Red-Eyes Deck #771673 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Alligator's Dragon Knight x3, Mulcharmy Fuwalos x3, Nibiru, the Primal Being 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
MidrangeConfidence: LowEvaluated Oct 21, 2026
30± 8/ 100
Power Score
Structural 49
Reliability 40
Going First 40
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 49.3
Going First 40
Going Second 50
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Red-Eyes Black Dragon Exceed (3400 ATK Fusion) and Arc Rebellion Xyz Dragon (3000 ATK Xyz) as end-board threats, backed by Raigeki and the Link Charmer/Mulcharmy pressure; Super Starslayer TY-PHON - Sky Crisis and Link Charmers that revive opponent GY monsters for going-second boards
  • Turn 1 (going first): Open Dark Time Wizard or a Mulcharmy/Charmer searcher, use Dark Time Wizard recursion to build toward a Link or Xyz board, and hold Ash Blossom and Ghost Ogre for the opponent's first activation
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Ogre & Snow Rabbit, Droll & Lock Bird, Nibiru) to break the opponent's first summon chain, then convert with Dark Time Wizard searches (text-only, Inferred)
  • Recovery: Rebuild through Dark Time Wizard GY recursion (Foolish Graverobber, Reversal Box) and Mulcharmy draw effects once the field is cleared
  • After siding: No side deck is run, so there is no post-side plan; the deck is unable to adapt between games

Why it scores here

This list does not open a reliable plan on its own: Dark Time Wizard, the only exact engine piece, appears 3 times in 40 cards, giving P(>=1 in a 5-card opening hand) of about 0.34, and the searcher-text group reaches about 0.74 (Inferred). Its real strength is the 9 hand traps and 18 removal-text cards, which give strong going-second interaction and end-board control, so the score rests on interaction quality rather than on a combo engine. Popularity did not earn points: the archetype core cards are only partly present (S:P Little Knight and I:P Masquerena are missing), and exact Red-Eyes purity is just 5.5%, so the deck spreads across Dark Time Wizard, Charmer, Mulcharmy, Bystial and Magician. The score is not an average of card scores. It is capped to a theoretical 30 because the list is Illegal: Ash Blossom runs 3 copies against a limit of 2, Bystial Lubellion runs 2 against a limit of 1, and there is no side deck. No combo boards or meta data exist, so the floor, median and matchup dimensions are Provisional.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(>=1 Dark Time Wizard in 5-card hand) ~0.34 for 3 copies; searcher-text group P ~0.74; no recorded boards (Inferred)
D2 Opening-Hand Quality & Brick Management 50 9 singleton slots, 9 hand traps and a 14-card Level 0 spell/trap spread give a moderate chance of dead or redundant hands (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards; ceiling read from Extra Deck text (Red-Eyes Exceed, Link Charmers, TY-PHON) only (Inferred)
D4 Combo Floor & Median Output 35 combos_evidence has 0 scored combos; median output cannot be measured (Provisional)
D5 Interruption Resilience & Route Redundancy 55 9 hand traps plus Mulcharmy draw effects give some recovery after one interruption, but there is no independent second line (Inferred)
D6 Resource Economy, Recovery & Grind 55 9 searcher-text cards and Dark Time Wizard GY recursion give some grind, offset by Lubellion and Bystial dependence (Inferred)
D7 End-Board & Interaction Quality 70 18 removal-text and 4 negation-text cards, with Ash Blossom, Ghost Ogre and Droll & Lock Bird as hand-trap layers (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 62 Hand traps and Droll & Lock Bird are strong going second, but there is no Floodgate and little board breaking beyond Raigeki and Feather Duster (Inferred)
D9 Offensive Pressure & Closing Power 58 Red-Eyes Black Dragon Exceed 3400 ATK and Arc Rebellion 3000 ATK provide closing power, but the Link/Xyz route is not guaranteed (Inferred)
D10 Main Deck Efficiency & Flexibility 40 Off-archetype copies 52 of 55 (exact purity 5.5%) and mixed sub-archetypes reduce engine coherence (Verified count, Inferred effect)
D11 Extra Deck Efficiency & Coverage 50 Extra Deck runs 15 cards with 3 Fusion, 4 Xyz and 8 Link; mandatory summon routes are wide but unevenly supported (Verified counts)
D12 Side Deck Adaptability 10 Side deck is 0 cards, so no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link and no dated meta sample; matchup fit cannot be verified (Provisional)
D14 Pilotability & Error Tolerance 45 Multiple chained decision points (Dark Time Wizard, Mulcharmy, Link Summons, hand-trap timing) raise pilot load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 49.3, Going First ≈ 40, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist_exposure (-6); engine_conflicts (-3); no_side_deck (-2). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*49.3 + 0.20*40 - 11 = 36.4; Illegal cap applied, theoretical structural-only score = 30

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.34 · 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

  • Nine hand traps give layered going-second interruption
  • 18 removal-text cards and Raigeki/Feather Duster give interaction density
  • Fusion, Xyz and Link Extra Deck options give several end-board routes

Weaknesses

  • Illegal list: two cards exceed copy limits
  • Engine is spread across several sub-archetypes with 5.5% exact purity
  • No side deck, so no adaptation between games
  • Only 3 copies of the main engine starter

Critical choke points

  • Dark Time Wizard as the only starter for most lines (about 0.34 in a 5-card opening hand)
  • Limited Bystial Lubellion and Bystial Druiswurm dependence for Extra Deck and removal lines
Priority Remove Add Reason
1 1x Ash Blossom & Joyous Spring none (or 1x legal replacement) Reduce to 2 copies to satisfy the Semi-Limited limit
2 1x The Bystial Lubellion none (or a Dark Time Wizard searcher) Reduce to the single legal copy and strengthen the engine
3 none a 15-card side deck Gives the deck a post-side plan for best-of-3

Evidence & confidence

  • Verified: Main 40, Extra 15, Side 0 meets OCG size rules; Ash Blossom & Joyous Spring 3 copies vs legal 2 (Semi-Limited); The Bystial Lubellion 2 copies vs legal 1 (Limited); Exact Red-Eyes purity 5.5% (3 of 55)
  • Inferred: Dark Time Wizard opening-hand availability ~0.34; Going-second hand-trap strength; Pilot complexity from text
  • Provisional: Meta Power (null); Matchup fit (D13); Median/floor output (D4)
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and pilot record are absent No win-rate telemetry exists for this deck Meta Power is Provisional without a dated metagame sample

More OCG Info

Red-Eyes

Red-Eyes Breakdown

 
 

 

 

 

 

 

 
 

 

 
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