Cyberdark Deck #771895 — Yu-Gi-Oh! OCG

53 Main, 16 Extra, incl. Cyber Dragon Core x3, Cyberdark Claw x3, Mulcharmy Fuwalos x3. Created Oct 21, 2026 by YGO Mod.

Deck Cyberdark OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 22, 2026
38± 8/ 100
Power Score
Structural 52
Reliability 45
Going First 52
Going Second 56

Deck — Deck Power Evaluation

Final Contextual Deck Power: 38/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 52
Going First 52
Going Second 56
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Combo
  • Secondary strategies: Control, Toolbox
  • Format: ocg

Legality

Main 54 / Extra 16 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Cyberdark and Cyber Dragon boards converted into large Fusion and Link attackers such as Cyberdark End Dragon and Cyber End Dragon; Xyz and Link beats from Super Dora, Rail Cannon Flying Launcher and Cyber Dragon Sieger
  • Turn 1 (going first): Normal Summon Cyber Dragon Core or Cyberdark Claw to search a Cyber or Cyberdark Spell/Trap, then use Cyberdark Realm or Exceptional Schedule to build a Fusion or Link board
  • Turn 2 (going second): Use the four hand traps (Ash Blossom, Maxx C, Droll and Lock Bird, plus the Cyber Dragon Herz and Core line) to interrupt the opponent, then rebuild through Cyber Dragon Nachster and Cyber Dragon Core
  • Recovery: Searchers (22 text-tagged copies) and recursion effects from the GY (Cyberdark Claw, Cyberdark Cannon, Cyberdark Edge) refill the hand after a clean removal or negation
  • After siding: Not evaluable: the deck has no side deck (side_count 0), so there is no post-side plan

Why it scores here

The deck is scored as a system, not as an average of its cards. Its engine (three Cyber Dragon Core, three Cyberdark Realm, three Cyberdark Claw, three Mulcharmy Fuwalos, three Exceptional Schedule) gives a probable starter in the opening hand, with an archetype-core presence of about 0.82 (Inferred). Interaction is dense: four hand traps, Solemn Judgment, Harpie's Feather Duster, Lightning Storm, Forbidden Crown and Rivalry of Warlords, which lifts end-board interaction and going-second board breaking. Offensive closing power comes from the large Fusion and Link attackers, but archetype purity is only 20% and 27 of 38 distinct main cards are singletons, so the list is incoherent between its Cyberdark, Cyber Dragon, Train, Cyclone, Scrap and Gizmek sub-engines. Popularity did not earn points: 10 of the 20 archetype-core cards are missing, and the list is illegal at 16 Extra Deck cards with no side deck. The score is capped by the illegal list and carries Low confidence.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(>=1 copy of a 3-copy starter in a 5-card opening hand) ~0.26 each; P(>=1 archetype-core card) ~0.82; no combo data (Inferred)
D2 Opening-Hand Quality & Brick Management 50 Many singleton pieces, mixed sub-engines and a null-named main card suggest a moderate brick rate (Inferred)
D3 Combo Conversion & Ceiling 45 Ceiling is inferred from card text only; large Fusion and Link ends exist but no recorded boards (Inferred)
D4 Combo Floor & Median Output 40 No recorded combo boards, so the median output is unknown and only text-based (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Four hand traps and recursion from Cyber Dragon and Cyberdark GY effects give some redundant lines (Inferred)
D6 Resource Economy, Recovery & Grind 55 Searchers and GY recursion are present, but no resource data exists (Inferred)
D7 End-Board & Interaction Quality 68 Interaction density is high: 4 hand traps, Solemn, Duster, Lightning Storm, Forbidden Crown, Rivalry (Verified card text, Inferred quality)
D8 Going-Second & Board-Breaking Power 60 Going-second hand-trap coverage is about 0.38 for at least one of six cards; negation and removal text is present (Inferred)
D9 Offensive Pressure & Closing Power 62 Large Fusion and Link attackers (Cyberdark End Dragon 5000 ATK, Cyber End Dragon 4000 ATK) are present but not reliably reached (Verified stats, Inferred)
D10 Main Deck Efficiency & Flexibility 45 54 main cards with 27 singletons and a dead or unresolved slot; main size is legal but the list is diffuse (Verified composition)
D11 Extra Deck Efficiency & Coverage 45 Extra Deck holds 16 cards, which is over the OCG limit of 15; coverage is broad but over the cap (Verified)
D12 Side Deck Adaptability 10 No side deck (side_count 0), so there is no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated metagame sample; matchup fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Fusion, Link and Xyz sequencing with many decision points lowers pilotability (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 52, Going First ≈ 52, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: illegal_list_extra_over_cap (-8); unresolved_passcode (-2); no_side_deck (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional), 50.4 before modifiers; illegal-list cap applied via modifier (-12) -> 38

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.82 · 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: four hand traps plus Solemn, Duster, Lightning Storm, Forbidden Crown and Rivalry
  • Broad searcher coverage (22 searcher-tagged copies) gives high chances of a hand-search route
  • Large Fusion and Link attackers provide a high closing ceiling if reached

Weaknesses

  • Illegal in OCG: 16 Extra Deck cards against a maximum of 15
  • Low archetype purity (20%) across Cyberdark, Cyber Dragon, Train, Cyclone, Scrap and Gizmek sub-engines
  • No side deck
  • Many singleton pieces that conflict with the Cyberdark plan

Critical choke points

  • Extra Deck over the cap must be fixed before the deck can be played legally
  • Cyber Dragon Core and Cyberdark Realm together carry the T1 plan; losing both leaves a weak opening
Priority Remove Add Reason
1 One Extra Deck card (any Link or Xyz that duplicates a route) None needed; reduce Extra to 15 to make the list legal The Extra Deck over the cap makes the list Illegal; this is the first fix
2 The unresolved main-deck passcode (card_id 10443957) A verified card An unresolved passcode prevents full verification of the list
3 Off-plan singletons (Hey, Space Trunade!, Lightning Storm, Harpie's Feather Duster) Cyberdark or Cyber Dragon support These cut the archetype purity and add dead cards to the main deck

Evidence & confidence

  • Verified: Illegal status: Extra Deck 16 vs maximum 15; Banlist: Limited and Semi-Limited copies all within legal limits; Archetype purity 20%; No side deck (side_count 0)
  • Inferred: Opening-hand starter probabilities (hypergeometric, Main Deck); Interaction quality from card text; Going-second hand-trap coverage; Pilotability from step count
  • Provisional: Matchup and format fit (no tournament link or dated meta)
  • Data gaps: No combos supplied: floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record absent One main-deck passcode unresolved (card_id 10443957) No win-rate telemetry; going-first, going-second and matchup signals are Inferred Meta Power is Provisional without a dated metagame sample Deck title is null

More OCG Info

Cyberdark

Cyberdark Breakdown

 
 

 

 

 

 

 

 
 

 

 
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