Crimson Dragon Deck #770774 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Centur-Ion Trudea x3, Lava Golem x3, Mulcharmy Fuwalos x3. Created Oct 21, 2026 by YGO Mod.

Deck Crimson Dragon OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 22, 2026
30± 10/ 100
Power Score
Structural 53
Reliability 45
Going First 52
Going Second 57

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Medium)

Overall score Value
Structural Deck Power 53
Going First 52
Going Second 57
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Stun
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Synchro beatdown from Centur-Ion and Crimson Dragon Synchro monsters (Legatia, Auxila, Red Supernova Dragon, Cosmic Blazar Dragon) once the board is established; Centur-Ion Primera Primus and Chaos Angel as additional Synchro pressure and removal
  • Turn 1 (going first): Open with Centur-Ion Primera or Trudea to place Centur-Ion monsters as Continuous Traps, then Synchro Summon through the Tuners on board
  • Turn 2 (going second): Use Ash Blossom, Ghost Belle, Ghost Ogre, Infinite Impermanence and Nibiru to negate or destroy the opponent's starter, then rebuild a Synchro board
  • Recovery: Recur Centur-Ion monsters from the GY with Centur-Ion Bonds, Centur-Ion Phalanx and Centur-Ion Atrii, and use Mulcharmy draw effects to refill the hand
  • After siding: None: the deck runs no Side Deck (side_count 0), so there is no post-side plan

Why it scores here

The deck reliably gets a Centur-Ion or Crimson Dragon starter into play about 65% of the time (archetype core group of 10 copies, P(at least one in opening 5) about 0.65, Inferred), and then has real Synchro pressure from its Extra Deck. Its strength is interaction: 14 hand traps and 9 negation-text cards give it layered answers that go-second hands can use, which is where the score is earned. Recursion from the GY and Mulcharmy draw effects keep it from fully stalling after one disruption. The score is not earned by popularity: Crimson Dragon usage stats show a 76% inclusion rate, but this list runs 0% exact-name Crimson Dragon archetype cards and only one Crimson Dragon, so the stats confirm the deck exists rather than that it is strong. The deck is Illegal (Ash Blossom run 3 times against a limit of 2), so the score is capped at 30 and is theoretical/structural only. Scores were built from the deck as a system, not by averaging card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one 3-copy starter in opening 5) ≈ 0.25 per card; archetype core group P ≈ 0.65 (Inferred)
D2 Opening-Hand Quality & Brick Management 50 26 distinct Main Deck cards with several non-engine hand traps and 20 Spell Cards risk dead draws; no brick data (Inferred)
D3 Combo Conversion & Ceiling 52 no parseable boards; Synchro and Centur-Ion chains read from card text only (Inferred)
D4 Combo Floor & Median Output 45 no recorded boards, so median output cannot be measured; provisional read from text (Inferred)
D5 Interruption Resilience & Route Redundancy 60 14 hand traps and multiple recursion routes give several independent lines after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Mulcharmy draw effects and Centur-Ion GY recursion refill resources (Inferred)
D7 End-Board & Interaction Quality 62 16 removal-text cards and 9 negation-text cards give layered end-board interaction (Inferred semantic)
D8 Going-Second & Board-Breaking Power 62 going-second hand-trap density, P(at least one hand trap in 6) ≈ 0.84 (Inferred)
D9 Offensive Pressure & Closing Power 60 Synchro boss pool includes 3500–4500 ATK monsters, but no end-board data exists (Inferred)
D10 Main Deck Efficiency & Flexibility 50 55 Main Deck cards with 3-copy staples and many single copies; flexible but not compact (Verified structure, Inferred read)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck cards with a mix of Synchro and Link monsters, including Crimson Dragon and Centur-Ion bosses (Verified)
D12 Side Deck Adaptability 15 no Side Deck (side_count 0), so no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 40 no tournament link and no dated meta sample; Meta Power is provisional (Provisional)
D14 Pilotability & Error Tolerance 50 multi-step Synchro and Centur-Ion sequencing with several optional once-per-turn choices; moderate complexity (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 53, Going First ≈ 52, Going Second ≈ 57, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Illegal copy-limit cap (-17); Banlist exposure (-2); No Side Deck (-2). Final formula: Structural 53 → 0.80*53 + 0.20*45 + modifiers (-4) ≈ 47, then capped at 30 because the deck is Illegal (copy-limit violation); theoretical/structural only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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

  • Layered hand-trap and negation suite (14 hand traps, 9 negation-text cards) that answers going-second starters
  • Large Synchro Extra Deck with several high-ATK bosses and Centur-Ion recursion
  • Core archetype density (10 copies) gives good access to the main engine

Weaknesses

  • Illegal: Ash Blossom run 3 copies against a limit of 2
  • No Side Deck, so no post-side adaptability
  • No combo or board data, so the ceiling and median can only be inferred from text
  • Very few exact-name Crimson Dragon archetype cards (0%), so the deck relies on generic and sub-archetype support

Critical choke points

  • Centur-Ion Synchro starter: most lines need a Centur-Ion monster on board before a Synchro Summon
  • Ash Blossom and Ghost hand traps as the main answer to going-second starters
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring 1 more copy of Ghost Belle & Haunted Mansion (currently 2 copies, legal limit 3) Fixes the only legality violation and keeps the hand-trap count close to the same. Re-evaluate after the fix; the score is capped until the deck is legal.
2 None required A Side Deck of 1 to 15 cards The deck has no post-side plan at all, and a side deck is the only way to adapt in best-of-3.

Evidence & confidence

  • Verified: Legality: Illegal, Ash Blossom 3 copies vs legal limit 2 (OCG Semi-Limited); Main 55, Extra 15, Side 0; all sizes within limits; Card text and banlist status for all listed cards; Archetype usage: Crimson Dragon 76% inclusion for the single core card
  • Inferred: Starter access: P ≈ 0.65 for the Centur-Ion core group in opening 5; Hand-trap density gives P ≈ 0.84 of at least one hand trap in 6 going second; Interaction and recursion quality read from card text
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (no tournament link)
  • 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 — brick, starter, OTK and matchup signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied no Side Deck, so best-of-3 post-side behaviour is unknown

More OCG Info

Crimson Dragon

Crimson Dragon Breakdown

 
 

 

 

 

 

 

 
 

 

 
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