Red-Eyes Deck #768567 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Alligator's Dragon Knight x3, K9-17 Izuna x3, Lava Golem 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± 8/ 100
Power Score
Structural 51
Reliability 45
Going First 50
Going Second 55

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 51
Going First 50
Going Second 55
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Extra Deck boards (Red-Eyes Black Dragon Exceed 3400 ATK, Number C104 Umbral Horror Masquerade 3000 ATK, K9-66X Jacks 2600 ATK, K9-00 Hound 2500 ATK) reached through Xyz, Fusion and Link summons from the hand-trap and searcher package (Inferred).; Mulcharmy draw-and-disruption engine plus Dark Time Wizard recursion to grind card advantage in long games (Inferred).
  • Turn 1 (going first): Open with a searcher (Dark Time Wizard, Fire Formation - Tenki, Chaotic Elements, K9-X Forced Release) to find a Level 5 K9 or Dark Time Wizard piece, then Xyz or Link into a boss while holding Ash Blossom or Evenly Matched up for the opponent's first response (Inferred; no recorded boards).
  • Turn 2 (going second): Use the six-card hand with 7 hand traps (Ash Blossom, Droll & Lock Bird, Evenly Matched, Forbidden Droplet, Foolish Graverobber, Fisherman of Legend, Mudragon-style protection absent) to disrupt the opponent's starter, then rebuild through Mulcharmy draws (Inferred).
  • Recovery: Recover from a broken opener through the 14 searcher-text cards and graveyard revival effects of Dark Time Wizard, Foolish Graverobber and K9-66b Lantern (Inferred).
  • After siding: Not evaluable: the deck runs zero Side Deck cards, so there is no post-side plan.

Why it scores here

The score comes from the deck as a system, not from averaging its cards. The deck fails legality: three Semi-Limited cards (Ash Blossom and Joyous Spring, Super Polymerization, K9-17 Izuna) are run at three copies against a limit of two, so the result is structural only and capped low. Its consistency is moderate: the 14 searcher-text cards give a 78% chance of at least one searcher in the opening five, but the three main engines (Dark Time Wizard, K9 and Mulcharmy) are only partly connected, and each individual starter has about a 25% chance of appearing in the opening hand (Inferred). Interaction is the stronger area: seven hand traps, roughly 20 removal-text cards and a 6-card going-second hand give real disruption, and Extra Deck boards reach 2500 to 3400 ATK (Inferred). Floor and median output are weak because there are no recorded boards, and the deck has no Side Deck and only 2.9% exact-name archetype purity, so the score does not rest on archetype popularity or on the individual card scores. Confidence is Low because there is no combo, tournament or win-rate evidence.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 52 P(at least 1 copy of a given 3-copy starter in a 5-card opening hand) = 0.2529; P(at least 1 searcher-text card) = 0.7846; the engines are split across three archetypes (Inferred)
D2 Opening-Hand Quality & Brick Management 48 14 searcher-text cards and 7 hand traps help reduce dead hands, but the mixed Dark Time Wizard / K9 / Mulcharmy cores create conflicting hands; no brick-rate data (Inferred)
D3 Combo Conversion & Ceiling 55 Extra Deck ceiling of 2500 to 3400 ATK boards (Red-Eyes Exceed, Number C104, K9-66X Jacks, K9-00 Hound) but no recorded combo boards (Inferred)
D4 Combo Floor & Median Output 40 No combo boards recorded, so median and floor output is text-only inference (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Seven hand traps, Ash Blossom and Evenly Matched give several answers to a single interruption; recursion through the Dark Time Wizard graveyard (Inferred)
D6 Resource Economy, Recovery & Grind 58 Mulcharmy draw effects and Dark Time Wizard recursion regenerate resources in long games (Inferred)
D7 End-Board & Interaction Quality 62 About 20 removal-text cards plus Lightning Storm, Evenly Matched and Jinzo - Energy Shocker give layered end-board interaction (Inferred)
D8 Going-Second & Board-Breaking Power 60 A 6-card going-second hand with 7 hand traps gives strong force-interaction; P(at least 1 hand trap in 6 cards) = 0.5767 (Inferred)
D9 Offensive Pressure & Closing Power 62 Extra Deck boards reach 2500 to 3400 ATK with direct-attack and piercing-style text, though no end-board data exists (Inferred)
D10 Main Deck Efficiency & Flexibility 40 55 main-deck cards across 26 distinct names with 68 off-exact-archetype copies and 10 singletons; the deck is not coherent around one engine (Verified structure, Inferred consequence)
D11 Extra Deck Efficiency & Coverage 50 15 Extra Deck cards (4 Fusion, 6 Xyz, 5 Link) across 13 distinct names; several K9 Xyz pieces depend on the same Level 5 materials (Verified breakdown, Inferred coverage)
D12 Side Deck Adaptability 15 Zero Side Deck cards: no post-side plan exists for best-of-3 play (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated meta sample; archetype usage stats show S:P Little Knight and I:P Masquerena are core but absent here (Provisional)
D14 Pilotability & Error Tolerance 40 Multiple engines, Xyz and Link branching and hand-trap timing decisions make the deck hard to pilot consistently (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 51, Going First ≈ 50, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Engine conflicts (-6); No side deck (-4); Illegal copy overage (0). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 49.8, plus modifiers -10 = 39.8, then capped at 30 because the list is Illegal (theoretical/structural only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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

  • Seven hand traps and about 20 removal-text cards give layered disruption on both turns (Inferred)
  • Searcher density of 14 cards makes a live starter in the opening five very likely (Inferred)
  • Extra Deck ceiling of 2500 to 3400 ATK boards (Verified stats, Inferred role)

Weaknesses

  • Illegal copy counts: three Semi-Limited cards run at three copies (Verified)
  • Engines split across Dark Time Wizard, K9 and Mulcharmy with only 2.9% exact archetype purity (Verified composition, Inferred consequence)
  • No Side Deck (Verified)
  • No combo, tournament or win-rate evidence to confirm output (Verified gap)

Critical choke points

  • Each individual starter has roughly a 25% chance of appearing in the opening five, so the deck depends on a searcher to reach a live engine (Inferred)
  • The Extra Deck boss requires Level 5 material from a split engine, so a missing Level 5 piece stalls the board (Inferred)
Priority Remove Add Reason
1 1 copy each of Ash Blossom & Joyous Spring, Super Polymerization and K9-17 Izuna (one copy of each, total three cards) Non-restricted replacements from the same role Brings the list back to legal copy limits; the deck cannot receive a normal score until this is fixed (Verified)
2 Off-archetype filler spread across the three engines Commit to one engine (Dark Time Wizard or K9) and add its Level 5 materials and searchers Raises exact archetype purity and engine coherence (Inferred)
3 One or two non-engine tech cards A small Side Deck (for example 5 to 10 cards) Gives a post-side plan for best-of-3 play (Verified gap)

Evidence & confidence

  • Verified: Legality: 55 Main, 15 Extra, 0 Side; three Semi-Limited cards run at 3 copies against a limit of 2 (Illegal); Composition: 26 distinct Main cards, 13 distinct Extra cards, 2.9% exact archetype purity; Usage: S:P Little Knight and I:P Masquerena are core cards absent from this list
  • Inferred: Hypergeometric draw odds: 25.29% for any single 3-copy card in a 5-card hand; 78.46% for at least one searcher; Interaction density from 7 hand traps and about 20 removal-text cards; Engine split and conflict across Dark Time Wizard, K9 and Mulcharmy
  • Provisional: Meta fit (D13) and matchup read, since no dated metagame sample was supplied
  • Data gaps: No combos supplied: floor, median and ceiling are text-only inference No tournament link: archetype meta-share and pilot match record absent No win-rate telemetry for going-first, going-second, matchup, brick or starter rates Deck title is null in the export Meta Power is Provisional without a dated metagame sample

More OCG Info

Red-Eyes

Red-Eyes Breakdown

 
 

 

 

 

 

 

 
 

 

 
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