Cyber Dragon Deck #769419 — Yu-Gi-Oh! OCG

41 Main, 12 Extra, incl. Cyber Dragon x3, Cyber Dragon Core x3, Cyberdark Claw x3. Created Oct 20, 2026 by YGO Mod.

Deck Cyber Dragon OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 20, 2026
26± 8/ 100
Power Score
Structural 47
Reliability 40
Going First 48
Going Second 42

Deck — Deck Power Evaluation

Final Contextual Deck Power: 26/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 47
Going First 48
Going Second 42
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Tempo, Fusion/Link/Xyz
  • Format: ocg

Legality

Main 42 / Extra 12 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Cyber Dragon Nova / Chimeratech Fortress or Megafleet Dragon boards built through Cyber Dragon Core, Cyber Dragon and Cyber Emergency searches, with Cyber Eternity Dragon and Divine Arsenal AA-ZEUS as the late-game boss threats; Cyberdark Realm / Cyberdark Claw and Clockwork Night value plus Therion King Regulus as a stand-alone Machine boss
  • Turn 1 (going first): Normal Summon Cyber Dragon Core to search a Cyber Spell/Trap, then Cyber Dragon or Cyber Dragon Nachster to reach a Fusion or Link extension (Inferred from text; no parseable boards)
  • Turn 2 (going second): Hold Ash Blossom, Infinite Impermanence and Droll & Lock Bird as hand interaction, then respond to the opponent's first engine with Cyber Dragon Core or Cyber Dragon (Inferred)
  • Recovery: Cyber Revsystem and Cybernetic Overflow recursion plus Cyber Dragon Herz and Cyber Dragon Nachster GY revival (Inferred from text)
  • After siding: Not evaluable: the deck has zero Side Deck cards, so no post-side plan exists

Why it scores here

The deck is scored as a system: the archetype core (Cyber Dragon Core, Cyber Dragon, Cyber Emergency, Cyberdark Realm, Clockwork Night) gives a reasonably live opening (P of at least one copy-3 starter in a 5-card hand is about 0.32, and the archetype core group gives about 0.88 for at least one core card in hand; Inferred). Hand-trap density (Ash Blossom, Infinite Impermanence, Droll & Lock Bird; about 0.69 chance of at least one hand trap in a 6-card going-second hand; Inferred) and the Extra Deck spread of Fusion, Link and Xyz monsters give real interaction and board-breaking options. Those strengths are offset by the deck being Illegal (three Ash Blossom against a limit of two), having no Side Deck, no recorded boards and no tournament or win-rate data, so there is no evidence the deck converts reliably. Popularity of the archetype did not earn points, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one copy-3 starter in 5) ~0.32; archetype core group ~0.88 in hand (Inferred)
D2 Opening-Hand Quality & Brick Management 45 Copy histogram 12 singles and 10 triples; 10 Extra Deck slots with some redundancy; no brick data (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable combo boards; ceiling is text-only inference (Inferred)
D4 Combo Floor & Median Output 40 Median output unknown; no power distribution supplied (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Hand traps and Cyber Revsystem recursion give some redundancy; no independent-line data (Inferred)
D6 Resource Economy, Recovery & Grind 45 Cyber Revsystem and Cybernetic Overflow recursion; no resource signature data (Inferred)
D7 End-Board & Interaction Quality 60 Hand traps and removal text across 7 hand-trap and 11 removal-text cards (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 45 Going-second split unavailable; Fusion and Link breakers present but unmeasured (Inferred)
D9 Offensive Pressure & Closing Power 45 Boss ATK in Extra Deck: Nova 2100, Eternity Dragon 2800, AA-ZEUS 3000 (Verified stats)
D10 Main Deck Efficiency & Flexibility 55 42 Main Deck cards inside the OCG 40-60 size range, with 22 distinct cards and archetype purity of 29.6 percent (Verified)
D11 Extra Deck Efficiency & Coverage 60 Extra Deck breakdown: 6 Fusion, 3 Link, 3 Xyz (Verified); no access data (Inferred)
D12 Side Deck Adaptability 20 Side Deck is empty, so there is no post-side coverage (Verified)
D13 Matchup Coverage & Format Fit 30 No tournament link; archetype usage stats available only as context (Provisional)
D14 Pilotability & Error Tolerance 50 Multi-step Fusion/Link lines with many hand-trap timings; complexity is high (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 47, Going First ≈ 48, Going Second ≈ 42, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: copy_limit_violation (-20); no_side_deck (-3); no_combo_or_tournament_evidence (-2). Final formula: Illegal deck: 0.80*Structural(47) + 0.20*TournamentReliability(40) = 45.6, then the illegal copy-limit modifier (-20) is applied and the result is capped low; Meta provisional

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.32 · 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

  • Large Cyber Dragon core with several searchers and summon routes
  • Hand-trap density (Ash Blossom, Infinite Impermanence, Droll & Lock Bird) for going second
  • Varied Extra Deck boss options (Fusion, Link, Xyz)

Weaknesses

  • Illegal: Ash Blossom run 3 times against an OCG limit of 2
  • No Side Deck, so no post-side plan
  • No recorded boards, win-rate or tournament data to confirm conversion

Critical choke points

  • Ash Blossom copy count must be fixed before the deck is playable
  • Starter density: a copy-3 starter is only about 32 percent likely in a 5-card opening hand
Priority Remove Add Reason
1 One copy of Ash Blossom & Joyous Spring A legal slot such as a second Droll-style or Infinite Impermanence-style interaction, or a Cyber core starter The deck is Illegal as built; this fixes the copy-limit violation and keeps the hand-trap plan
2 Unresolved passcode 10443957 entry Verify and correct the card identity in the deck list An unresolved passcode is counted as Main Deck and may be hiding an illegal or misidentified card
3 None A short Side Deck with a few hand traps or board breakers Post-side adaptability currently scores 20 because the Side Deck is empty

Evidence & confidence

  • Verified: Legality status Illegal from copy-limit check: Ash Blossom 3 copies vs limit 2; Main 42 / Extra 12 / Side 0 counts inside OCG size rules; Card stats and text for the 22 main and 10 extra distinct cards; Archetype usage: 23 stat rows, 8 of 18 core cards present
  • Inferred: Starter and hand-trap draw probabilities from hypergeometric estimates; Going-first and going-second plans from card text; Interaction density from role-hint tags
  • Provisional: Meta Power left null; no dated metagame sample; Matchup fit (D13) based only on archetype context
  • 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 One passcode (10443957) could not be resolved and was counted as Main No win-rate telemetry (going-first/second, matchup, brick/starter rates) Meta Power is provisional without a dated metagame sample Deck has no Side Deck, so D12 has no post-side data

More OCG Info

Cyber Dragon

Cyber Dragon Breakdown

 
 

 

 

 

 

 

 
 

 

 
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