypernova 4500, Red Supernova 4000 base, Red Nova 3500 base) convert advantage into a close (Verified stat) |
| D10 | Main Deck Efficiency & Flexibility | 55 | 60 main slots with 30 distinct cards; exact Resonator name purity is 18.7 percent and multiple generic or off-engine staples (Dimensional Fissure, Red Reign, Deck Lockdown) dilute coherence (Verified composition) |
| D11 | Extra Deck Efficiency & Coverage | 70 | 15 Extra slots filled by 13 Synchro monsters, with Red Rising x3 as a repeatable engine and a broad set of Synchro paths (Verified composition) |
| D12 | Side Deck Adaptability | 15 | Side deck is empty, so there is no post-side adaptability at all (Verified) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link or dated meta sample; archetype share unknown, so this stays neutral (Provisional) |
| D14 | Pilotability & Error Tolerance | 40 | Long multi-step Synchro chains with many decision points, GY triggers and tuner-material choices make the deck demanding to pilot (Inferred) |
How the score was computed
Strategy profile: 0.80 Combo + 0.20 Stun. Structural ≈ 64, Going First ≈ 62, Going Second ≈ 66, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: Engine conflicts (-3); Weak or absent post-side plan (-4); Banlist exposure (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.94 · 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, layered interaction: 9 hand traps, 13 negation-text and 17 removal-text cards
- Redundant Resonator engine with 19 searchers and 25 core copies
- Strong Synchro ceiling with 3000 to 4500 ATK bosses
- GY recursion keeps a second line alive after a clear
Weaknesses
- No side deck, so no post-side adaptability
- Exact Resonator name purity is only 18.7 percent; many generic or off-engine staples
- Several conflicting cards (Dimensional Fissure, Deck Lockdown) work against the deck's own recursion and summons
- No recorded combos, so median output is unknown
Critical choke points
- A single Tuner plus non-Tuner pair is needed for almost every Synchro, so losing the Tuner to hand traps or a board wipe stalls the engine
- Going second, the opponent's first summon is the main choke point; a hand trap has about a 64 percent chance to be in the opening six
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Dimensional Fissure | Ash Blossom & Joyous Spring | Removes a floodgate that banishes the deck's own GY-recursion monsters and adds a hand trap that appears in about 66 percent of usage lists |
| 2 | Deck Lockdown | A 15-card side deck covering the matchups the main deck does not answer | Gives the deck a post-side plan, which it currently lacks entirely, and removes the Main Deck Special Summon restriction that conflicts with Chain and Crimson Resonator |
Evidence & confidence
- Verified: Legal OCG list: 60 main, 15 extra, 0 side; Three Limited cards at one copy each (Magnamhut, Lubellion, Foolish Burial); Exact Resonator name purity 18.7 percent; Usage stats: Soul Resonator, Crimson Gaia, Power Vice Dragon and Bone Archfiend are core in about 79 to 90 percent of lists
- Inferred: Core-group opening odds 0.94 and searcher-group 0.86 (hypergeometric); Hand-trap odds 0.64 going second; Interaction breadth from card text; Pilot difficulty and median output
- Provisional: Meta share and matchup fit (no dated meta sample)
- Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot match record absent No win-rate telemetry: going-first/second, matchup, brick and starter rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied Deck title is null, so the list is identified only by its archetype and ID
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