Archfiend Deck #771820 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Bone Archfiend x3, Nibiru, the Primal Being x3, Power Vice Dragon x3. Created Oct 21, 2026 by YGO Mod.

Deck Archfiend OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 22, 2026
35± 6/ 100
Power Score
Structural 58
Reliability 48
Going First 56
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±6 · Confidence: Low)

Overall score Value
Structural Deck Power 58
Going First 56
Going Second 60
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Midrange
  • Secondary strategies: Stun
  • Format: ocg

Legality

Main 55 / 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 family and high-ATK Synchros (Red Supernova Dragon, Hot Red Dragon Archfiend Bane, Bystial Dis Pater) to attack through a negate-protected board; Crimson Gaia and Resonator recursion chains into repeated Synchro boards
  • Turn 1 (going first): Open a Resonator Tuner or Crimson Gaia starter, search a second Tuner, Synchro Summon into a 3000-ATK boss, and hold Ash Blossom or Gravity Collapse for the opponent's first response
  • Turn 2 (going second): Use Ash Blossom, Infinite Impermanence, Ghost Belle, or Dominus Impulse on the opponent's first Summon or search, then rebuild with Soul Resonator or Vision Resonator from hand
  • Recovery: Resonator and Archfiend monsters recur from the GY through Synkron Resonator, Vision Resonator, Soul Resonator, and Crimson Call
  • After siding: No Side Deck is registered, so there is no post-side plan. Not scored beyond the D12 floor

Why it scores here

This list is a 55-card OCG main with 18 searchers and 15 Synchros, so the engine is accessible on paper: Resonator Tuners and Crimson Gaia give several independent T1 starters, and P(at least one searcher in a 5-card hand) is about 0.87 (Inferred). Its interaction density is high, with 21 negation-text cards and 12 hand traps, which lifts endboard quality. The deck loses points for bloat (27 distinct main cards, many Level 0 Spells and Traps with conditional value), a brick-prone 55-card main, and a zero-card Side Deck that leaves no post-game adaptation. Popularity and archetype usage do not add points: the list runs only 9 of 70 cards with the exact 'Archfiend' name, and no combos, guides, or tournament data exist to confirm a median or ceiling. Structural power was computed from dimension scores on a Midrange profile, not from averaging card scores. The result is capped low because two cards exceed their OCG copy limit, so the score is theoretical only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(at least one Resonator Tuner or Crimson Gaia in a 5-card hand) is high because starter diversity is wide, but the exact engine is not verified (Inferred)
D2 Opening-Hand Quality & Brick Management 52 A 55-card main with 13 Spells and 11 Traps that need a board gives an estimated full-brick risk above average (Inferred)
D3 Combo Conversion & Ceiling 58 The Red Dragon Archfiend and Synchro board ceiling is high by card text, but no recorded combos exist, so the value is text-only (Inferred)
D4 Combo Floor & Median Output 48 No combo boards are supplied, so the median is unknown and kept near neutral (Provisional)
D5 Interruption Resilience & Route Redundancy 64 Three-copy Tuners and multiple recursion routes give redundant lines after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 66 18 searcher-text cards and GY recursion from Synkron, Vision, and Soul Resonator support rebuilding (Inferred)
D7 End-Board & Interaction Quality 72 21 negation-text cards, 12 hand traps, and Void Ogre and Zalen give layered interaction (Inferred)
D8 Going-Second & Board-Breaking Power 66 Hand-trap negates and Raigeki give going-second answers to a board, but there are few non-engine board breakers (Inferred)
D9 Offensive Pressure & Closing Power 60 Several 3000 to 4000 ATK Synchros exist, but 0 to 1 copies each and a low Extra-Deck count for the top boss make closing power inconsistent (Inferred)
D10 Main Deck Efficiency & Flexibility 45 Sixteen of 55 main cards are Level 0 Spells or Traps that add bloat and reduce compactness (Verified card text, Inferred impact)
D11 Extra Deck Efficiency & Coverage 62 15 Synchros cover the Extra slots well with a 12-card spread, but several of them need specific Tuners (Verified)
D12 Side Deck Adaptability 10 No Side Deck is registered, so there is no post-side plan (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; the score is neutral (Provisional)
D14 Pilotability & Error Tolerance 40 The deck needs chained negates, Resonator timing, and Synchro material choice, which is a high error burden (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 58, Going First ≈ 56, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: banlist exposure (-6); no Side Deck (-4). Final formula: No reliable metagame: 0.80*Structural(57.9) + 0.20*TournamentReliability(48) = 55.9; modifiers -10 gives 45.9; capped at 35 because the deck is Illegal (copy-limit violations), so the score is theoretical/structural-only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.85 · 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 negate and hand-trap suite (21 negation-text cards, 12 hand traps)
  • Wide starter access with 18 searchers and multiple three-copy Tuners
  • Extra Deck of 15 Synchros with several 3000+ ATK bosses and a recursion engine

Weaknesses

  • Illegal in OCG: Ash Blossom and Dominus Impulse exceed the Semi-Limited copy limit
  • No Side Deck (0 cards)
  • Bloated 55-card main with 16 Level 0 Spells and Traps
  • Exact archetype purity 12.9%, so the engine is split across sub-archetypes

Critical choke points

  • Synchro Summon requires a live Tuner on the field, so a single Tuner removal or negate can stall the turn
  • Most negates need specific resources (a card to discard, a Trap in the GY, or a Synchro face-up)
  • Over-limit cards mean the list cannot be played as built in OCG until corrected
Priority Remove Add Reason
1 One Ash Blossom & Joyous Spring and one Dominus Impulse Two cards from the main, or a single Ash Blossom and a single Dominus Impulse Fixes the copy-limit violations that make the deck Illegal
2 Two or three Level 0 Spells or Traps with low payoff (for example Raigeki or Red Zone) A Side Deck of 10-15 cards covering the expected format threats Improves compactness and gives the deck a post-side plan (D10 and D12)

Evidence & confidence

  • Verified: Main 55, Extra 15, Side 0 are within OCG size rules; Ash Blossom and Dominus Impulse exceed the OCG copy limit (3 run, 2 legal); Five Limited cards run at 1 copy, which is legal; Extra Deck has 15 Synchros across 12 distinct cards
  • Inferred: At least one starter in a 5-card hand is about 0.85 for the Resonator and searcher package; Full-brick risk is above average for a 55-card main with many reactive spells; Negate and hand-trap density gives a high interaction score
  • Provisional: Meta Power is null and Matchup Format Fit is neutral because no dated meta sample is supplied
  • Data gaps: no combos supplied, so combo floor, median, and ceiling are text-only no tournament link, so archetype meta-share and per-pilot record are absent no win-rate telemetry no Side Deck, so post-side scoring is at the floor deck title is null

More OCG Info

Archfiend

Archfiend Breakdown

 
 

 

 

 

 

 

 
 

 

 
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