Red-Eyes Deck #771397 — Yu-Gi-Oh! OCG

57 Main, 13 Extra, incl. Alligator's Dragon Knight x3, Black Metal Dragon x3, Mulcharmy Fuwalos x3. Created Oct 21, 2026 by YGO Mod.

Deck Red-Eyes OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: LowEvaluated Oct 21, 2026
28± 8/ 100
Power Score
Structural 42
Reliability 30
Going First 36
Going Second 46

Deck — Deck Power Evaluation

Final Contextual Deck Power: 28/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 42
Going First 36
Going Second 46
Meta Power provisional
Tournament Reliability 30
  • Primary strategy: Toolbox
  • Secondary strategies: Midrange, Control
  • Format: ocg

Legality

Main 58 / Extra 13 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Red-Eyes boss monsters (Red-Eyes Black Fullmetal Dragon, Red-Eyes Black Dragon Exceed, Red-Eyes Darkness Metal Dragon, Red-Eyes Flare Metal Dragon) and First of the Dragonlords, reached through Dark Time Wizard and Metalmorph engine lines that the list only partly supports.; Link and Fusion pressure from Underworld Goddess of the Closed World, Proxy F Magician and Primite Dragon Nether Berzelius, which is not connected to a clear engine.
  • Turn 1 (going first): Open on a Dark Time Wizard or Metalmorph searcher and hope to reach a Red-Eyes boss. The list has no reliable T1 starter, so the first turn often becomes a card-search turn.
  • Turn 2 (going second): Use hand traps (Ash Blossom, Droll & Lock Bird, Evenly Matched) and Dark Ruler No More to disrupt the opponent's board, then rebuild with searchers. This is the more realistic plan, with about a 56% chance of holding at least one hand trap in a 6-card hand.
  • Recovery: Recover through searchers and graveyard recursion (Black Metal Dragon, Dark Time Wizard, Foolish Graverobber, Incoming Machine!). Most recovery lines depend on the archetype-specific pieces that are thinly represented.
  • After siding: None. The deck has no Side Deck, so there is no post-side plan. This is a major gap for best-of-3 play.

Why it scores here

The score is set by the deck as a system, not by averaging its cards. The deck reliably reaches interaction: 7 hand traps, 11 negation-text cards and 23 removal-text cards give dense disruption, and the going-second hand-trap probability is about 0.56. Its engine is weak. Only 10 of 58 main cards carry the exact Red-Eyes name (14.1% purity), and the rest is spread across Dark Time Wizard, Metalmorph, Harpie, Primite, Cyber and Hieratic. Starter access is low: each 3-copy starter has about a 0.24 chance of appearing in a 5-card opening hand, and only the searcher group reaches about 0.81. The combo evidence is empty, so ceiling and median are text-only inferences. The main deck is also illegal: Ash Blossom & Joyous Spring is run 3 copies against a 2-copy OCG limit, and the deck has no Side Deck. Because the list is illegal, it is capped low and scored as structural-only. Popularity and the Red-Eyes name earned no points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 40 P(at least 1 3-copy starter in 5 cards) ≈ 0.24; P(at least 1 searcher in 5 cards) ≈ 0.81; the core engine is diffuse across archetypes (Inferred)
D2 Opening-Hand Quality & Brick Management 35 7 hand traps, 16 tech cards and many non-engine spells raise the dead-hand risk; no conflicting-summon data (Inferred)
D3 Combo Conversion & Ceiling 40 No recorded boards. The Red-Eyes Black Fullmetal / Exceed / Darkness Metal bosses set a textual ceiling, but the Metalmorph route needs unresolved pieces (Inferred)
D4 Combo Floor & Median Output 30 No recorded boards and no median evidence; the deck's floor is expected to be low given the engine dilution (Provisional)
D5 Interruption Resilience & Route Redundancy 45 Ash Blossom 3 copies, Droll & Lock Bird 1 and Dark Ruler No More give some redundancy; a single broken engine route is likely (Inferred)
D6 Resource Economy, Recovery & Grind 50 16 searcher-text cards and graveyard recursion (Black Metal Dragon, Dark Time Wizard) support recovery; Extra Deck resources are thin (Inferred)
D7 End-Board & Interaction Quality 62 11 negation-text, 7 hand-trap and 23 removal-text cards give high interaction density; Ash Blossom and Droll are Limited or Semi-Limited (Verified flags, Inferred quality)
D8 Going-Second & Board-Breaking Power 55 Going-second hand-trap probability ≈ 0.56; Lightning Storm, Harpie's Feather Duster and Dark Ruler No More challenge boards (Inferred)
D9 Offensive Pressure & Closing Power 55 Boss ATK reaches 2800 to 3700 (Red-Eyes Darkness Metal 2800, Exceed 3400, First of the Dragonlords 3700), but each is a single copy and hard to reach (Inferred)
D10 Main Deck Efficiency & Flexibility 25 Main deck is 58 cards with 14.1% exact-archetype purity and 61 off-archetype copies, which is a coherence problem (Verified counts)
D11 Extra Deck Efficiency & Coverage 40 13 Extra Deck cards: 9 Link, 3 Fusion, 1 Xyz. Several are off-plan (Proxy F Magician, Spirit with Eyes of Blue), and two usage-core cards are missing (Verified counts, Inferred fit)
D12 Side Deck Adaptability 10 No Side Deck at all (0 side cards); the post-side plan is absent (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; matchup fit is unknown (Provisional)
D14 Pilotability & Error Tolerance 35 Many decision points across spell-speed-2 responses, negation timing and mixed engines; combo steps are not documented (Inferred)

How the score was computed

Strategy profile: Toolbox. Structural ≈ 42, Going First ≈ 36, Going Second ≈ 46, Meta = provisional, Tournament Reliability ≈ 30. Modifiers: banlist_exposure (-5); no_side_deck (-3); engine_conflicts (-4). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Illegal cap applied, so the score is structural-only. 0.80*42 + 0.20*30 = 39.6, then context modifiers total -12, giving 27.6 → 28.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.24 · 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 interaction: 7 hand traps, 11 negation-text cards and 23 removal-text cards
  • Strong Red-Eyes boss ceiling in the Extra Deck, including Fullmetal, Darkness Metal and Exceed
  • Good searcher access (about 0.81 for at least one searcher in an opening hand)
  • Going-second hand-trap coverage (about 0.56) supports disruption

Weaknesses

  • Illegal list: Ash Blossom & Joyous Spring is over its Semi-Limited copy limit
  • Low exact-archetype purity (14.1%), so the engine is diluted across several archetypes
  • Low starter access for any single 3-copy engine card (about 0.24 in a 5-card hand)
  • No Side Deck, so no post-side plan
  • No recorded combos, so the ceiling and median cannot be measured

Critical choke points

  • Each Red-Eyes boss depends on Metalmorph or Dark Time Wizard pieces that are thinly represented
  • An opponent's single negation or hand trap can break the one-engine route, with few independent lines as backup
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring None (legal fix) Bringing the copy count to the Semi-Limited limit of 2 is required before this list can receive a normal score.
2 Off-archetype tech and splash cards (e.g., Harpie's Feather Duster, Primite Dragon Nether Berzelius, Hieratic Seal, Spirit with Eyes of Blue) Core Red-Eyes or Dark Time Wizard pieces that match the engine Raising exact-archetype purity from 14.1% would reduce engine conflicts and improve starter access.
3 None (the deck has no Side Deck) A 10–15 card Side Deck with hand traps or targeted answers to the expected opposing archetypes A Side Deck is required for a post-side plan in best-of-3 play.

Evidence & confidence

  • Verified: Legality: Ash Blossom & Joyous Spring is 3 copies against a Semi-Limited limit of 2 (OCG); Main 58 and Extra 13 are within the OCG size rules (40–60 and 0–15); Side deck is empty (0 cards); Archetype purity is 14.1% and off-archetype copies are 61; Hand-trap group count is 7 and searcher group count is 16
  • Inferred: Starter access: P(≥1 of a 3-copy starter in 5 cards) ≈ 0.24; Interaction density is high based on card text; Going-second hand-trap coverage ≈ 0.56; Ceiling and recovery are inferred from card text, with no recorded combos; Interaction quality (D7) and the going-second board-breaking estimate (D8)
  • Provisional: Meta Power (null) and matchup fit (D13), because no dated metagame sample was supplied
  • Data gaps: No combos supplied, so floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and pilot record are absent One passcode (74677422) in CardIDList could not be resolved to a card and is counted as main No win-rate telemetry exists in YGOVN, so brick, starter and matchup rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied No Side Deck, so post-side adaptability cannot be assessed

More OCG Info

Red-Eyes

Red-Eyes Breakdown

 
 

 

 

 

 

 

 
 

 

 
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