Archfiend Deck #770017 — Yu-Gi-Oh! OCG

46 Main, 15 Extra, incl. Bone Archfiend x3, Soul Resonator x3, Crimson Gaia x3. Created Oct 20, 2026 by YGO Mod.

Deck Archfiend OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 20, 2026
55± 6/ 100
Power Score
Structural 60
Reliability 55
Going First 62
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 55/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 60.5
Going First 62
Going Second 50
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Toolbox
  • Format: ocg

Legality

Main 46 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Synchro Summon Red Dragon Archfiend, Red Nova Dragon, or a Red Supernova/Hypernova into a 3000+ ATK board; Synchro Summon is driven by the 13 Tuners in the Main Deck.; Crimson King and Bystial Dis Pater recursion and extra pressure from the Red Nova and Supernova Dragons once the Extra Deck is open.
  • Turn 1 (going first): Turn 1: Soul Resonator, Bone Archfiend, or Crimson Gaia (searcher) to add a Red Dragon Archfiend or Resonator, then a Tuner plus a non-Tuner into a Synchro Summon on turn 2.
  • Turn 2 (going second): Six-card hand with a Synchro-enabling Tuner and a searcher; Dominus Impulse or Red Dragon Archfiend's Chains to interact with a single Special Summon, then Synchro through the board. No hand traps means the going-second plan depends on the Synchro chain surviving.
  • Recovery: Resonator monsters return from the GY through Synkron Resonator, Vision Resonator, Resonator Command, and Crimson Call, while Crimson Gaia and Power Vice Dragon refill the hand.
  • After siding: No Side Deck is registered, so no post-side plan can be evaluated; the deck has no sideboard slots to adapt.

Why it scores here

The deck reliably opens a Synchro plan: 13 Tuners and 18 searcher-text cards give a 0.93 chance of at least one searcher in an opening hand of 5, and the Resonator core is present in about 80 percent of opening hands. Conversion is judged from text only because the export has no recorded boards, so the ceiling and median stay near the middle and are labeled Inferred. Its closing power is strong, with 3000 to 4500 ATK Synchro monsters in the Extra Deck, and it has layered recursion through the Resonator GY effects. Its weaknesses are the lack of hand traps, the limited on-board interaction (Heavy Storm, Feather Duster, Dominus Impulse, Red Zone), the conflicting Extra Deck summon restrictions that many Resonator effects impose, and the absence of any Side Deck. The score comes from consistency, closing power and resilience on the system, not from Archfiend being a popular archetype or from averaging card scores; archetype purity is only 18 percent, so the deck is a mixed Resonator and Archfiend build.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(at least one 3-copy starter in a 5-card hand) = 0.30 per card; archetype core group opens at least one in 80 percent of hands; searcher text in 18 copies gives 0.93 (Inferred)
D2 Opening-Hand Quality & Brick Management 55 22 spell/trap cards and 13 Tuners of 24 monsters create some redundancy, but several Resonator effects restrict Extra Deck summons and can conflict with Synchro lines (Inferred)
D3 Combo Conversion & Ceiling 58 No parseable recorded boards; ceiling inferred from the Red Dragon Archfiend, Red Nova and Supernova Dragon text (Inferred)
D4 Combo Floor & Median Output 50 No recorded boards, so no median or power distribution exists; floor is unmeasured (Inferred)
D5 Interruption Resilience & Route Redundancy 68 Multiple independent recursion and search routes (Resonator GY effects, Crimson Gaia, Power Vice Dragon, Crimson Call) (Inferred)
D6 Resource Economy, Recovery & Grind 70 Searchers and GY recursion cover card economy; Card Destruction adds grind; no resource signature is measured (Inferred)
D7 End-Board & Interaction Quality 58 Three to four Spell/Trap removal or negation cards plus three negation-text cards; zero hand traps and no floodgate (Inferred)
D8 Going-Second & Board-Breaking Power 50 No hand traps; going-second board breaking relies on Dominus Impulse, Red Zone and the Red Dragon Archfiend destroy-all effect (Inferred)
D9 Offensive Pressure & Closing Power 80 Extra Deck ATK ranges from 3000 to 4500 across Red Dragon Archfiend, Red Hypernova, Red Nova and Crimson King (Verified card text)
D10 Main Deck Efficiency & Flexibility 60 46 main cards with 22 non-monsters; Tuner-heavy monster count and two Limited cards at one copy each (Inferred)
D11 Extra Deck Efficiency & Coverage 70 15 Synchro Monsters across 11 distinct cards, with several Resonator and Red Dragon Archfiend copies; coverage is strong (Verified)
D12 Side Deck Adaptability 10 No Side Deck registered; no post-side plan can be evaluated (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; archetype meta-share not available (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Synchro and Resonator chains with many optional triggers and summon restrictions (Inferred)

How the score was computed

Strategy profile: Combo primary, Midrange secondary; structural weights taken from the Combo profile. Structural ≈ 60.5, Going First ≈ 62, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: Banlist exposure (-1); Engine conflicts (-2); No side deck (-2); Synchro density (1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional); 0.80*60.5 + 0.20*55 = 59.4, then -4 modifiers = 55

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.3 · 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 Tuner base (13) and Synchro count (15) give a compact engine
  • Searcher density (18 text cards) gives 0.93 access to at least one searcher per opening hand
  • Strong closing bodies: 3000 to 4500 ATK Synchro monsters
  • Layered GY recursion for the Resonator engine

Weaknesses

  • Zero hand traps and no floodgate, so going-second interaction is thin
  • No Side Deck, so no adaptability
  • Engine conflicts from Extra Deck summon restrictions
  • Five Limited cards cap the build at single copies

Critical choke points

  • A Tuner-plus-non-Tuner Synchro needs a live Tuner, so a hand without one is a brick
  • Red Dragon Archfiend copies gate most of the closing plan
Priority Remove Add Reason
1 One Card Destruction A Side Deck of 15 cards with hand traps and targeted negation A Side Deck removes the zero-adaptability weakness and adds the hand-trap coverage the Main Deck lacks.
2 Dominus Impulse (one copy, Semi-Limited) A second Synchro Monster or a hand trap A hand trap gives going-second interaction the deck lacks, while Dominus Impulse only answers Special Summons.

Evidence & confidence

  • Verified: Legal status and copy limits (main 46, extra 15, side 0); Card text and ATK/DEF for Red Dragon Archfiend, Red Hypernova, Red Nova Dragon, Crimson King; Extra Deck composition: 15 Synchro
  • Inferred: Starter access from the hypergeometric estimate; Interaction density from card text; Conversion ceiling from text only
  • Provisional: Meta power 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 record absent no win-rate telemetry; going-first/second and matchup signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied usage statistics in this deck flags conflict with the card list: The Crimson King, Bystial Dis Pater, Hot Red Dragon Archfiend Abyss and Scarred Dragon Archfiend are in the deck but flagged in this deck false

More OCG Info

Archfiend

Archfiend Breakdown

 
 

 

 

 

 

 

 
 

 

 
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