Therions Deck #772896 — 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.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
Main Deck (40)
- Cyber Dragon x3
- Cyber Dragon Core x3
- Cyber Dragon Herz x1
- Cyber Dragon Nachster x1
- Cyber Jormungardr x3
- Cyberdark Chimera x1
- Cyberdark Claw x3
- Cyberdark Wurm x1
- Therion "King" Regulus x1
- Ash Blossom & Joyous Spring x3
- Effect Veiler x3
- Clockwork Night x2
- Cyber Emergency x3
- Cyberdark Realm x2
- Cyberload Fusion x1
- Cybernetic Horizon x1
- Harpie's Feather Duster x1
- Lightning Storm x2
- Power Bond x1
- Cybernetic Overflow x1
- Infinite Impermanence x3
Extra Deck (14)
- Chimeratech Fortress Dragon x1
- Chimeratech Megafleet Dragon x1
- Chimeratech Overdragon x1
- Chimeratech Rampage Dragon x1
- Cyber End Dragon x1
- Cyber Eternity Dragon x1
- Cyber Twin Dragon x1
- Heosvarog the Mechanical Dawn x1
- Clockwork Knight x1
- Cyber Dragon Sieger x1
- S:P Little Knight x1
- Chronomaly Vimana x1
- Cyber Dragon Nova x1
- Divine Arsenal AA-ZEUS - Sky Thunder x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 30/100 (Confidence: Medium)
- Primary strategy: Midrange
- Secondary strategies: Toolbox, Stun
- Format: ocg
Legality
Main 41 / Extra 14 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).
Identity & game plan
- Win condition: Cyber Dragon-based Fusion/Link/Xyz pressure (Cyber End Dragon, Cyber Eternity Dragon, Cyber Twin Dragon, Cyber Dragon Sieger) backed by Therion King Regulus; Divine Arsenal AA-ZEUS and Chimeratech Overdragon as late-game boards
- Turn 1 (going first): Open with Cyber Dragon Core or Cyber Dragon Nachster to search a Cyber Spell/Trap or summon a Cyber Dragon, then Link or Fusion into a Cyber Dragon boss; hand traps held for the opponent's first activation
- Turn 2 (going second): Use Effect Veiler, Ash Blossom and Infinite Impermanence to blank the opponent's starter, then rebuild through Cyberdark Realm, Cybernetic Horizon and Cyber Dragon searches
- Recovery: Cyber Dragon Core and Cyberdark Wurm recursion from GY, plus Clockwork Night and Clockwork Knight to rebuild Machine boards
- After siding: Not evaluable: the deck runs no Side Deck, so there is no post-side plan
Why it scores here
The deck opens a Cyber Dragon engine reliably enough: 3-copy Cyber Dragon and Core give about a 0.33 chance of at least one in a 5-card opening hand (Inferred), and 21 searcher-text cards make at least one search effect near-certain. Conversion is plausible through Cyber Dragon Core and Nachster into Fusion or Link bosses, but no recorded boards exist, so the ceiling and median are text-only inferences and are scored conservatively. Interaction is the deck's strongest layer, with 9 hand traps and 13 negation-text cards giving about 0.80 chance of at least one hand trap in a 6-card going-second hand (Inferred). Popularity did not earn points: the archetype core is only 2 of 5 usage-core cards present, and no tournament or win-rate data exists. The score comes from the system (consistency, interaction, going-second strength) rather than an average of card scores, and the deck is capped because it runs 3 copies of Ash Blossom, which is over its OCG limit of 2.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 62 | P(at least 1 Cyber Dragon in 5 cards) = 0.33; 21 searcher-text cards; 2-card bootstrap via Core and Nachster (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | Hand traps and Cyber Dragon redundancy limit dead hands; 11 single-copy cards and no Side Deck add some brick risk (Inferred) |
| D3 | Combo Conversion & Ceiling | 45 | No parseable recorded boards; ceiling is a text read of Cyber Dragon Core into Fusion/Link bosses (Inferred) |
| D4 | Combo Floor & Median Output | 40 | combos_evidence has zero boards; median output cannot be measured and is scored conservatively (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 58 | Ash, Veiler and Impermanence cover several disruption points; Cyber Dragon Herz, Cyberdark Wurm and Core give recursion (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 55 | Clockwork Night and Cyberdark Realm search and regenerate; Chimeratech Overdragon and Fusion costs drain resources (Inferred) |
| D7 | End-Board & Interaction Quality | 65 | 9 hand traps, 13 negation-text cards, Effect Veiler and Ash Blossom give layered interaction (Inferred semantic read) |
| D8 | Going-Second & Board-Breaking Power | 60 | Going-second split not recorded; Lightning Storm and Harpie's Feather Duster give board-breaking, and hand traps cover the opening (Inferred) |
| D9 | Offensive Pressure & Closing Power | 50 | Cyber End Dragon 4000 ATK and Eternity Dragon 2800/4000 provide pressure; Twin Dragon has a second attack (verified card text) |
| D10 | Main Deck Efficiency & Flexibility | 50 | 41 main cards within the 40-60 range; 22 distinct main cards with 8 triple-copy slots gives reasonable coherence (verified composition) |
| D11 | Extra Deck Efficiency & Coverage | 60 | 14 Extra cards across Fusion, Xyz and Link; Cyber Dragon bosses are reachable from the engine (Inferred) |
| D12 | Side Deck Adaptability | 20 | No Side Deck is run, so no post-side adaptability (Provisional) |
| D13 | Matchup Coverage & Format Fit | 25 | Archetype share and tournament context are absent; no dated meta sample (Provisional) |
| D14 | Pilotability & Error Tolerance | 50 | Multiple Fusion, Link and hand-trap decisions per turn, with several multi-step lines (Inferred) |
How the score was computed
Strategy profile: Midrange primary, Toolbox as secondary tie-break; applied as the profile weights only. Modifiers: none.
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