Archfiend Deck #771923 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Bone Archfiend x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia 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: MediumEvaluated Oct 22, 2026
30± 8/ 100
Power Score
Structural 60
Reliability 52
Going First 62
Going Second 66

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 60
Going First 62
Going Second 66
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, 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 beatdown from Red Dragon Archfiend and its Archfiend-named Synchro variants (Scarlight, Scarred, Hot Red Dragon Archfiend Abyss) backed by Chaos Angel and Bystial Dis Pater; Mulcharmy draw pressure and Bystial Lubellion / Magnamhut Dragon Synchro beats
  • Turn 1 (going first): Open a Tuner (Soul Resonator, Vision Resonator, Ghost Ogre) plus Bone Archfiend or Crimson Gaia, then Synchro into a Red Dragon Archfiend while holding Ash Blossom or Infinite Impermanence for the opponent's response
  • Turn 2 (going second): Hold a hand trap (Ash Blossom, Ghost Ogre, Droll & Lock Bird, Infinite Impermanence) to stop the opponent's first board, then rebuild through Crimson Gaia or Crimson Call
  • Recovery: Resonator monsters return from the GY via Synkron Resonator and Vision Resonator, and Mulcharmy draws refill the hand
  • After siding: Not evaluable: the deck has no Side Deck (0 cards), so there is no post-side plan

Why it scores here

The deck reliably opens an engine: the archetype core group (23 copies) is at least one card in the opening 5 about 94% of the time (hypergeometric, Inferred), and Tuners such as Soul Resonator and Vision Resonator give a reasonable path to a Synchro into Red Dragon Archfiend or its variants. Interaction is dense (10 hand traps and about 15 negation-text cards plus Solemn Judgment, Harpie's Feather Duster and Lightning Storm), which lifts the interaction, going-second and closing dimensions. Its weaknesses are the loose archetype purity (about 11% exact-name, with 62 off-archetype copies), 12 single-copy slots, and the lack of a Side Deck, which pulls down the consistency, efficiency and side-adaptability reads. The score comes from consistency, interaction and closing power on the system, not from Archfiend's popularity and not from averaging individual card scores. The list is Illegal (Ash Blossom and Dominus Impulse run 3 copies against a limit of 2), so the score is capped at a structural-only read of 30.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(at least one archetype-core card in hand of 5) is about 0.94 across 23 core copies; Tuner starters are present (Inferred)
D2 Opening-Hand Quality & Brick Management 58 10 hand traps and 14 searcher-text cards add redundancy, but 12 single-copy slots and dead non-engine cards raise brick risk (Inferred)
D3 Combo Conversion & Ceiling 60 No parseable boards exist; ceiling read from card text: Red Dragon Archfiend, Chaos Angel and Bystial Dis Pater as closers (Inferred)
D4 Combo Floor & Median Output 45 No recorded combo median exists; the floor is inferred from Tuner access and a 55-card main with loose purity (Inferred)
D5 Interruption Resilience & Route Redundancy 65 Multiple negate routes (Ash Blossom, Infinite Impermanence, Ghost Ogre, Droll & Lock Bird) and Resonator recursion give alternate lines after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 62 Crimson Gaia, Crimson Call and Mulcharmy draw effects recover resources, though draw effects are conditional (Inferred)
D7 End-Board & Interaction Quality 75 Interaction density is high: about 15 negation-text cards, 22 removal-text cards and several Limited/Semi-Limited staples (Inferred from card text)
D8 Going-Second & Board-Breaking Power 72 Going-second hand traps, Lightning Storm and Feather Duster help challenge a board; there is no recorded going-second split (Inferred)
D9 Offensive Pressure & Closing Power 75 Synchro bosses at 3000 to 3500 ATK (Chaos Angel, Bystial Dis Pater, Hot Red Dragon Archfiend Abyss) give strong closing power (Verified stats)
D10 Main Deck Efficiency & Flexibility 45 Low exact-name purity (11.4%), 12 single-copy slots, and 24 Level-0 cards dilute the main deck (Verified composition)
D11 Extra Deck Efficiency & Coverage 62 15 Synchro cards with 2 copies of Red Dragon Archfiend and single-copy bosses; access depends on Tuner density (Verified composition, Inferred access)
D12 Side Deck Adaptability 25 Side Deck is 0 cards, so there is no post-side adaptation at all (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; matchup fit is Provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Many conditional hand-trap windows and Synchro sequencing create a high decision load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 60, Going First ≈ 62, Going Second ≈ 66, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: Illegal copy-limit violation (-12); No Side Deck (0). Final formula: Unconstrained: 0.80*60 + 0.20*52 - 12 (legality modifier) = 46; capped at 30 because the deck is Illegal (structural-only, theoretical). Meta provisional.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.94 · 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: 10 hand traps plus negate and removal text across the list
  • Strong Synchro closers: Chaos Angel, Bystial Dis Pater, Hot Red Dragon Archfiend Abyss
  • Archetype core is accessible in the opening hand (about 94% for at least one core card)

Weaknesses

  • Illegal list: Ash Blossom and Dominus Impulse exceed the Semi-Limited copy limit
  • Low archetype purity (11.4%), with many off-archetype and sub-archetype slots
  • No Side Deck, so no post-side adaptation
  • 12 single-copy slots and many conditional draw effects increase brick and decision risk

Critical choke points

  • The opening hand needs a Tuner plus a starter; a hand without either is a brick
  • Red Dragon Archfiend is the main closer, and the Synchro chain depends on Tuner access
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring Brings the deck to the Semi-Limited limit of 2; required before any legal score
2 1 copy of Dominus Impulse Brings the deck to the Semi-Limited limit of 2; required before any legal score
3 A 10 to 15 card Side Deck Gives post-side adaptation; currently 0 side cards

Evidence & confidence

  • Verified: Main 55, Extra 15, Side 0 (size rules OK for OCG); Ash Blossom and Dominus Impulse over Semi-Limited limit (3 copies vs 2); Limited cards run at 1 copy each, within limit; Exact-name purity 11.4%; 15 Synchro cards in Extra
  • Observed: Usage stats: Crimson King, Dis Pater and Abyss are the most-used core cards not in this list
  • Inferred: Archetype core opening-hand access about 0.94; Hand-trap availability going second about 0.72; Interaction density is high based on card text
  • Provisional: Meta fit and matchup coverage (no dated meta sample or tournament link)
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference No tournament link; archetype meta-share and per-pilot record absent No win-rate telemetry; going-first and matchup signals are Inferred or Unknown Meta Power is Provisional Deck title is null

More OCG Info

Archfiend

Archfiend Breakdown

 
 

 

 

 

 

 

 
 

 

 
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