Bystial/Byssted Deck #772836 — Yu-Gi-Oh! OCG

52 Main, 19 Extra, incl. Fantastical Dragon Phantazmay x3, Nibiru, the Primal Being x3, Ash Blossom & Joyous Spring x3. Created Oct 21, 2026 by YGO Mod.

Deck Bystial/Byssted OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: LowEvaluated Oct 22, 2026
30± 8/ 100
Power Score
Structural 45
Reliability 35
Going First 40
Going Second 48

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 45
Going First 40
Going Second 48
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Toolbox
  • Secondary strategies: Control, Stun
  • Format: ocg

Legality

Main 52 / Extra 19 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Blue-Eyes and Bystial Dragon boss monsters (Neo Blue-Eyes Ultimate Dragon, Blue-Eyes Ultimate Spirit Dragon, Bystial Magnamhut) reached through Special Summons from hand and GY, with the Blue-Eyes White Dragon line as the base; Hand-trap-supported board control that lets a single Dragon or Synchro boss survive and attack
  • Turn 1 (going first): Normal Summon a LIGHT Tuner (Sage with Eyes of Blue, Maiden of White, Effect Veiler) and use Wishes or Master with Eyes of Blue to search. Keep Ash Blossom, Ghost Belle and Infinite Impermanence up as interaction. The line is weak going first because hand traps are dead without a summon to answer
  • Turn 2 (going second): Hold Ash Blossom, Ghost Ogre, Ghost Belle, Droll and Effect Veiler to answer the opponent's starter. Then rebuild with a Bystial special summon or a Synchro boss from the Extra Deck. This is the stronger side of the deck
  • Recovery: Recur through Bystial Magnamhut and Bystial Druiswurm (banish a LIGHT or DARK monster from either GY to Special Summon from hand) and through Neo Kaiser Sea Horse. The Extra Deck is full of different archetypes, so recovery depends on whichever boss is Synchro-able at that moment
  • After siding: Not evaluable. The deck has no side deck, so there is no post-side plan. Best-of-3 play would mean rebuilding the same list

Why it scores here

The score comes from the deck as a system, not from averaging card scores. The deck runs 18 hand traps and about 20 negation-text cards, so it can interact with most opposing plays, and that interaction is the main reason for the D7 and D8 scores. The engine is split. It runs Blue-Eyes, Bystial, Solemn and Ghost cards, and 71 of 113 card copies belong to no single archetype. That split keeps the starter-to-boss path inconsistent and lowers D1, D3 and D4. The deck has no recorded boards, so every combo claim is an inference from card text. Popularity was not counted: the Bystial/Byssted archetype stats show core presence, and that did not raise the score. The deck is illegal (Ash Blossom has 3 copies where the limit is 2, and the Extra Deck has 19 cards where the limit is 15), so the score is capped at 30 and labeled structural-only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(at least one of 3 copies of a starter in a 5-card opening hand) is about 0.27 for each 3-of card, and no single starter is reliable; starters are spread across Blue-Eyes, Bystial and Ghost cards (Inferred)
D2 Opening-Hand Quality & Brick Management 40 18 hand traps and 10 searchers in a 52-card main deck mean many hands hold a dead hand trap with no summon to answer, and there are no zone-conflicting starters to offset that (Inferred)
D3 Combo Conversion & Ceiling 35 No parseable boards exist. Bystial Magnamhut and Bystial Druiswurm can produce a Dragon boss from the GY, but the chain is unverified (Inferred from card text)
D4 Combo Floor & Median Output 35 No recorded median output exists. The deck has many different starters and most of them need a second card, so the floor is low (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Starter diversity is wide, and there are several recursion routes through the GY (Bystial, Neo Kaiser Sea Horse, Blue-Eyes Jet Dragon), so one disruption does not end the turn (Inferred from card text)
D6 Resource Economy, Recovery & Grind 45 Bystial and Blue-Eyes banish-and-recur effects give some resource recovery, but there is no resource-signature data (Inferred)
D7 End-Board & Interaction Quality 70 18 hand traps plus Solemn Judgment, Solemn Warning, Dominus Purge and Infinite Impermanence give layered interaction at the cost of some dead hands (Verified card text, Inferred quality)
D8 Going-Second & Board-Breaking Power 55 Going second, the hand-trap count (Ash Blossom, Ghost Ogre, Effect Veiler, Droll) gives a 93% chance of at least one hand trap in a 6-card going-second hand, so the board-breaking plan is real (Verified hand probability, Inferred strength)
D9 Offensive Pressure & Closing Power 50 Dragon and Synchro bosses at 2500-4500 ATK can close games, and Neo Blue-Eyes Ultimate Dragon and Blue-Eyes Ultimate Spirit Dragon give piercing or multi-attack pressure (Verified card text, Inferred)
D10 Main Deck Efficiency & Flexibility 50 52 main-deck cards with 28 distinct names and 24 tech or interaction cards make the deck compact at the cost of coherence; the copy histogram is 14 singletons, 4 doubles and 10 triples (Verified composition)
D11 Extra Deck Efficiency & Coverage 40 19 Extra Deck cards exceed the OCG limit of 15 by 4, so the Extra Deck is over-built and at least four cards cannot legally be in the deck. Extra Deck coverage is wide but unfocused across Synchro, Xyz, Link and Fusion (Verified legality)
D12 Side Deck Adaptability 20 The deck has no side deck (side count 0), so there is no adaptability in best-of-3 play (Verified)
D13 Matchup Coverage & Format Fit 45 The archetype's meta share is not provided, so there is no matchup or format-fit evidence (Provisional)
D14 Pilotability & Error Tolerance 35 The deck needs precise timing with several hand traps and conditional Special Summons, and players can easily make timing mistakes (Inferred)

How the score was computed

Strategy profile: Balanced. Structural ≈ 45, Going First ≈ 40, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist exposure (-5); no Side Deck (-3); engine conflict (-2). Final formula: Balanced-profile Structural 45.4 -> 0.80*45.4 + 0.20*35 = 43.3; modifiers total -10 -> 33.3; illegal-list cap applied -> 30 (theoretical/structural-only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.67 · 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, layered hand-trap and negation suite (18 hand traps, about 20 negation-text cards)
  • Going-second hand-trap coverage is high (about 0.93 probability of at least one in 6 cards)
  • Multiple Dragon boss routes from the Extra Deck, including Neo Blue-Eyes Ultimate Dragon and Blue-Eyes Ultimate Spirit Dragon

Weaknesses

  • Illegal list: Ash Blossom at 3 copies and an Extra Deck of 19 cards
  • Engine is split across Blue-Eyes, Bystial, Solemn and Ghost, with 71 of 113 copies off-archetype
  • Going-first hands can be dead with many hand traps and few summons
  • No side deck
  • Hand traps cannot stop a board that is already set up by the time they are needed

Critical choke points

  • Summon the first LIGHT Tuner or Blue-Eyes White Dragon: almost every line starts there
  • Ash Blossom at 3 copies is illegal, so one copy must be cut before the deck is playable
  • Extra Deck overflow means at least four cards must come out before the deck can be played
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring 0 (the copy is over the limit) Brings Ash Blossom to the 2-copy Semi-Limited limit. Removing this card is the only way to make the main deck legal.
2 4 Extra Deck cards from the non-core archetype set (for example Crimson Dragon, Ancient Fairy Life Dragon, Cosmic Blazar Dragon and Stardust Sifr Divine Dragon) 0 Brings the Extra Deck down to the 15-card limit and keeps the boss routes that fit the Blue-Eyes and Bystial engine
3 1 off-archetype tech card 1 side-deck card or a second Blue-Eyes starter Adds a side plan and reduces the off-archetype count

Evidence & confidence

  • Verified: Legality: Ash Blossom at 3 copies exceeds the OCG Semi-Limited limit of 2; Extra Deck is 19 against a limit of 15; Banlist status for Droll & Lock Bird, Solemn Judgment, Harpie's Feather Duster, S:P Little Knight, Bystial Druiswurm and Bystial Magnamhut is Limited (1 copy each in deck); Composition: 52 main, 19 extra, 0 side; 18 hand traps, 10 searchers, 20 negation-text cards; Hypergeometric probabilities from the Main Deck
  • Inferred: Starter access and brick rates from hypergeometric estimates and card text; Engine coherence from archetype purity and card-text analysis; Going-second interaction density from hand-trap counts; Board-breaking and closing power from card text
  • Provisional: Meta Power and D13 matchup or format fit (no dated metagame sample)
  • Data gaps: No parseable combos (total combos 0); floor, median and ceiling are inferred from text only No tournament link; archetype meta-share and per-pilot match record are absent No side deck; post-side plan cannot be evaluated No win-rate telemetry exists in YGOVN for going-first, going-second, matchup or brick rates Meta Power is Provisional without a dated metagame sample Deck title is null, so the deck name is unknown

More OCG Info

Bystial/Byssted

Bystial/Byssted Breakdown

 
 

 

 

 

 

 

 
 

 

 
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