Primite Deck #772831 — Yu-Gi-Oh! OCG

53 Main, 17 Extra, incl. Fantastical Dragon Phantazmay x3, Nibiru, the Primal Being x3, Primite Dragon Ether Beryl x3. Created Oct 21, 2026 by YGO Mod.

Deck Primite OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 22, 2026
30± 8/ 100
Power Score
Structural 54
Reliability 40
Going First 52
Going Second 58

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 54
Going First 52
Going Second 58
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 53 / Extra 17 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Blue-Eyes Extra Deck beaters (Blue-Eyes Spirit Dragon, Blue-Eyes Jet Dragon, Cosmic Blazar, Indigo-Eyes) converting a board built from Eyes of Blue and Primite plays; Hand-trap-protected Blue-Eyes White Dragon pressure with Majesty and Roar as a recursion and removal layer
  • Turn 1 (going first): Normal Summon a Tuner (Sage with Eyes of Blue or Maiden of White), search and set the Primite or Eyes of Blue follow-up, then hold Ash or Infinite Impermanence up for the opponent's first activation
  • Turn 2 (going second): Use hand traps (Ash, Ghost Ogre, Effect Veiler, Droll) on the opponent's first board, then rebuild through Wishes and Lordly Lode into a Synchro or Link beater
  • Recovery: Recover from the GY through Ghost Belle and Maiden of White, which both return from the GY when hand traps are used
  • After siding: No side deck is registered, so no post-side plan can be evaluated; the list cannot adapt

Why it scores here

This list is illegal in OCG as built: Ash Blossom runs 3 copies against a limit of 2, and the Extra Deck holds 17 cards against a maximum of 15. Under the legality cap the score is theoretical and cannot reach a normal final read. Structurally, the deck reliably opens a hand with a Tuner and a hand trap, since the hand-trap group has an estimated 0.92 chance of at least one card going second, and the interaction suite (Ash, Infinite Impermanence, Ghost Belle, Ghost Ogre, Effect Veiler, Droll) is the deck's strongest asset. Conversion is weaker: the engine is split across Blue-Eyes, Eyes of Blue, and Primite (exact Primite name purity is only 10%), several core Blue-Eyes Extra Deck monsters are absent, and there are no recorded boards, so floor and median output are unmeasured. Popularity and archetype usage did not earn points, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one Tuner or core card in opening 5) is high, but the starter is not a single card; 3-copy Tuners and the core-group estimate of 0.98 are a proxy only (Inferred)
D2 Opening-Hand Quality & Brick Management 50 16 Tuners, 16 Spells, and 17 hand traps in 53 cards create frequent dead or conflicting hands without a clear starter (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards exist; the Blue-Eyes Extra Deck beaters give a high text-based ceiling (Inferred)
D4 Combo Floor & Median Output 40 Zero recorded combos, so the median is unmeasured and set low to reflect that gap (Inferred, low confidence)
D5 Interruption Resilience & Route Redundancy 62 Three Ash Blossom, three Infinite Impermanence, and multiple Blue-Eyes recursion routes give several independent lines after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 58 Wishes, Lordly Lode, Triple Tactics Thrust, Maiden of White, and Ghost Belle provide search and recursion, but no float or GY-count data exists (Inferred)
D7 End-Board & Interaction Quality 72 Hand traps plus Majesty, Roar, and Lightning Storm give broad, layered interaction across both turns (Inferred semantic read of card text)
D8 Going-Second & Board-Breaking Power 65 Hand traps and Droll with Ghost Ogre and Effect Veiler suit going second, but the board-breaking Extra Deck is missing its Tyrant and Neo Blue-Eyes (Inferred)
D9 Offensive Pressure & Closing Power 60 Blue-Eyes Spirit, Cosmic Blazar, and Indigo-Eyes give 4000-class end-board threats, but Blue-Eyes Ultimate Spirit is absent (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 45 53 Main Deck cards are legal in size, but low archetype purity (10%) and many 1-copy slots reduce coherence (Inferred)
D11 Extra Deck Efficiency & Coverage 45 17 Extra Deck cards exceed the limit of 15 and include off-plan picks such as Dingirsu (Verified count, Inferred use)
D12 Side Deck Adaptability 10 No Side Deck is registered, so the list cannot adapt between games (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link or meta-share data exists; this is provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Many hand-trap timings and multi-archetype Extra Deck routes raise pilot decision load (Inferred)

How the score was computed

Strategy profile: Midrange 80 / Toolbox 20 (disclosed; Toolbox not separately weighted, Midrange profile used). Structural ≈ 54, Going First ≈ 52, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Illegal legality cap (-13); Banlist exposure (-3); No side deck (-4); Dependence on Blue-Eyes Extra Deck routes (-1). Final formula: No reliable metagame: 0.80*Structural(54) + 0.20*TournamentReliability(40) = 51.2, then context modifiers (-8) gives 43; Illegal legality cap applied, so final score = 30 (theoretical only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ — · 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

  • 17 hand traps and Majesty/Roar give deep interaction on both turns
  • Blue-Eyes Extra Deck closers with 4000-class stats
  • Multiple recursion routes (Ghost Belle, Maiden, Wishes)

Weaknesses

  • Illegal in OCG: Ash Blossom copy limit and Extra Deck size exceeded
  • Engine split across Blue-Eyes, Eyes of Blue, and Primite with 10% exact purity
  • No side deck
  • Core Blue-Eyes Extra Deck monsters missing

Critical choke points

  • A single Lordly Lode or Wishes line is required to reach the Tuner in most hands
  • Blue-Eyes White Dragon count is only 2, limiting the Blue-Eyes plan
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring (none; reduce to the legal 2 copies) Clears the copy-limit violation so the deck can be scored normally
2 Dingirsu, the Orcust of the Evening Star and Ancient Fairy Life Dragon (none; reduce Extra Deck to 15) Clears the Extra Deck size violation and removes off-plan Extra picks
3 (none) A 10-15 card Side Deck Gives the list a post-side plan, which it lacks entirely

Evidence & confidence

  • Verified: Main Deck 53 cards, Extra 17 (over 15), Side 0; Ash Blossom & Joyous Spring 3 copies run vs 2 legal (Semi-Limited); Droll & Lock Bird, Harpie's Feather Duster, and S:P Little Knight are Limited and each run 1 copy (legal); Archetype purity 10% and archetype spread from the export
  • Observed: Usage stats show Blue-Eyes Tyrant, Neo Blue-Eyes, and Ultimate Spirit are common in the archetype and absent here
  • Inferred: Consistency and brick estimates from hypergeometric draws and card text; Interaction quality from card text roles; Closing power from Extra Deck stats
  • Provisional: Meta power and matchup fit (no dated metagame sample or tournament link)
  • Data gaps: no combos supplied: floor, median, and ceiling are text-only inference no tournament link: archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN no side deck registered, so post-side performance is unknown Meta Power is provisional unless a dated metagame sample is supplied

More OCG Info

Primite

Primite Breakdown

 
 

 

 

 

 

 

 
 

 

 
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