Archfiend Deck #772725 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Bone Archfiend x3, Power Vice Dragon x3, Ash Blossom & Joyous Spring 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 21, 2026
42± 10/ 100
Power Score
Structural 56
Reliability 48
Going First 55
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 42/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 55.8
Going First 55
Going Second 60
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Mechanic: Synchro
  • Format: ocg

Legality

Main 40 / 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 and its Red-named family (Red Supernova, Red Nova, Red Hypernova) to win through high-ATK attackers and Archfiend recursion; Bystial and Crimson Blade boss Synchros with banish-based removal and Quick-Effect negation
  • Turn 1 (going first): Open Soul Resonator, Crimson Gaia or Bone Archfiend, search a Resonator or Red-named card, then Synchro Summon a boss while holding hand traps (Ash, Ghost Belle, Veiler, Infinite Impermanence) for the opponent's first interaction
  • Turn 2 (going second): Use the 11 hand traps (Ash, Ghost Belle, Effect Veiler, Infinite Impermanence, Droll and Lock Bird) to answer the opponent's starter, then rebuild the board through Resonator and Archfiend recursion
  • Recovery: Recover Resonator monsters from the GY (Synkron Resonator, Vision Resonator, Soul Resonator) and Archfiend monsters through Crimson Gaia and Bone Archfiend, then re-Synchro through the Extra Deck
  • After siding: No side deck: the list has no post-side plan and cannot adjust after game one

Why it scores here

The deck is scored as a system: its Archfiend core (15 copies, P(at least one in opening 5) ≈ 0.92) and 17 searcher-text cards make the engine reliably reachable on turns 1 and 2, which is the strongest part of the rating. Its 11 hand traps give a ≈0.88 chance of at least one interaction card when going second, supporting resilience. Output is hard to quantify because the export has no recorded combos, so the combo conversion and median scores are text-based inferences and are kept modest. The Extra Deck's 15 Synchro bosses give broad closing power (several 3500 to 4500 ATK monsters), and the score does not come from Archfiend being a popular archetype or from averaging card scores. The deck is Illegal (Ash Blossom at 3 copies against a limit of 2) and has no side deck, so it is capped and the result is structural and theoretical only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 78 P(≥1 archetype-core card in opening 5) ≈ 0.92 across 15 copies; 3-copy starters (Soul Resonator, Bone Archfiend, Crimson Gaia) (Inferred)
D2 Opening-Hand Quality & Brick Management 62 16 singleton slots and 14 Tuner-heavy hands risk conflicting Normal Summon and Synchro requirements; no brick rate supplied (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable recorded combos; ceiling read from text only, via Red Dragon Archfiend recursion and Crimson Gaia searches (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so median output is unknown and kept at a modest level (Inferred)
D5 Interruption Resilience & Route Redundancy 60 11 hand traps and multiple Resonator searchers give alternative routes after one disruption, but the Synchro requirement is a single choke point (Inferred)
D6 Resource Economy, Recovery & Grind 62 Resonator and Archfiend recursion from GY regenerates Tuners and bosses over turns; the Synchro chain costs resources (Inferred)
D7 End-Board & Interaction Quality 65 11 hand traps and Quick-Effect negations (Ash, Ghost Belle, Effect Veiler, Infinite Impermanence, Droll and Lock Bird) add layered answers (Inferred)
D8 Going-Second & Board-Breaking Power 50 Going-second hand-trap density is strong, but there is no side deck and no board-breaker density in the list (Inferred)
D9 Offensive Pressure & Closing Power 68 Multiple 3500 to 4500 ATK Synchro bosses (Red Hypernova Dragon, Red Supernova Dragon, Red Nova Dragon) give high closing power (Verified card text, Inferred use)
D10 Main Deck Efficiency & Flexibility 50 40 main slots with 25 distinct cards, 14.5% exact-name Archfiend purity, and 27 generic and off-archetype copies lower coherence (Verified composition, Inferred)
D11 Extra Deck Efficiency & Coverage 70 All 15 Extra slots are Synchro, with a broad mix of 8 to 12 level bosses and no flex Fusion or Link access (Verified composition)
D12 Side Deck Adaptability 5 Side deck is empty (0 cards), so there is no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated metagame sample; archetype share is not available (Provisional)
D14 Pilotability & Error Tolerance 45 Many Quick-Effect hand traps and Synchro chains raise decision load and error risk (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 55.8, Going First ≈ 55, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: Banlist and copy-limit exposure (-10); No side deck (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Illegal-deck cap applied: 54.2 before modifiers, then -12 total

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.92 · 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

  • Archetype core and searcher text give a reliable engine start (Inferred)
  • 11 hand traps give layered interaction on both sides of the turn (Inferred)
  • 15 Synchro Extra slots give broad closing coverage (Verified composition)

Weaknesses

  • Illegal copy count: 3 Ash Blossom against a limit of 2 (Verified)
  • Empty side deck: no post-side plan (Verified)
  • Low archetype purity: 14.5% exact-name Archfiend, with many generic and off-archetype cards (Verified)

Critical choke points

  • Synchro Summon requires a Tuner plus non-Tuner monsters, so losing the Tuner to one disruption can stop the whole line (Inferred)
  • Ash Blossom and Ghost Belle are over or near limit, so a legal build would need to trim one copy (Verified)
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring 1 non-engine Tech or Trap card (legal Tech, e.g. a second Droll-type card if legal) or any legal card that keeps the Tuner count Brings the list within the legal copy limit so it can receive a normal score
2 None: side deck is empty Up to 15 side cards covering the format's common answers Gives a best-of-3 post-side plan (D12 is currently 5)

Evidence & confidence

  • Verified: Main 40 and Extra 15 match the OCG size rules; Ash Blossom & Joyous Spring is 3 copies vs a legal limit of 2; Side deck is empty; Extra Deck is 15 Synchro monsters; Archetype core is 15 copies
  • Inferred: P(≥1 archetype-core in hand 5) ≈ 0.92; P(≥1 hand trap in hand 6, going second) ≈ 0.88; Hand-trap interaction and recursion density from card text; Going-second and going-first estimates from text
  • Provisional: Meta share and matchup fit (no dated sample)
  • Data gaps: No combos supplied: combo floor, median, and ceiling are text-only inference No tournament link: meta share and per-pilot record absent No win-rate telemetry in YGOVN: going-first, going-second, matchup, and brick rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied No side deck: post-side behavior cannot be evaluated

More OCG Info

Archfiend

Archfiend Breakdown

 
 

 

 

 

 

 

 
 

 

 
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