Resonator Deck #771793 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Bone Archfiend x3, Nibiru, the Primal Being x3, Ash Blossom & Joyous Spring x3. Created Oct 21, 2026 by YGO Mod.

Deck Resonator OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 22, 2026
35± 8/ 100
Power Score
Structural 65
Reliability 55
Going First 60
Going Second 70

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 65.2
Going First 60
Going Second 70
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Combo
  • 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: Synchro Summon Red Dragon Archfiend / Scarred Dragon / Crimson Blade Dragon and attack through a board that the hand traps have already cleared; Bystial Dis Pater and Bystial Magnamhut recursion plus Darkness Resonator / Vision Resonator searches for repeated Archfiend pressure
  • Turn 1 (going first): Turn 1 Normal Summon Bone Archfiend or Soul Resonator, search a Resonator or Archfiend card, then build a Synchro from the Tuner plus the Resonator-side material; hold Ash Blossom, Ghost Belle or Effect Veiler for the opponent's first activation
  • Turn 2 (going second): Hold 2 to 3 hand traps (Infinite Impermanence, Ghost Ogre, Effect Veiler, Nibiru) to answer the opponent's opening; convert the surviving Synchro board into a Red Dragon Archfiend attack
  • Recovery: Recycle Synkron Resonator and Vision Resonator from the GY, use Red Rising Dragon to revive a Resonator from the GY, and rebuild with Crimson Gaia or Resonator Call searches
  • After siding: Not evaluable: the deck has no Side Deck cards, so the post-side plan is absent

Why it scores here

The deck's score comes from how the system behaves, not from averaging card scores. Three-copy starters (Bone Archfiend, Soul Resonator, Ghost Belle) and the 23-card Archetype core give a high chance that a starter is live: P(at least one archetype-core card in a 5-card opening hand) is about 0.99 (Inferred). Eighteen hand traps and 12 negation texts provide strong going-second interaction, and nearly every 6-card going-second hand contains one (P about 0.98, Inferred). Closing power comes from Synchro 3000 to 3500 ATK bodies and Red Dragon Archfiend's board-clearing attack. The score is capped because the list breaks the Ash Blossom copy limit (3 run, 2 legal), so it is evaluated as theoretical and structural only. Popularity and archetype usage stats were not counted as power. No combo boards, win rates, or metagame sample exist, so Meta Power is provisional and the median and ceiling are text-only inferences.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 P(>=1 archetype-core card in opening hand of 5) = 0.99; starters are 3-copy Bone Archfiend/Soul Resonator with 2-copy Power Vice Dragon (Inferred)
D2 Opening-Hand Quality & Brick Management 62 18 hand traps and 9 three-copy cards keep the hand functional, but going-first hands can hold dead hand traps and Normal Summon conflicts (Inferred)
D3 Combo Conversion & Ceiling 66 Text-only read: Red Dragon Archfiend and Scarred Dragon chains reach a 3000+ ATK board from 2 to 3 starters; no combo boards recorded (Inferred)
D4 Combo Floor & Median Output 50 No combo data (total combos 0); median output is unmeasured and held at a neutral value (Provisional)
D5 Interruption Resilience & Route Redundancy 70 Multiple independent starters (Bone Archfiend, Soul Resonator, Ghost Belle, Synkron, Vision Resonator) and recursion lines let the deck continue after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 68 16 searcher-text cards and GY recursion (Synkron, Vision Resonator, Red Rising Dragon) rebuild the board; no resource-signature data (Inferred)
D7 End-Board & Interaction Quality 80 18 hand traps, 12 negation texts and 12 removal texts give layered responses to activations and monsters (Inferred semantic read; hand-trap flags verified)
D8 Going-Second & Board-Breaking Power 72 Going-second hand-trap coverage is about 0.98 (Inferred), and Red Dragon Archfiend's Defense-Position break and Bystial removal add board-breaking (Inferred)
D9 Offensive Pressure & Closing Power 72 Synchro bodies at 3000 to 3500 ATK (Red Dragon Archfiend, Bystial Dis Pater, The Crimson King) close the game through Defense-Position boards (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 60 40 Main cards, 19 distinct, with 9 three-copy and 3 two-copy cards; some hand trap and tech slots are overlapping and the list is dense (Verified count, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 65 15 Synchro cards, all 12 distinct, supplying several threat options per Synchro path; Bystial Magnamhut and The Crimson King cover Extra access (Inferred)
D12 Side Deck Adaptability 15 Side Deck is 0 cards, so no post-side adaptation exists (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link, no archetype meta-share, no dated metagame sample (Provisional)
D14 Pilotability & Error Tolerance 45 Chained Synchro lines, multiple hand-trap timings, and Archfiend and Resonator decision points raise error risk (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 65.2, Going First ≈ 60, Going Second ≈ 70, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: Banlist exposure (Semi-Limited copy-limit breach) (-6); Empty Side Deck (-4). Final formula: Pre-cap: 0.80*Structural(65.2) + 0.20*TournamentReliability(55) = 63.1; context modifiers total -10 gives 53.1; Illegal cap applied (Ash Blossom over copy limit, theoretical/structural only) gives 35. Meta provisional (null).

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.99 · key two-card combo ≈ — · full-brick estimate ≈ 0.01 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Engine has many redundant starters and about 99% chance of a live core card in a 5-card opening hand (Inferred)
  • Strong going-second interaction: 18 hand traps and 12 negation texts (Inferred from text and flags)
  • Synchro closers at 3000 to 3500 ATK plus Defense-Position board breaking (Verified stats)
  • Recursion from GY through Synkron Resonator and Vision Resonator sustains multi-turn play (Inferred)

Weaknesses

  • Copy-limit violation on Ash Blossom & Joyous Spring makes the list illegal in OCG (Verified)
  • No Side Deck, so there is no best-of-3 adaptation (Verified)
  • Low exact-name archetype purity (18.2%); many off-archetype hand traps and tech cards (Verified)
  • Hand traps can be dead on going-first or in hands with no Synchro path (Inferred)

Critical choke points

  • Red Dragon Archfiend and the Synchro Summon route require a Tuner from hand or field; an early hand-trap exchange removes Tuners and slows the line (Inferred)
  • Ash Blossom and Ghost Belle compete for the same hand and Tuner slots as Bone Archfiend (Inferred)
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring A card with no Semi-Limited status in OCG (choose a non-restricted hand trap or Tuner) Restores legality: the deck runs 3 copies against an OCG limit of 2 (Verified)
2 None (empty Side Deck) A 15-card Side Deck covering the most common opposing engines and floodgates Creates a post-side plan for best-of-3 and raises D12 (Inferred)
3 1 low-impact tech card A second Archetype-core starter or recursion card (e.g., Resonator Call or Synkron Resonator) Improves exact-name purity and the going-first starter path (Inferred)

Evidence & confidence

  • Verified: Ash Blossom & Joyous Spring copy limit breach (3 run, legal 2); Main 40 and Extra 15 meet OCG size rules; Side is 0 (allowed minimum); Banlist statuses for Ash Blossom, Bystial Druiswurm and Bystial Magnamhut; Card text and stats for every listed card
  • Inferred: P(>=1 archetype-core card in 5-card hand) about 0.99; Going-second hand-trap coverage about 0.98; Text-based hand-trap, negation and removal roles; Engine redundancy and recursion read from card text
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (D13); Going-first and going-second splits are estimates, not measured win rates
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot match record are absent No win-rate telemetry (going-first/second, matchup, brick and starter rates) Meta Power is provisional without a dated metagame sample Side Deck is empty, so post-side scoring is incomplete

More OCG Info

Resonator

Resonator Breakdown

 
 

 

 

 

 

 

 
 

 

 
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