Cyber Dragon Deck #772894 — Yu-Gi-Oh! OCG

40 Main, 14 Extra, incl. Cyber Dragon x3, Cyber Dragon Core x3, Cyber Jormungardr x3. Created Oct 21, 2026 by YGO Mod.

Deck Cyber Dragon OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 21, 2026
40± 12/ 100
Power Score
Structural 64
Reliability 52
Going First 66
Going Second 61

Deck — Deck Power Evaluation

Final Contextual Deck Power: 40/100 (±12 · Confidence: Low)

Overall score Value
Structural Deck Power 64
Going First 66
Going Second 61
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Combo
  • Secondary strategies: Midrange
  • Format: ocg

Legality

Main 41 / Extra 14 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Cyber Dragon Nova, Cyber Twin Dragon, Cyber Eternity Dragon and Cyber End Dragon Fusion/Xyz/Link boards with 2100-4000 ATK bodies, including piercing from Cyber End Dragon; Divine Arsenal AA-ZEUS and Chimeratech Rampage Dragon board-clearing and recursion lines (Inferred from text)
  • Turn 1 (going first): Normal Summon Cyber Dragon Core to add a Cyber Spell/Trap, or Special Summon Cyber Dragon / Cyber Jormungardr if the opponent controls a monster, then build toward a Fusion or Link monster through Power Bond or Cyberload Fusion
  • Turn 2 (going second): Hold Ash Blossom, Infinite Impermanence and Effect Veiler to stop the opponent's first play, then rebuild through Cyber Dragon Core and Cyber Dragon Nachster (Inferred from text)
  • Recovery: Recur Cyber Dragon monsters from the GY via Cyber Dragon Nova, Cyber Dragon Core and Cyber Eternity Dragon, and re-search Cyber Spell/Traps through Cyber Emergency (Inferred from text)
  • After siding: None: the deck has no Side Deck, so there is no post-side plan

Why it scores here

This is an Illegal list: Ash Blossom & Joyous Spring is run three times against a limit of two, so the score is a theoretical, structural-only read capped at 40 and does not receive a normal Final Contextual score. The engine is consistent on paper: 21 archetype-core copies give an estimated 98% chance of at least one searcher in a 5-card opening hand (Inferred), and Cyber Dragon Core, Cyber Dragon Nachster and Cyber Jormungardr give multiple independent starters. Interaction is dense (9 hand traps plus Lightning Storm, Harpie's Feather Duster and Cybernetic Overflow), and the Extra Deck supplies high-ATK closers such as Cyber End Dragon, Cyber Twin Dragon and Cyber Eternity Dragon. Floor and median output cannot be measured because no boards were recorded, and the matchup and side-deck reads are Provisional, so the score rests on the system's consistency and interaction and not on the individual card scores or on the archetype's popularity, which earned no points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(>=1 searcher-text card in 5-card opening hand) ~0.98 across 21 archetype-core copies; 3x Cyber Dragon Core and 3x Cyber Jormungardr give multiple starters (Inferred)
D2 Opening-Hand Quality & Brick Management 58 9 hand traps and 12 tech cards in 41 main slots give some dead-card risk; 3-copy hand traps raise redundancy but add brick pressure (Inferred)
D3 Combo Conversion & Ceiling 70 Eight Fusion, three Link and three Xyz extra-deck finishers imply a high ceiling, but no recorded boards exist to confirm conversion (Inferred)
D4 Combo Floor & Median Output 48 No combo data boards, so median output is unmeasured and set near neutral (Inferred, text-only)
D5 Interruption Resilience & Route Redundancy 70 Hand-summonable Cyber Dragon, GY recursion via Cyber Dragon Nova and Cyber Eternity Dragon, and multiple hand traps give alternate routes (Inferred)
D6 Resource Economy, Recovery & Grind 68 Cyber Emergency and Cyberdark Realm re-search, GY recursion exists, but Power Bond costs life and Fusion lines spend many materials (Inferred)
D7 End-Board & Interaction Quality 74 Infinite Impermanence, Ash Blossom, Effect Veiler, Lightning Storm and Harpie's Feather Duster give layered interaction; Cyber Eternity Dragon is hard to target (Inferred from text)
D8 Going-Second & Board-Breaking Power 60 Lightning Storm, Harpie's Feather Duster, Cybernetic Overflow and Cyber Dragon Core challenge boards; going-second split is unavailable (Inferred)
D9 Offensive Pressure & Closing Power 74 Cyber End Dragon 4000 ATK with piercing, Cyber Twin Dragon 2800 with a second attack and Divine Arsenal 3000 ATK give closing power (Inferred from card text)
D10 Main Deck Efficiency & Flexibility 55 41 main cards with 22 distinct names, but several slots are situational (Clockwork Night x2, Harpie's Feather Duster, Cybernetic Horizon) and one passcode did not resolve (Inferred)
D11 Extra Deck Efficiency & Coverage 62 14 extra cards with 8 Fusion, 3 Link and 3 Xyz give broad coverage, though several require specific Cyber Dragon materials (Verified composition, Inferred efficiency)
D12 Side Deck Adaptability 15 Side deck is empty (0 of 15 slots), so there is no adaptability and no post-side plan (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; archetype meta-share absent, so this is neutral and Provisional (Provisional)
D14 Pilotability & Error Tolerance 35 Multiple Fusion summons, Power Bond life cost and 2-3 card chains demand precise sequencing and decision-making (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 64, Going First ≈ 66, Going Second ≈ 61, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: Banlist exposure (key card over copy limit) (-8); No side deck (-3). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 0.80*64 + 0.20*52 = 61.6, plus modifiers (-11) = 51, then capped at 40 because the list is Illegal (theoretical/structural-only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.98 · 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

  • Searcher density is high: 21 searcher-text cards and a near-certain starter in the opening hand (Inferred)
  • Layered interaction: 9 hand traps plus Lightning Storm, Harpie's Feather Duster and Cybernetic Overflow
  • Extra Deck closers with high ATK and piercing or double attacks, including Cyber End Dragon, Cyber Twin Dragon and Cyber Eternity Dragon
  • Multiple hand-summonable and GY-recursive Cyber Dragon bodies provide redundant routes after disruption (Inferred)

Weaknesses

  • Illegal copy count: Ash Blossom & Joyous Spring x3 exceeds the Semi-Limited limit of 2
  • No side deck, so there is no adaptation for best-of-3 play
  • No recorded boards, so the combo floor, median and ceiling cannot be verified
  • Engine spread across several sub-archetypes (only 29% exact-name purity), so the starters are not uniformly coherent
  • High pilot complexity from multi-step Fusion, Link and Xyz chains and Power Bond life cost

Critical choke points

  • Cyber Dragon and Cyber Dragon Nachster special-summon conditions require an opponent monster on the field
  • Power Bond's end-phase damage matters if the opponent has a fast clock
  • Fusion-heavy lines depend on specific Cyber Dragon materials and have few non-Fusion routes to the Extra Deck
Priority Remove Add Reason
1 One copy of Ash Blossom & Joyous Spring A legal, non-restricted tech or Cyber card from the Main Deck pool The list is Illegal; reducing Ash Blossom to 2 copies is the minimum change to make the deck playable
2 None (add to empty Side Deck) Up to 15 side cards for the most common opposing engines and interaction A zero-card Side Deck gives no post-side plan, which lowers D12 and Tournament Reliability
3 The unresolved main-deck passcode 10443957 A verified card in the same slot One main-deck passcode did not resolve to a card and is counted as Main, so the composition and probability figures are incomplete

Evidence & confidence

  • Verified: Ash Blossom & Joyous Spring is run 3 times against a Semi-Limited limit of 2 (Illegal); Harpie's Feather Duster and S:P Little Knight are each run 1 time against a Limited limit of 1 (Legal); Main deck is 41 cards (within 40-60) and Extra Deck is 14 cards (within 0-15); Side Deck is empty
  • Inferred: Hypergeometric starter access: 0.98 for the 21-copy archetype core group, 0.33 for 3-copy hand-trap and starter cards; Engine redundancy and interaction density read from card text; Extra Deck coverage read from composition and card text
  • Provisional: Meta Power (null) and matchup fit (D13) because no dated metagame sample or tournament link was supplied
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference No tournament link; archetype meta-share and per-pilot match record absent One main-deck passcode (10443957) could not be resolved to a card and is counted as Main usage statistics marks Cyber Dragon Nova, Chimeratech Megafleet Dragon, Chimeratech Fortress Dragon, Heosvarog, Cyber Dragon Sieger, Clockwork Knight, Cyber Eternity Dragon and Chimeratech Rampage Dragon as not in this deck, but all eight appear in the Extra Deck list; the core-presence figure (12 of 20) is therefore unreliable and was not used as a missing-card signal No win-rate telemetry (going-first/second, matchup, brick or starter rates) Meta Power is Provisional unless a dated metagame sample is supplied No guides attached (guide data total 0)

More OCG Info

Cyber Dragon

Cyber Dragon Breakdown

 
 

 

 

 

 

 

 
 

 

 
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