Crimson Dragon Deck #772483 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Artifact Lancea x3, Astellar of the White Forest x3, Elzette of the White Forest x3. Created Oct 21, 2026 by YGO Mod.

Deck Crimson Dragon OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 21, 2026
50± 8/ 100
Power Score
Structural 55
Reliability 45
Going First 50
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 50/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 55
Going First 50
Going Second 58
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Control
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Synchro and Fusion boards (Diabellze the White Witch, Diabell Queen of the White Forest, Saint Azamina, Centur-Ion Legatia, Draco Berserker) closing through 2500-4000 stat bosses (Inferred); Chaos Emperor Dragon Envoy of the End and Black Luster Soldier Envoy as single-copy main-deck bosses (Inferred)
  • Turn 1 (going first): Open a White Forest or Toy starter (3-copy Elzette, Astellar, Silvy, Toy Soldier), search or Special Summon a Synchro/Fusion route, and hold Infinite Impermanence or Magic Cylinder for the first threat (Inferred)
  • Turn 2 (going second): Use 8 hand traps and Skull Meister/Infinite Impermanence to negate the opponent's first play, then rebuild a board through Synchro and Fusion extenders (Inferred)
  • Recovery: Recover through GY effects of Synchro monsters, Toy and White Forest recursion, and searchers that refill the hand from the Deck (Inferred)
  • After siding: Not evaluable: the list has 0 Side Deck cards, so no post-side plan exists

Why it scores here

The deck opens a functional plan reasonably often: the 14 searcher-text cards give about a 78% chance of at least one searcher in a 5-card opening hand, and the 3-copy starters (Elzette, Astellar, Silvy, Toy Soldier) provide redundant openers (Inferred). Its interaction is the strongest part of the system: 8 hand traps, 14 negation-text cards and 19 removal-text cards cover both turns, so it can contest a first play and then convert with Synchro and Fusion bosses such as Diabellze, Saint Azamina and Centur-Ion Legatia. Conversion and median output cannot be measured because no recorded boards exist, so the ceiling and floor are text-only inferences and are kept separate. The deck is an off-archetype build: 0 exact Crimson Dragon copies, 70 off-archetype copies across White Forest, Toy, Diabell and Azamina, and 17 of 18 core cards missing, so the score comes from the system's consistency and interaction and not from the popularity of the archetype label or from averaging card scores. The list has no Side Deck and no tournament or meta data, which lowers both adaptability and confidence.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one searcher in 5-card hand) = 0.78; 3-copy starters provide redundancy (Inferred)
D2 Opening-Hand Quality & Brick Management 48 8 hand traps and several single-copy dead-ish cards such as Chain Energy and Deck Devastation Virus; some hands will be redundant (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards; ceiling read from text only via Diabellze, Diabell Queen and Saint Azamina chains (Inferred)
D4 Combo Floor & Median Output 42 No recorded boards, so the median is unmeasured; disjoint sub-archetype engines lower the floor (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Multiple independent starters and 8 hand traps give some route redundancy after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Synchro GY effects and Toy and White Forest recursion help, but Chain Energy is a costly burden (Inferred)
D7 End-Board & Interaction Quality 70 19 removal-text and 14 negation-text cards; Junora and Diabellze provide layered interaction (Inferred)
D8 Going-Second & Board-Breaking Power 66 8 hand traps plus Forbidden Chalice and Magic Cylinder give strong second-turn board breaking (Inferred)
D9 Offensive Pressure & Closing Power 66 Multiple 2500-4000 stat bosses with piercing or direct text (Inferred)
D10 Main Deck Efficiency & Flexibility 52 55 Main cards across 31 distinct names with 16 singletons; the spread is wide, so consistency is only moderate (Inferred)
D11 Extra Deck Efficiency & Coverage 60 15 Extra cards (4 Fusion, 11 Synchro) with several single-copy bosses and no sign of mandatory slot waste (Inferred)
D12 Side Deck Adaptability 15 0 Side Deck cards, so there is no post-side plan (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament or archetype meta-share data; Provisional
D14 Pilotability & Error Tolerance 40 Multi-step Synchro and Fusion lines with many decision points and no combo examples (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 55, Going First ≈ 50, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: engine conflicts (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); 0.80*55 + 0.20*45 = 53, then modifiers -3 = 50

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.78 · 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: 8 hand traps, 14 negation-text cards and 19 removal-text cards
  • Redundant searchers (78% chance of at least one in a 5-card opening hand)
  • Strong synchro and fusion closers with 2500-4000 stat bodies

Weaknesses

  • No Side Deck, so no post-side adaptation
  • Off-archetype build: 0 exact Crimson Dragon copies and 17 of 18 core cards absent
  • Engine conflicts between several sub-archetypes
  • Chain Energy and Deck Devastation Virus are awkward in a board-driven deck

Critical choke points

  • Single-copy Extra Deck bosses (Diabellze, Saint Azamina, Centur-Ion Legatia) need specific material routes
  • Hand traps must be drawn; a hand without one makes the second-turn plan fragile
Priority Remove Add Reason
1 Chain Energy A second starter or searcher from the deck's own archetype Chain Energy taxes both players' summons and activations, which conflicts with a deck that wants to deploy many monsters quickly (Inferred)
2 Deck Devastation Virus A Side Deck of 5-10 cards aimed at the most common opposing archetypes The Side Deck is empty, so there is no post-side adaptability (Verified)

Evidence & confidence

  • Verified: Legality status Legal with 55 Main, 15 Extra and 0 Side cards; 0 Side Deck cards; 0 exact Crimson Dragon copies; 17 of 18 core usage cards absent
  • Inferred: Midrange and Toolbox classification from interaction and searcher density; Hypergeometric consistency estimates for starters and hand traps; Ceiling and median read from card text only
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (no tournament or meta-share data)
  • Data gaps: No combos supplied, so floor, median and ceiling are text-only inferences No tournament link, so archetype meta-share and per-pilot match record are absent No win-rate telemetry; going-first and going-second performance is Inferred Meta Power is Provisional unless a dated metagame sample is supplied Deck title is null

More OCG Info

Crimson Dragon

Crimson Dragon Breakdown

 
 

 

 

 

 

 

 
 

 

 
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