Cyber Dragon Deck #771429 — Yu-Gi-Oh! OCG
55 Main, 14 Extra, incl. Cyber Dragon Core x3, Mulcharmy Fuwalos x3, Ash Blossom & Joyous Spring x3. Created Oct 21, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
Main Deck (55)
- Bystial Magnamhut x1
- Cyber Dragon x1
- Cyber Dragon Core x3
- Cyber Dragon Herz x1
- Cyber Dragon Nachster x1
- Cyber Jormungardr x1
- Cyberdark Chimera x1
- Cyberdark Claw x2
- Cyberdark Wurm x1
- Jizukiru, the Star Destroying Kaiju x1
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x2
- Nibiru, the Primal Being x2
- Therion "King" Regulus x1
- Ash Blossom & Joyous Spring x3
- Ghost Belle & Haunted Mansion x2
- Ghost Ogre & Snow Rabbit x2
- Clockwork Night x2
- Cyber Emergency x3
- Cyberdark Realm x3
- Cyberload Fusion x1
- Cybernetic Horizon x1
- Forbidden Droplet x3
- Hey, Space Trunade! x2
- Polymerization x1
- Pot of Sloth x3
- Power Bond x1
- Spellbound x3
- Cybernetic Overflow x1
- Infinite Impermanence x3
Extra Deck (14)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 40/100 (±10 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 53 |
| Going First | 48 |
| Going Second | 58 |
| Meta Power | provisional |
| Tournament Reliability | 45 |
- Primary strategy: Midrange
- Secondary strategies: Combo
- Format: ocg
Legality
Main 56 / Extra 14 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).
Identity & game plan
- Win condition: Fusion, Link and Xyz boss summons (Cyber Eternity Dragon, Chimeratech Rampage Dragon, Cyber Dragon Sieger, Cyber Dragon Nova) that overwhelm the board with 2100 to 2800 ATK bodies; Cyberdark and Cyber Dragon recursion grind through Cyber Dragon Nachster, Cyber Dragon Herz and Cyberdark Chimera
- Turn 1 (going first): Normal Summon Cyber Dragon Core to search a Cyber Spell/Trap, then Cyber Emergency or Cyberdark Realm to add a payoff monster and extend into a Link or Fusion boss
- Turn 2 (going second): Hold hand traps (Ash Blossom, Ghost Ogre, Ghost Belle, Infinite Impermanence, Nibiru) against the opponent's starter, then rebuild through Cyber Dragon Nachster or Herz and a Fusion or Link boss
- Recovery: Recycle Cyber Dragon monsters from the GY with Cyber Dragon Nova and Cyberdark Wurm, and re-search Cyber Spell/Trap cards with Cyberdark Claw and Cybernetic Overflow
- After siding: Not evaluable: the export contains no Side Deck, so no post-side plan can be read from the evidence
Why it scores here
The deck is scored on its system, not on the average of its cards. Its engine is reliable on paper: P(at least one archetype core card in a 5-card opening hand) is about 0.92, but the three Cyber Dragon Core copies alone give only about 0.25 odds of a live starter on the play, so the going-first start is thin. Its strongest value is interaction: 12 hand traps and 16 negation-text cards give about 0.78 odds of at least one hand trap in a 6-card hand when going second, which is what carries the score. Ceiling and median output cannot be measured because no recorded boards exist for this deck, so both D3 and D4 rest on text-only inference and are capped near the midpoint. The score is pulled down by the illegal copy count (three Ash Blossom against a limit of two), the absence of any side deck, and the lack of tournament or meta data; popularity and archetype usage were not credited as power, and the Cyber Dragon usage stats only confirm that the list is a recognisable, accessible build.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 45 | P(at least one archetype core card in opening hand of 5) ≈ 0.92, but P(Cyber Dragon Core live on the play) ≈ 0.25 with 3 copies (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 50 | Copy histogram is healthy (15 singles, 7 doubles, 9 triples) but 12 hand traps and 27 Level 0 spells add dead-draw risk on conflicting hands (Inferred) |
| D3 | Combo Conversion & Ceiling | 60 | No recorded boards; ceiling read from text as Fusion/Link/Xyz bosses plus Cyber Dragon recursion, with no measured best line (Inferred from text) |
| D4 | Combo Floor & Median Output | 45 | No recorded boards, so median output cannot be measured; held near midpoint for 12-of-56 hand-trap density (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 60 | 12 hand traps and 16 negation-text cards give several independent answers to one disruption, with Nachster and Herz as backup routes (Inferred from text) |
| D6 | Resource Economy, Recovery & Grind | 60 | 20 searcher-text cards and recursion from the GY (Nova, Wurm, Claw) support rebuilding after spending resources (Inferred from text) |
| D7 | End-Board & Interaction Quality | 62 | 16 negation-text and 13 removal-text cards, with Cyberdark Realm and Cybernetic Overflow adding backrow pressure (Verified text, Inferred quality) |
| D8 | Going-Second & Board-Breaking Power | 65 | P(at least one hand trap in 6-card going-second hand) ≈ 0.78 is the strongest statistic in the evidence (Inferred) |
| D9 | Offensive Pressure & Closing Power | 60 | Boss bodies (Cyber Eternity Dragon 2800/4000, Chimeratech Fortress/Rampage, Cyber Dragon Sieger 2100) show real closing power, but none is verified in a board (Verified stats, Inferred conversion) |
| D10 | Main Deck Efficiency & Flexibility | 45 | 56 main cards across 31 distinct names with 9 triple copies and an over-limit copy; one unresolved passcode counted as main (Verified count, Inferred efficiency) |
| D11 | Extra Deck Efficiency & Coverage | 55 | 14 Extra cards across 12 distinct names with 12 non-singleton-free slots, and several single copies that depend on the same few material routes (Inferred) |
| D12 | Side Deck Adaptability | 15 | Side deck count is 0, so no post-side adaptation exists in the evidence (Verified count, Provisional score) |
| D13 | Matchup Coverage & Format Fit | 50 | tournament data unavailable and no dated metagame sample, so format fit is Provisional |
| D14 | Pilotability & Error Tolerance | 40 | Multiple fusion, link and xyz routes with many quick-effect decision points raise the error rate for a repeatable pilot (Inferred) |
How the score was computed
Strategy profile: Midrange primary, Combo secondary (secondary weights not separately blended; Midrange profile used as-is). Structural ≈ 53, Going First ≈ 48, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Banlist exposure (-8); No side deck (-4). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) = 51.5, then context modifiers -8 and -4 = 39.5, rounded to 40; Illegal status caps the score low and it is theoretical/structural-only
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.25 · key two-card combo ≈ — · full-brick estimate ≈ 0.09 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Hand-trap density gives strong going-second interaction (about 0.78 odds of a hand trap in a 6-card hand)
- Archetype core is present and accessible (usage data shows Cyber Dragon Core, Cyber Emergency and Ash Blossom are the standard core)
- Multiple boss routes (Fusion, Link, Xyz) give several ways to close the game
Weaknesses
- Illegal as submitted: Ash Blossom & Joyous Spring is run 3 copies against a limit of 2
- No side deck, so no best-of-3 adaptation
- Low going-first starter odds for the three-copy Cyber Dragon Core (about 0.25)
- No recorded boards, so the combo ceiling and median cannot be verified
- Mixed sub-archetypes (Cyberdark, Mulcharmy, Forbidden, Greed, Chronomaly) dilute engine coherence, with exact archetype purity at 20%
Critical choke points
- Cyber Dragon Core and the Cyber Spell/Trap searches it enables on the play
- Extra Deck material access, since fusion, link and xyz bosses each need specific monsters on the field or in the GY
- Ash Blossom and the other hand traps being the only interaction on the going-second turn
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | One copy of Ash Blossom & Joyous Spring | Any legal main-deck card | Brings the deck within the OCG Semi-Limited limit; the deck cannot receive a normal score until it is legal |
| 2 | One Mulcharmy or Forbidden off-archetype card | A Cyber Dragon core or searcher | Improves exact archetype purity and going-first starter odds |
| 3 | None (add a side deck) | Side deck of 3 to 8 cards with hand traps and anti-Extra-Deck answers | Gives a post-side plan for best-of-3, which is currently absent |
Evidence & confidence
- Verified: Main deck 56 cards, Extra deck 14 cards, Side 0 (legality counts); Ash Blossom & Joyous Spring: 3 copies run, legal limit 2 (copy-limit violation); Hypergeometric hand probabilities from the resolved list; Usage stats: 27 rows, 12 of 21 core cards present (57.1%)
- Inferred: Going-first and going-second starter odds derived from the hypergeometric draw table; Hand-trap density and interaction quality read from card text; Fusion, Link and Xyz boss conversion read from card text; Recursion and searcher engine read from card text
- Provisional: Meta Power (null; no dated metagame sample); Format fit and matchup coverage (D13; no tournament data); Post-side plan (no side deck)
- Data gaps: No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot match record are absent One passcode in CardIDList (10443957) could not be resolved to a card and was counted as main No side deck in the export, so post-side performance cannot be assessed No win-rate telemetry exists in YGOVN, so going-first, going-second, matchup and brick rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied
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