Ether Dragon Deck #773451 — Yu-Gi-Oh! Rush Duel Sevens
30 Main, incl. The Ultimate Flag x3, Amazing Dealer x3, Balloon Butier x3 - Skill: Destiny Draw: Divine Dragons. Created Oct 22, 2026 by YGO Mod.
Deck Ether Dragon Rush Duel Sevens
Created by: YGO Mod (20517634)
Created On: 10/22/2026
Destiny Draw: Divine Dragons
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 48/100 (±10 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 51 |
| Going First | 50 |
| Going Second | 47 |
| Meta Power | provisional |
| Tournament Reliability | 45 |
- Primary strategy: Control
- Secondary strategies: Combo
- Format: rush-duel-sevens
Legality
Main 30 / Extra 0 / Side 0 — status: Legal with warning.
Identity & game plan
- Win condition: Boss-monster pressure built from the Ether Dragon archetype core (25 of 30 Main Deck cards carry the archetype's name group, per the archetype-purity read); guide text describes a boss-level-9 Dragon finisher. Unverified: the 12 passcodes did not resolve to card text.; Guide-described OTK potential through the Destiny Draw skill and level-9 Dragon summoning. Guide claim only; no recorded boards exist to confirm it.
- Turn 1 (going first): Open on the 3-copy core (9 of 12 distinct cards run 3 copies). Hypergeometric P(at least one of any 3-copy card in a 5-card hand) is about 0.43 per card, so the opening hand is more likely to contain a core card than not. Plan details depend on card text that was not resolved.
- Turn 2 (going second): A 6-card hand raises the per-copy odds to about 0.50 for a 3-copy card. The plan relies on boss pressure and interaction from the core, but no going-second board data exists.
- Recovery: Redundancy comes from 3-copy repetition of the same 9 cards rather than from recursion or search text, which could not be read from the unresolved cards.
- After siding: None. The deck runs 0 side cards, so there is no post-side plan and no adaptation path.
Why it scores here
The deck reliably opens with its core: 25 of 30 Main Deck cards are the Ether Dragon name group, and 9 of its 12 distinct cards run 3 copies, so a starter is likely in the opening hand (Inferred, hypergeometric). Its ceiling and median are both unmeasured, because no combos were supplied and the 12 passcodes did not resolve to card text. Those dimensions are held near the midpoint rather than scored from guide claims about an OTK. Interaction, resource and closing scores are also midpoint-level, since the card text needed to confirm them was not available. Popularity did not earn points: the guides' statement about metagame dominance is not used. No card scores were averaged; the score reflects the deck as a system, and it is capped by the empty side deck and by the missing card data.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 70 | P(at least one 3-copy card in a 5-card hand) ≈ 0.43 per card; 25 of 30 cards are the archetype core, so the core is almost always present (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 60 | Heavy 3-copy repetition over 12 distinct cards limits dead-card risk, but card function could not be read so brick rate is estimated (Inferred) |
| D3 | Combo Conversion & Ceiling | 45 | No recorded boards and no parseable combos; guide text describes an OTK line that is unverified (Provisional) |
| D4 | Combo Floor & Median Output | 40 | No combo power distribution or median available; floor cannot be measured from the evidence (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 50 | Three-copy redundancy of the same core is a route-redundancy proxy; no independent-line evidence exists (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 50 | Resource signature and recovery text unavailable; guide describes resource advantage as a claim only (Provisional) |
| D7 | End-Board & Interaction Quality | 55 | Guide describes a board-clearing boss; interaction density not measured and card text unresolved (Provisional) |
| D8 | Going-Second & Board-Breaking Power | 45 | No going-second combo split or board-breaker text available (Provisional) |
| D9 | Offensive Pressure & Closing Power | 50 | Closing power rests on guide-described boss pressure; no end-board ATK or stat data (Provisional) |
| D10 | Main Deck Efficiency & Flexibility | 55 | Legal 30-card main at the Rush Duel Sevens minimum; 12 distinct cards show low variety but compact construction (Verified count, Inferred read) |
| D11 | Extra Deck Efficiency & Coverage | 50 | Extra Deck is empty, which is legal (0–15 range) and carries no Extra-Deck access cost (Verified) |
| D12 | Side Deck Adaptability | 20 | Zero side cards; no adaptation or post-side plan is possible (Verified) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link and no dated metagame sample; archetype fit cannot be measured (Provisional) |
| D14 | Pilotability & Error Tolerance | 50 | Core-driven, low-decision structure suggests manageable play, but combo steps are unknown (Inferred) |
How the score was computed
Strategy profile: Control. Structural ≈ 51, Going First ≈ 50, Going Second ≈ 47, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Zero side deck (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional); 0.80*50.65 + 0.20*45 - 2 = 47.5 → 48
Probability & combo summary
- Opening a starter: P(≥1) ≈ 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
- Very high archetype-core density: 25 of 30 cards share the Ether Dragon name group
- Heavy 3-copy repetition of 9 cards gives redundancy and a likely starter in the opening hand
- Legal main deck at the size minimum, with every card at Unlimited status and no copy-limit violations
Weaknesses
- No side deck, so no adaptation after game one
- 12 of 12 distinct passcodes unresolved, so function, interaction and recovery cannot be verified
- No recorded combos, so the ceiling and median are unmeasured
- Low variety (12 distinct cards) means the deck has little flexibility against unknown matchups
Critical choke points
- The archetype core is the only route to play; if the 3-copy starters are not live in the opening hand, the deck has no non-core fallback
- Without a side deck, no matchup answer can be added after game one
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | None | A side deck of up to 15 cards (0–15 allowed for Rush Duel Sevens) with answers to the most common disruption | Zero side cards gives no post-side plan (D12 = 20); the side deck is legal and the largest available improvement, though the specific cards depend on the card text that was not resolved |
Evidence & confidence
- Verified: Legal size: 30 Main, 0 Extra, 0 Side against a Rush Duel Sevens range of 30–60 Main, 0–15 Extra and Side; All 12 distinct cards are Unlimited with legal copies of 3 or 1, matching the copies run; Copy histogram: nine 3-copy cards and three 1-copy cards; Archetype is Ether Dragon (archetype_id 2452), and usage statistics show 9 of 10 core cards present
- Observed: Usage statistics show 10 archetype core cards, with 9 present at the typical copy counts
- Inferred: Starter access is high because the archetype core is 25 of 30 cards (hypergeometric proxy); Brick and redundancy estimates follow from 3-copy repetition over 12 distinct cards; Control profile is chosen from the guide's description of boss-based interaction
- Provisional: Meta Power is null because no dated metagame sample exists; Combo ceiling and floor are unmeasured; guide OTK claim is unverified; Matchup fit is unknown without a tournament link or metagame sample
- Data gaps: Deck title is null All 12 passcodes unresolved to card names, types or text No combos supplied; combo floor, median and ceiling are unmeasured No tournament link; archetype meta-share and per-pilot record absent No win-rate telemetry (going-first/second, matchup, brick and starter rates) Meta Power is provisional without a dated metagame sample Guide snippets are unverified marketing-style claims about strength and metagame position
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