Infernoid Deck #768482 — Yu-Gi-Oh! OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
67± 10/ 100
Power Score
Structural 70
Reliability 58
Going First 74
Going Second 78

Deck — Deck Power Evaluation

Final Contextual Deck Power: 67/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 69.7
Going First 74
Going Second 78
Meta Power provisional
Tournament Reliability 58
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 57 / Extra 14 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Synchro beats from Red Dragon Archfiend, Hot Red Dragon Archfiend Bane, Bystial Dis Pater and Hot Red Dragon Archfiend Abyss, protected by hand traps and Quick-Play interaction; Red Rising Dragon and Scarred/Red Dragon Archfiend recursion through Resonator graveyard effects
  • Turn 1 (going first): Open a searcher (Resonator Call, Supay, Soul Resonator, Earthbound Prisoner) or a 2-card Tuner bootstrap, Synchro Summon into Red Rising Dragon or Red Dragon Archfiend, and hold Evenly Matched or D.D. Crow for the opponent's turn
  • Turn 2 (going second): Use Skull Meister, Ghost Belle, Ghost Mourner or Evenly Matched against the opponent's first Special Summon or Spell/Trap, then Synchro into a board breaker
  • Recovery: Recover from the graveyard with Vision Resonator, Synkron Resonator, Obsessive Uvualoop and Crimson Gaia to rebuild searcher access and a Red Dragon Archfiend
  • After siding: No side deck is registered (side count 0), so no post-side plan can be evaluated

Why it scores here

The deck reliably opens through searchers and Tuner bootstraps: 16 Tuners and 17 searchers give an estimated 84% chance of at least one searcher in a 5-card opening hand (Inferred), and the Resonator recursion gives it a second route after one interruption. Its strength is interaction on the system level: 12 hand-trap copies plus Quick-Play and Trap removal let it answer the opponent's first plays, and the Extra Deck converts into 3000-3500 ATK Synchro threats with board-breaking effects. The score comes from consistency, interaction density and the Red Dragon Archfiend board-breaking package, not from averaging individual card scores and not from archetype popularity. The main penalties are the absence of any recorded boards (median output cannot be measured), the 57-card main that dilutes the engine, the empty side deck, and an exported archetype label ('Infernoid') that matches none of the cards in the list, so the usage statistics cannot be used to confirm this build.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 80 P(>=1 searcher in hand of 5) ~0.84 and 16 Tuners in the Main Deck make Synchro access likely (Inferred)
D2 Opening-Hand Quality & Brick Management 70 17 searchers and 3-copy playsets of Resonators offer redundancy, but 12 hand-trap copies are dead on a going-first turn with no opposing action (Inferred)
D3 Combo Conversion & Ceiling 72 Red Dragon Archfiend and Hot Red Dragon Archfiend Bane give a high text-derived ceiling, but no recorded boards exist to confirm it (Inferred)
D4 Combo Floor & Median Output 60 No recorded boards and no observed median; output is estimated from text and starter density only (Inferred)
D5 Interruption Resilience & Route Redundancy 78 Graveyard Resonator effects, Crimson Gaia and Red Rising Dragon revival give several independent recovery lines (Inferred)
D6 Resource Economy, Recovery & Grind 75 Searcher chains and graveyard recursion regenerate resources across turns, offset by hand-trap costs (Inferred)
D7 End-Board & Interaction Quality 85 Very high interaction density: 12 hand-trap copies plus Draco-Utopian Aura, Red Reign, Red Zone, Void Ogre, Zalen and Bystial negation text (Inferred semantic read of card text)
D8 Going-Second & Board-Breaking Power 80 Red Dragon Archfiend destroys Defense Position monsters and hand traps punish a going-second Special Summon; board-breaking is strong (Inferred)
D9 Offensive Pressure & Closing Power 78 Synchro threats of 3000 to 3500 ATK with battle-damage triggers give strong closing power (Verified stat plus Inferred text read)
D10 Main Deck Efficiency & Flexibility 50 57 cards with 24 distinct entries sits near the 60-card cap, which dilutes the engine; 6 single-copy slots add flexibility (Verified composition, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 70 14-card Extra Deck with multiple copies of the Red Dragon Archfiend family and flexible negate and destroy Synchros (Verified composition)
D12 Side Deck Adaptability 20 No side deck is registered, so there are no post-side options (Verified legality, scored low)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated metagame sample; only archetype label context, which conflicts with the list (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Synchro chains, hand-trap timing and 14 Extra Deck choices need considerable pilot skill (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 69.7, Going First ≈ 74, Going Second ≈ 78, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: none. Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); 0.8*69.7 + 0.2*58 = 67.4 -> 67; Midrange profile used alone, Stun/Toolbox noted qualitatively only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.84 · 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 interaction: 12 hand-trap copies plus Quick-Play and Trap removal
  • Redundant searcher and Tuner access with graveyard recursion for recovery
  • Red Dragon Archfiend family gives board-breaking and 3000+ ATK closers

Weaknesses

  • No recorded boards, so the floor and median are unverified
  • Archetype label 'Infernoid' matches no card in the list; the usage statistics are misattributed and cannot confirm this build
  • Zero side deck: no post-side adaptation

Critical choke points

  • Going-first hands with only hand traps and no searcher or Tuner lose tempo
  • Single-copy Synchro Tuners (Synkron, Supay) make some Synchro routes one-card dependent
Priority Remove Add Reason
1 Single-copy off-plan slots (e.g. Red Reign or Synkron Resonator) A registered side deck of 5-10 targeted cards Score is capped by the missing post-side plan (D12 = 20); a side deck is the cheapest improvement
2 One copy of a low-impact Trap or Spell from the 57-card main Correct the deck archetype label or confirm the intended build The exported 'Infernoid' label conflicts with the list, which blocks a valid usage-stat comparison

Evidence & confidence

  • Verified: Main Deck 57 cards, Extra Deck 14, Side Deck 0; all sizes within OCG rules; All cards Unlimited with copies at or under limit; Searcher group P(>=1 in opening 5) = 0.8428 from the hypergeometric table; 12 hand-trap copies from curated role flags
  • Inferred: Consistency estimate from searcher and Tuner density; Interaction quality from card text; Board-breaking and closing power from Red Dragon Archfiend text; Floor and median estimate from text only
  • Provisional: Meta and format fit (D13); Matchup performance
  • Data gaps: No combos supplied: floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record absent No win-rate or going-first/second telemetry exists in YGOVN Exported archetype 'Infernoid' conflicts with the list; usage statistics refer to a different build and core presence is 0% Deck title is null No side deck registered, so post-side performance cannot be scored

More OCG Info

Infernoid

Infernoid Breakdown

 
 

 

 

 

 

 

 
 

 

 
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