Primite Deck #773107 — Yu-Gi-Oh! OCG

56 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Mulcharmy Purulia x3, Nibiru, the Primal Being 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
ToolboxConfidence: LowEvaluated Oct 21, 2026
30± 10/ 100
Power Score
Structural 51
Reliability 40
Going First 45
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 51
Going First 45
Going Second 58
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Toolbox
  • Secondary strategies: Stun, Combo
  • Format: ocg

Legality

Main 56 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Blue-Eyes Spirit Dragon / Blue-Eyes Ultimate Spirit Dragon boards built from Blue-Eyes tuners (Inferred; no recorded combos); Primite Dragon Ether Beryl and Primite Lordly Lode chains (Inferred)
  • Turn 1 (going first): Normal Summon a Tuner (Sage, Maiden, Ghost Ogre) and search via Lordly Lode or Wishes, then Synchro; hand traps are dead on the first turn (Inferred)
  • Turn 2 (going second): Hold 2 to 3 hand traps (Ash, Infinite Impermanence, Evenly Matched, Nibiru, Effect Veiler, Droll) to stop the opponent's first summon or search, then rebuild with tuners (Inferred)
  • Recovery: Searchers (15 text-tagged cards) and Pot of Prosperity or Wishes to replace hand-trap losses (Inferred)
  • After siding: Not possible: the Side Deck is empty, so no post-side plan exists

Why it scores here

This is an Illegal list: Ash Blossom & Joyous Spring is run 3 times against a Semi-Limited limit of 2, so the score below is theoretical and structural only and is capped at 30. The structure is a Toolbox-style hand-trap deck with 17 hand traps, 19 tech cards, 13 Tuners and 15 searcher-text cards, which gives it real going-second interaction (about 90 percent to hold at least one hand trap in a 6-card hand, Inferred). Its engine is split across Blue-Eyes, Primite, Mulcharmy and Greed, with an exact archetype purity of only 9.9 percent, and Blue-Eyes White Dragon has just 2 copies (about 17 percent to open with one going first, Inferred). The score comes from consistency and interaction on the system, not from Primite or Blue-Eyes popularity and not from averaging card scores. No combos, guides, tournament data or Side Deck were supplied, so the median and closing scores are text-only inference.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one Blue-Eyes White Dragon in 5) about 0.17 with 2 copies; archetype core open at least once in 5 about 0.95 but spread across four engines (Inferred)
D2 Opening-Hand Quality & Brick Management 45 17 hand traps and 19 tech cards share a 6-card hand with few engine starters, so dead-card risk is high (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards; ceiling read from Blue-Eyes Spirit, Tyrant and Ultimate Spirit card text only (Inferred)
D4 Combo Floor & Median Output 40 combos_evidence has 0 scored combos, so the median is not measurable; this is a text-only estimate (Provisional)
D5 Interruption Resilience & Route Redundancy 55 Multiple hand traps and two searcher lines give several independent restarts after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 15 searcher-text cards plus Pot of Prosperity and Wishes provide card flow, though Pot of Prosperity is Limited (Inferred)
D7 End-Board & Interaction Quality 65 14 negation-text cards and 17 hand traps give broad interaction; the Limited Solemn Judgment and Droll add layers (Inferred)
D8 Going-Second & Board-Breaking Power 65 Hand-trap density is strongest when going second, with about 0.90 chance of at least one hand trap in 6 cards (Inferred)
D9 Offensive Pressure & Closing Power 50 Blue-Eyes Spirit 2500/3000 and Tyrant 3400 are the main threats; Neo Blue-Eyes is not run, so closing is moderate (Inferred)
D10 Main Deck Efficiency & Flexibility 45 56 main cards with 26 distinct and 10 singletons; 13 Tuners and many level-0 cards reduce compactness (Verified counts, Inferred read)
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck cards across 12 distinct, with 6 Synchro and 6 Link; mostly flexible access (Verified counts, Inferred read)
D12 Side Deck Adaptability 10 Side Deck is empty (0 cards), so there is no adaptability in a best-of-3 (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link and no dated metagame sample; matchup fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 35 Heavy hand-trap timing and a multi-archetype engine demand frequent decisions and exact sequencing (Inferred)

How the score was computed

Strategy profile: Toolbox. Structural ≈ 51, Going First ≈ 45, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-6); engine conflicts (-4). Final formula: Illegal cap: min(0.80*51 + 0.20*40 + modifiers, 30) = 30 (theoretical/structural-only; Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.17 · 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 hand-trap package (17 hand traps, 14 negation-text cards) gives strong going-second interaction
  • Tuner density (13) supports Synchro access to the Blue-Eyes Extra Deck threats
  • 15 searcher-text cards and Pot of Prosperity provide card flow

Weaknesses

  • Illegal: Ash Blossom & Joyous Spring over the Semi-Limited limit (3 run, 2 legal)
  • Empty Side Deck means no post-side plan
  • Engine split across four archetypes; only 9.9 percent exact-name purity
  • Only 2 copies of Blue-Eyes White Dragon, the central engine piece

Critical choke points

  • Blue-Eyes White Dragon count (2) gates most Blue-Eyes Synchro lines
  • Going-first turn 1 has no interaction, so an opening starter is required to avoid a dead hand
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring 1 legal non-Ash card (a hand trap or tech slot) Brings the list to legal copy limits, which is required before any normal score
2 1 off-archetype tech or staple 1 Side Deck card (e.g. a Blue-Eyes or Primite-specific answer) A Side Deck of 0 leaves best-of-3 with no adaptability

Evidence & confidence

  • Verified: Ash Blossom & Joyous Spring is run 3 times against a Semi-Limited limit of 2 (Illegal); Main 56, Extra 15, Side 0; the Main and Extra counts are within size rules; Exact-name archetype purity 9.9 percent; 13 Tuner monsters in the Main Deck; Five Limited cards each run 1 copy (legal)
  • Inferred: Engine consistency around 17 percent for a 2-copy starter in hand going first; Hand-trap density gives about 0.90 chance of at least one hand trap in 6 going second; Blue-Eyes Spirit and Tyrant as the closing threats
  • Provisional: Matchup and format fit (no tournament link, no dated metagame); Median output (no recorded boards)
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference No tournament link; archetype meta-share and pilot record absent No win-rate telemetry; going-first and going-second splits are Inferred Meta Power is Provisional unless a dated metagame sample is supplied Side Deck is empty; post-side performance unknown Deck title is null

More OCG Info

Primite

Primite Breakdown

 
 

 

 

 

 

 

 
 

 

 
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