Crimson Dragon Deck #770140 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. T.G. Rocket Salamander x3, T.G. Gear Zombie x3, Jack-In-The-Hand x3. Created Oct 20, 2026 by YGO Mod.

Deck Crimson Dragon OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 20, 2026
60± 6/ 100
Power Score
Structural 63
Reliability 58
Going First 66
Going Second 72

Deck — Deck Power Evaluation

Final Contextual Deck Power: 60/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 63
Going First 66
Going Second 72
Meta Power provisional
Tournament Reliability 58
  • Primary strategy: Combo
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Synchro Summon T.G. Glaive Blaster (4000 ATK) or Shooting Star Dragon T.G. EX (3300 ATK) off T.G. Gear Zombie / T.G. Screw Serpent / Ash-Ghost Belle tuner bridges, backed by a 2-3 card hand-trap wall; Satellite Warrior and Black Rose Dragon as generic synchro closers, with Raigeki and Harpie's Feather Duster as non-engine board breakers
  • Turn 1 (going first): Open with a T.G. starter (Gear Zombie, Limiter Removal or Rocket Salamander) to put a T.G. monster on the field, search or summon a tuner, and Synchro into T.G. Over Dragonar or Mighty Striker; hold Ash Blossom or Ghost Belle for the opponent's first answer
  • Turn 2 (going second): Hold Ash Blossom, Ghost Belle, Effect Veiler, Infinite Impermanence or D.D. Crow against the opponent's first activation (about 90% chance of at least one hand trap in a 6-card hand), then rebuild through T.G. recursion and Synchro into Glaive Blaster or Shooting Star
  • Recovery: Recover through T.G. Booster Raptor and Mighty Striker recursion from the GY, Limiter Removal and Jack-In-The-Hand for card advantage, and Hyper Librarian / Wonder Magician for draws
  • After siding: Not evaluable: the export lists no side deck (side_count 0), so there is no post-side plan to score

Why it scores here

The deck's power comes from the system: 12 hand traps (Ash Blossom, Ghost Belle, Effect Veiler, Infinite Impermanence, D.D. Crow, Droll and similar) make the going-second hand very hard to shut off, and those same cards are tuners that feed a 13-Synchro Extra Deck. The T.G. engine has real redundancy (Gear Zombie, Limiter Removal and Rocket Salamander as starters, with T.G. recursion from the GY), and the searchers (7 copies, incl. Limiter Removal and Jack-In-The-Hand) convert hand into card advantage. Interaction density is high across Raigeki, Feather Duster, Forbidden Droplet and T.G. Close, which scores well on end-board quality. The points are capped by the lack of recorded boards (no combo ceiling or median data), no side deck to adapt after the first game, and a Snake-Eye Doomed Dragon Extra slot with no support in the Main Deck. Archetype popularity and the 'Crimson Dragon' label did not earn points: Crimson Dragon itself is not in the list, and no card scores were averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 P(at least 1 of a 3-copy starter in 5 cards) ≈ 0.34; 6-copy T.G. core P(≥1 in 5) ≈ 0.58; 7 searchers P ≈ 0.64; multiple T.G. self-summon starters (Inferred)
D2 Opening-Hand Quality & Brick Management 58 12 hand traps and 13 tuners in 40 cards keep most hands functional; the T.G.-only conditions on Drill Fish and Booster Raptor add some brick risk (Inferred)
D3 Combo Conversion & Ceiling 58 Synchro ceiling via Glaive Blaster, Shooting Star EX and Over Dragonar is plausible from card text; no recorded boards to confirm (Inferred)
D4 Combo Floor & Median Output 50 No combos_evidence data (total_combos 0), so the median is unmeasured and held near neutral (Provisional)
D5 Interruption Resilience & Route Redundancy 68 Hand traps and recursion (Booster Raptor, Mighty Striker, Limiter Removal) give multiple independent lines after a single interruption (Inferred)
D6 Resource Economy, Recovery & Grind 72 7 searcher/draw effects plus Hyper Librarian and Wonder Magician give strong card economy (Inferred)
D7 End-Board & Interaction Quality 80 14 negation/removal effects across hand traps and backrow answers; only 3 Trap cards, so backrow durability is thin (Inferred semantic)
D8 Going-Second & Board-Breaking Power 76 Raigeki and Feather Duster are non-engine board breakers; going-second hand quality is high with the 12 hand traps (Inferred)
D9 Offensive Pressure & Closing Power 70 Glaive Blaster 4000 ATK, Shooting Star EX 3300 ATK, Satellite Warrior 2500 ATK, Black Rose 2400 ATK; closing depends on a synchro line (Verified stats)
D10 Main Deck Efficiency & Flexibility 68 40 Main with 22 distinct cards, 10 twice-copies and 4 three-copies; 16 tech cards are a high flexibility cost on consistency (Inferred)
D11 Extra Deck Efficiency & Coverage 58 13 Synchro + 1 Link + 1 Fusion; Snake-Eye Doomed Dragon has no Snake-Eye Main Deck support and is likely a dead slot (Inferred)
D12 Side Deck Adaptability 30 Side deck is empty (side_count 0), so there is no post-side adaptation at all (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link and no meta share in the export; scored neutral (Provisional)
D14 Pilotability & Error Tolerance 45 Synchro chains with tuner choices, 'once per turn' hand-trap timing and the T.G. restrictions are complex to pilot (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 63, Going First ≈ 66, Going Second ≈ 72, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: banlist exposure (-1); dead Extra Deck slot (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional); 0.80*63.0 + 0.20*58 = 62.0, minus 2 from modifiers = 60

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.34 · 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

  • 12 hand traps give strong going-second interaction and a high hand-trap density
  • Synchro-based T.G. engine with recursion (Booster Raptor, Mighty Striker) gives independent lines after disruption
  • Searchers (Limiter Removal, Jack-In-The-Hand, Bonfire) and draw synchros (Hyper Librarian, Wonder Magician) give strong card economy
  • High end-board interaction (Raigeki, Feather Duster, Droplet, T.G. Close) plus 4000/3300 ATK synchro closers

Weaknesses

  • No side deck (side_count 0), so no post-side adaptation
  • Archetype label 'Crimson Dragon' does not match the T.G. engine and the Crimson Dragon itself is not in the deck
  • Snake-Eye Doomed Dragon has no Main Deck support and is likely a dead Extra slot
  • Five single-copy Limited cards and 16 tech cards raise consistency cost and banlist exposure

Critical choke points

  • The T.G. self-summon starters (Gear Zombie, Limiter Removal, Rocket Salamander) are the only starts; each is 3 copies, so no start is 2+ copies deep
  • Several T.G. effects require a T.G. monster already on the field, so an empty board leaves Drill Fish and Booster Raptor dead
Priority Remove Add Reason
1 Snake-Eye Doomed Dragon A second Synchro Tuner or a non-Snake-Eye synchro closer The Extra slot has no Main Deck support; a dead Extra slot lowers D11 and D10 consistency
2 none (side deck is empty) A 15-card side deck with extra negates and backrow answers D12 is scored 30 because there is no post-side plan; a side deck is the cheapest fix for that dimension

Evidence & confidence

  • Verified: Main 40 / Extra 15 / Side 0, legal under OCG (Legal status); Five Limited single-copy cards and two Semi-Limited Ash Blossom copies, all within legal copy limits; Card text for 12 hand traps, 13 Synchro/Tuners, and searchers; Glaive Blaster 4000, Shooting Star EX 3300, Satellite Warrior 2500 ATK
  • Inferred: Engine starter access about 0.34 to 0.64 from hypergeometric probability; Brick rate low-to-moderate due to hand traps and tuner density; Going-second hand quality high (≈0.90 hand-trap P); Interaction density high from card-text reads
  • Provisional: Meta Power (null, no dated metagame sample); D13 matchup and format fit (no tournament data); D4 median output (no combo boards)
  • 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 side deck in the export; post-side score cannot be measured no win-rate telemetry; going-first and going-second splits are Inferred Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Crimson Dragon

Crimson Dragon Breakdown

 
 

 

 

 

 

 

 
 

 

 
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