Resonator Deck #772588 — 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.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
Main Deck (55)
- Bone Archfiend x3
- Bystial Magnamhut x1
- Droll & Lock Bird x1
- Earthbound Prisoner Stone Sweeper x1
- Fiend Piece Golem x1
- Maxx "C" x1
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x3
- Nibiru, the Primal Being x3
- Power Vice Dragon x3
- The Bystial Lubellion x1
- Ash Blossom & Joyous Spring x2
- Chain Resonator x1
- Crimson Resonator x1
- Darkness Resonator x1
- Fydraulis Harmonia x3
- Soul Resonator x3
- Synkron Resonator x1
- Vision Resonator x2
- Crimson Call x1
- Crimson Gaia x3
- Harpie's Feather Duster x1
- Lightning Storm x3
- Resonator Call x3
- Dominus Impulse x2
- Infinite Impermanence x3
- King's Resonance x1
- Red Dragon Archfiend's Chains x1
- Red Zone x1
- Solemn Judgment x1
Extra Deck (15)
- Bystial Dis Pater x1
- Crimson Blade Dragon x1
- Crimson Dragon Quetzalcoatl x1
- Hot Red Dragon Archfiend Abyss x1
- Red Dragon Archfiend x2
- Red Hypernova Dragon x1
- Red Nova Dragon - Burning Soul x1
- Red Rising Dragon x2
- Scarred Dragon Archfiend x1
- Storm-Bane Dragon Destorbim x1
- The Crimson King x1
- Golden Cloud Beast - Malong x1
- Zalen the Shackled Dragon x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 64/100 (±6 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 68 |
| Going First | 65 |
| Going Second | 67 |
| Meta Power | provisional |
| Tournament Reliability | 62 |
- Primary strategy: Combo
- Secondary strategies: Stun, Midrange
- Format: ocg
Legality
Main 55 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Synchro extension into Red Dragon Archfiend / Hot Red Dragon Archfiend Abyss / Crimson King boards, using Resonator tuners and searchers to make the Synchro summons; Attrition through hand traps and negates, then a single large Synchro beater (Red Dragon Archfiend ATK 3000, Hot Red Dragon Archfiend Abyss ATK 3200)
- Turn 1 (going first): Search a Resonator (Soul Resonator / Vision Resonator / Synkron Resonator) with a searcher, bring a Tuner and a non-Tuner to Synchro Summon a Red Dragon Archfiend-family monster, and keep Ash Blossom / Infinite Impermanence / Lightning Storm up as protection
- Turn 2 (going second): Hold 1-2 hand traps (Ash Blossom, Droll & Lock Bird, Maxx C, Infinite Impermanence) to break the opponent's first summon or search, then use Resonator searches to rebuild the Synchro line on the following turn
- Recovery: Recover from the GY with Synkron Resonator and Vision Resonator recursion, Crimson Call, and Red Zone to restore a Synchro monster from the banished or Extra zones
- After siding: No Side Deck is registered, so no post-side plan can be executed; the list is fixed for every game
Why it scores here
The deck opens reliably: 30 copies of the Resonator core give a 0.985 chance of at least one archetype card in a 5-card opening hand, and 19 searcher-text cards give 0.89 for at least one searcher, so a Synchro engine is usually live by turn 2 (Inferred from hypergeometric estimates). Conversion into a Synchro boss is a real but narrow route, with a large Extra Deck of Red Dragon Archfiend-family monsters that gives several ways to finish. Interruption resilience and going-second strength come from 10 hand traps and multiple negates, which can break the opponent's first summon or search before the engine starts. The score is built from consistency, median output and interaction on the whole system; it is not an average of card scores, and the archetype's popularity does not add points. The deck has no Side Deck, no combo records and no tournament data, so the score uses the Combo profile with Meta Power left provisional and the tournament reliability and pilotability sub-scores kept conservative.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 78 | P(>=1 searcher in 5) = 0.89; P(>=1 archetype core in 5) = 0.985 across 30 Resonator-family cards; 14 Tuner Monsters give a Synchro base (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 68 | Most hands have a searcher, but Synchro starters need a Tuner and non-Tuner on the field, so a hand of only Extra-dependent cards bricks; copy histogram is 16 singles and 14 triples (Inferred) |
| D3 | Combo Conversion & Ceiling | 66 | Text-only read: Red Dragon Archfiend and Hot Red Dragon Archfiend Abyss give high-tier boards via Crimson Gaia and Resonator searches; no recorded board data (Inferred) |
| D4 | Combo Floor & Median Output | 60 | No recorded boards; median estimated from starter diversity and recursion reach, lower than ceiling (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 72 | 10 hand traps and 9 negation-text cards, plus Synkron Resonator and Vision Resonator recursion, give several independent lines after one disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 70 | Searcher-text cards (19) and GY recursion give good card economy; Synchro summons spend Extra-Deck resources, so grind is moderate (Inferred) |
| D7 | End-Board & Interaction Quality | 74 | Ash Blossom x2, Dominus Impulse x2, Solemn Judgment, Infinite Impermanence x3, Lightning Storm and Harpie's Feather Duster give broad, layered interaction (Verified card text, Inferred quality) |
| D8 | Going-Second & Board-Breaking Power | 72 | Going-second hand-trap density (0.72 for at least one hand trap in 6 cards) and Lightning Storm / Harpie's Feather Duster give strong answers to an established board (Inferred) |
| D9 | Offensive Pressure & Closing Power | 72 | Red Dragon Archfiend x2 (ATK 3000) and Hot Red Dragon Archfiend Abyss (ATK 3200) are direct attackers; Red Zone and Crimson Gaia support closing (Verified stats, Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 64 | Compact 30-distinct Main Deck with 15 tech and 10 hand-trap slots; some Resonator copies compete for slots, reducing flexibility (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 70 | 15 Synchro slots across 13 distinct monsters cover multiple boss and tuner options; the list is full, so flex is limited (Verified composition, Inferred) |
| D12 | Side Deck Adaptability | 25 | No Side Deck is registered, so no post-side adaptation is possible (Verified) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link and no dated meta sample, so format fit is provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Synchro chains with many optional Resonator effects and 2 Resonator-family Red Dragon Archfiend copies need precise sequencing (Inferred) |
How the score was computed
Strategy profile: Combo. Structural ≈ 68, Going First ≈ 65, Going Second ≈ 67, Meta = provisional, Tournament Reliability ≈ 62. Modifiers: banlist exposure (-1); no Side Deck (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers (-3) = 0.80*68 + 0.20*62 - 3 = 63.8, rounded to 64
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.89 · 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
- Core engine is almost always accessible (archetype core 0.985 in a 5-card hand)
- Strong layered interaction: 10 hand traps plus Ash Blossom, Dominus Impulse, Solemn Judgment, Infinite Impermanence and Lightning Storm
- Multiple high-ATK Synchro finishers across the Extra Deck, including Red Dragon Archfiend, Hot Red Dragon Archfiend Abyss and Crimson King
Weaknesses
- No Side Deck, so no post-side adaptation
- Synchro starters need a Tuner and non-Tuner on board, so some hands bricks or hand-only dead ends
- Several Limited/Semi-Limited cards in the Main Deck raise banlist exposure
Critical choke points
- A single Tuner on board is needed for most Synchro lines; losing it to a hand trap or removal ends the turn
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Harpie's Feather Duster | Second copy of Synkron Resonator or Vision Resonator | Improves the Resonator engine's consistency and reduces dependence on a single Limited Spell that only hits Spell/Trap cards |
| 2 | Crimson Call | Side Deck slot (if the format allows) | Provides a post-side plan the deck currently lacks; it is also a recursion card that depends on the Archfiend line |
Evidence & confidence
- Verified: Legal size (55 Main, 15 Extra, 0 Side) and copy limits for all restricted cards; Card text and stats for all listed Resonator, Archfiend and Synchro monsters; Core/proxy probabilities from the hypergeometric table
- Observed: Usage statistics: 16 of 25 core cards present (64%)
- Inferred: Engine accessibility and brick estimates; Combo ceiling and floor from card text only; Interaction quality and going-second strength from hand-trap density
- Provisional: Meta Power (null) and matchup fit (D13)
- Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied No Side Deck registered; post-side performance cannot be assessed
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