Primite Deck #770517 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Nibiru, the Primal Being x3, Primite Dragon Ether Beryl x3. Created Oct 21, 2026 by YGO Mod.

Deck Primite TCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 22, 2026
35± 8/ 100
Power Score
Structural 50
Reliability 35
Going First 45
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 50
Going First 45
Going Second 60
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Synchro
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Synchro and Fusion boards built from Blue-Eyes and Primite pieces (Blue-Eyes Ultimate Spirit Dragon, Blue-Eyes Tyrant Dragon, Cosmic Blazar Dragon), with Nibiru and Blue-Eyes Spirit Dragon as swing threats; Hand-trap and negation control: 17 hand traps and 21 negation-text cards to stop the opponent's board before it develops
  • Turn 1 (going first): Opening hand needs a Primite or Blue-Eyes starter plus one hand trap; Primite Lordly Lode and Wishes for Eyes of Blue are the main searchers, but they only reach the Synchro or Fusion board if the hand also holds Tuners
  • Turn 2 (going second): Hold 6 cards with at least one hand trap (about 90% chance per the probability table) and use Ash Blossom, Ghost Belle, Effect Veiler, and Infinite Impermanence to break the opponent's first board, then rebuild with the Extra Deck
  • Recovery: Graveyard-based recovery through Blue-Eyes Spirit Dragon, Ghost Belle, and Maiden of White; the Extra Deck Synchro pool is the main source of rebuild
  • After siding: Not assessable: the Side Deck is empty, so no post-side plan exists

Why it scores here

The deck is Illegal as submitted: Ash Blossom & Joyous Spring is run three times against a limit of two, so this is a theoretical, structural-only read and the number is not a normal legal-deck score. Structurally it is a Blue-Eyes and Primite hybrid, not a single archetype: only 7 cards carry the exact Primite name and 14 are Blue-Eyes, while 63 copies are off-archetype (10% exact-name purity), so engine coherence is weak. Its strength is interaction: 17 hand traps and 21 negation-text cards make it a credible going-second deck, and the probability table puts at least one hand trap in a six-card hand at about 90%. Its weaknesses are the 27 distinct main-deck cards, the 12 singletons, an empty Side Deck, and no recorded combos or tournament data, so the floor, median and ceiling cannot be measured. The score comes from the system's interaction, recursion and Extra Deck coverage, not from the popularity of Blue-Eyes or Primite or from averaging individual card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 50 Archetype core present in 13 copies (P open at least one in 5 cards ≈ 0.76), but exact-name purity is only 10%; starter access is split across two engines (Inferred)
D2 Opening-Hand Quality & Brick Management 40 17 hand traps, 20 tech and 32 generic cards with no shared starter make dead or conflicting hands likely; the 12 singletons add variance (Inferred)
D3 Combo Conversion & Ceiling 55 No recorded boards; ceiling is read from text only: Blue-Eyes Ultimate Spirit, Tyrant and Cosmic Blazar give high-output lines (Inferred)
D4 Combo Floor & Median Output 40 No combo data; median cannot be measured, and the deck's breadth of starters suggests a modest median output (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Multiple hand traps, GY recursion (Blue-Eyes Spirit Dragon, Ghost Belle, Maiden of White) and a 14-card searcher group give several independent recovery routes (Inferred)
D6 Resource Economy, Recovery & Grind 45 Searchers (14 text hits) and GY recursion recover resources, but Synchro costs and hand-trap spending drain the hand (Inferred)
D7 End-Board & Interaction Quality 70 21 negation-text cards and 17 hand traps across both player turns, with Dominus Purge and Infinite Impermanence layering (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 65 Going-second hand-trap probability is about 0.90 and the hand traps can break a first board before the Extra Deck rebuilds (Inferred)
D9 Offensive Pressure & Closing Power 55 Ultimate Spirit, Tyrant and Cosmic Blazar supply board-ending attackers, but no damage-direct or piercing line is evidenced (Inferred)
D10 Main Deck Efficiency & Flexibility 40 55 main-deck cards over 27 distinct names with 12 singletons and 63 off-archetype copies; compactness is weak (Verified count, Inferred effect)
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck cards: 10 Synchro, 3 Link and 2 Fusion, all with a clear role across both engines; the Synchro pool is well covered (Verified)
D12 Side Deck Adaptability 15 Side Deck is empty (0 cards) in a best-of-3 format, so there is no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 40 Archetype meta-share is unavailable; no tournament link and no dated metagame sample exist (Provisional)
D14 Pilotability & Error Tolerance 45 Many decision points (hand-trap timing, Synchro and Fusion sequencing, 12 singletons) make play error-prone for the intended pilot (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 50, Going First ≈ 45, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: illegal copy limit (Ash Blossom & Joyous Spring x3, limit 2) (-12). Final formula: Illegal deck: pre-cap 0.80*Structural(50) + 0.20*TournamentReliability(35) = 47; minus 12 illegal-copy-limit modifier = 35 (Meta provisional; theoretical/structural-only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.76 · key two-card combo ≈ — · full-brick estimate ≈ 0.24 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • 17 hand traps and 21 negation-text cards give strong going-second interaction
  • Archetype core present in 13 copies, so the primary starter is reachable in about 76% of opening hands
  • Extra Deck covers Synchro, Link and Fusion with high-output bosses (Ultimate Spirit, Tyrant, Cosmic Blazar)
  • Several recovery routes through GY recursion and searchers

Weaknesses

  • Illegal as submitted: Ash Blossom & Joyous Spring is over the copy limit
  • Low exact-name archetype purity (10%): two engines compete for the same slots
  • 27 distinct main-deck cards with 12 singletons raise brick and variance risk
  • Empty Side Deck gives no post-side plan in a best-of-3 format
  • No recorded combos or tournament data, so floor and median cannot be measured

Critical choke points

  • Starter access depends on a Primite or Blue-Eyes starter plus a Tuner; a hand without both is a likely brick
  • Single Extra Deck Synchro boss lines depend on Blue-Eyes Spirit Dragon or Ghost Belle being live
Priority Remove Add Reason
1 one copy of Ash Blossom & Joyous Spring one non-restricted hand trap or Tuner from the deck's existing engine Makes the list legal (Ash limit is 2) and keeps the hand-trap count near 16
2 one of the 12 singleton tech cards a Side Deck of 10 to 15 cards covering the most-played opposing engines A best-of-3 deck with no Side Deck has no post-side adaptability
3 two off-archetype generic spells or traps additional copies of the core Blue-Eyes or Primite starters Raises exact-name purity and starter consistency

Evidence & confidence

  • Verified: Main Deck 55, Extra 15, Side 0; Main ≤ 60 and Extra ≤ 15 are within the size rules; Ash Blossom & Joyous Spring: 3 copies, legal 2 (Semi-Limited); the deck is Illegal; Bystial Magnamhut, Droll & Lock Bird and One for One each run 1 copy, within their Limited cap; Archetype exact-name purity 10% (7 of 70 archetype-tagged copies); Side Deck is empty
  • Inferred: Starter P(≥1 in 5 cards) ≈ 0.76 for the archetype core; full-brick proxy ≈ 0.24; Going-second hand-trap P(≥1 in 6 cards) ≈ 0.90; Midrange-with-Stun interaction profile; Ceiling read from card text (Ultimate Spirit, Tyrant, Cosmic Blazar)
  • Provisional: Meta Power (null: no dated metagame sample); Matchup and format fit (no tournament data)
  • 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 are absent no win-rate telemetry: going-first, going-second, matchup and brick rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied deck title is null in the export

More TCG Info

Primite

Primite Breakdown

 
 

 

 

 

 

 

 
 

 

 
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