Galaxy-Eyes Deck #770617 — Yu-Gi-Oh! TCG

56 Main, 15 Extra, incl. Galaxy Defense Robot Orbital 7 x3, Mulcharmy Fuwalos x3, Mulcharmy Meowls x3. Created Oct 21, 2026 by YGO Mod.

Deck Galaxy-Eyes TCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 22, 2026
33± 8/ 100
Power Score
Structural 47
Reliability 35
Going First 38
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 33/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 47
Going First 38
Going Second 52
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Midrange
  • Secondary strategies: Stun
  • Format: tcg

Legality

Main 56 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Xyz Summon Galaxy-Eyes / Photon Dragon-family monsters (3000+ ATK) from the 15-card Xyz Extra Deck and convert the board; Hand-trap-protected Xyz chains that keep one 3000-ATK threat alive through the opponent's interaction
  • Turn 1 (going first): Open a Level 4 or Level 8 starter (Galaxy Expedition, Galaxy Defense Robot Orbital 7, Photon Delta Wing) and build an Xyz; hold hand traps for the opponent's first answer. Probability of a starter in 5 cards is low (about 0.32 for the Galaxy-Eyes core group), so this plan is inconsistent.
  • Turn 2 (going second): Use the six-card hand to play hand traps (about 0.86 chance of at least one) against the opponent's first summon or search, then rebuild with Mulcharmy draw effects. This is the deck's most reliable plan.
  • Recovery: Mulcharmy monsters and Galaxy Hundred help refill cards; Ash Blossom, Ghost Ogre and Ghost Belle recover tempo by negating and returning to the GY for later Special Summons.
  • After siding: Not evaluable: the side deck is empty (0 cards), so there is no post-side plan.

Why it scores here

The deck is scored as a system and not as an average of its card scores. Its main strength is interaction: about 15 hand traps and Quick-Play negation text give it a high chance (about 0.86) of having at least one interaction card in a six-card going-second hand. Its weakness is consistency: the Galaxy-Eyes core has only about a 0.32 chance of being in an opening five, and roughly 15 hand traps plus 9 Mulcharmy monsters are often dead without an Xyz on board, so the brick risk is high. The Xyz finishers (3000+ ATK) give real closing power once established, but no combo recordings exist, so the ceiling and median are text-based inferences only. Popularity and archetype usage stats were not used to raise the score. The deck is Illegal (Seventh Tachyon run 3 of a 1-copy limit; Ash Blossom run 3 of a 2-copy limit), so this is a theoretical, structural-only result and not a normal contextual score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 40 P(at least one Galaxy-Eyes core in a 5-card hand) ≈ 0.32; a hand-trap starter is accessible going second (Inferred)
D2 Opening-Hand Quality & Brick Management 35 About 15 hand traps and 9 Mulcharmy monsters are dead without an Xyz; the copy histogram is spread across 27 distinct main cards (Inferred)
D3 Combo Conversion & Ceiling 55 No recorded boards; ceiling inferred from Xyz chains (Galaxy-Eyes Photon Dragon, Number 107, Number 62) and Galaxy Expedition plus Galaxy Defense Robot Orbital 7 text (Inferred)
D4 Combo Floor & Median Output 35 No combos supplied, so the median is unknown and set low by default (Inferred, Provisional)
D5 Interruption Resilience & Route Redundancy 55 Multiple hand traps and recursion from the GY (Ghost Ogre, Ghost Belle, Ash Blossom) give some route redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 50 Mulcharmy draw effects and Galaxy Hundred help refill; Xyz material reuse is available (Inferred)
D7 End-Board & Interaction Quality 65 About 15 hand traps plus Forbidden Droplet, Solemn Judgment and Xyz negation text give layered interaction (Inferred semantic)
D8 Going-Second & Board-Breaking Power 60 P(at least one hand trap in a 6-card going-second hand) ≈ 0.86; hand-trap density and Xyz removal support the second-player plan (Inferred)
D9 Offensive Pressure & Closing Power 60 Several 3000-ATK Xyz finishers (Galaxy-Eyes Cipher X, Number 107, Photon Dragon) give closing power, but no win-rate telemetry exists (Verified card text, Inferred)
D10 Main Deck Efficiency & Flexibility 35 56 main-deck cards with 27 distinct cards; only 14.1% exact archetype purity; over-limit copies reduce legal efficiency (Verified)
D11 Extra Deck Efficiency & Coverage 55 15 Extra-Deck Xyz monsters, all Xyz; the Galaxy-Eyes and Photon sub-archetype coverage is broad but has conflicting Xyz summon routes (Verified structure, Inferred use)
D12 Side Deck Adaptability 10 The side deck is empty (0 cards), so no adaptability can be credited (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated metagame sample; archetype usage stats are not matchup data (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Xyz chains and hand-trap timing make play complex and error-prone (Inferred)

How the score was computed

Strategy profile: 80% Midrange / 20% Stun (hand-trap density is the disclosed secondary). Structural ≈ 47, Going First ≈ 38, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist_exposure (-12). Final formula: Illegal deck: theoretical/structural-only. Structural 47 (Midrange profile) → 0.80*47 + 0.20*35 ≈ 45, then banlist/copy-limit modifier −12 → 33. Meta Power provisional/null.

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

  • About 15 hand traps give high going-second interaction density (≈0.86 for at least one)
  • Several 3000-ATK Xyz finishers with negation text
  • Full Xyz Extra Deck (15) provides multiple boss options

Weaknesses

  • Illegal copy limits on Seventh Tachyon and Ash Blossom
  • Low probability of the core Galaxy-Eyes starter in the opening hand (≈0.32)
  • Mulcharmy and hand-trap bricks without an Xyz on board
  • Empty side deck gives no post-side adaptability
  • Only 14.1% exact archetype purity, so the engine is split across sub-archetypes

Critical choke points

  • A single Galaxy-Eyes or Photon Xyz starter must be present to get a board; no backup route is confirmed
  • Over-limit copies must be cut before the list can be played legally
Priority Remove Add Reason
1 2 copies of Seventh Tachyon Legal-limit replacements (1 copy maximum) Restores legality; removes the banlist exposure that caps the score.
2 1 copy of Ash Blossom & Joyous Spring A non-hand-trap card or 1 copy of Galaxy-Eyes core Restores the Semi-Limited limit of 2 copies and adds a core Xyz starter for consistency.
3 Some of the 9 Mulcharmy monsters Galaxy-Eyes or Photon starters Reduces the brick risk and increases the chance of a live Xyz engine.

Evidence & confidence

  • Verified: Legality: Illegal (Seventh Tachyon 3/1, Ash Blossom 3/2); Main 56 / Extra 15 / Side 0 counts; Card text and banlist status for the listed cards
  • Inferred: Hypergeometric P(≥1 Galaxy-Eyes core in hand5) ≈ 0.32; Hand-trap P(≥1 in hand6) ≈ 0.86; Brick risk and interaction density from card text
  • Provisional: Meta Power (null); Tournament reliability and matchup fit (no dated metagame sample)
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN — going-first/second, matchup, brick and starter rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied Side deck is empty (0 cards)

More TCG Info

Galaxy-Eyes

Galaxy-Eyes Breakdown

 
 

 

 

 

 

 

 
 

 

 
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