Beetrooper Deck #773980 — Yu-Gi-Oh! Duel Links

30 Main, 9 Extra, incl. Mulcharmy Fuwalos x3, Beetrooper Scout Buggy x2, Beetrooper Sting Lancer x2 - Skill: Beetrooper Raid. Created Oct 25, 2026 by YGO Mod.

Deck Beetrooper Duel Links

Created by: YGO Mod (20517634)

Created On: 10/25/2026

Beetrooper Raid
 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 25, 2026
50± 7/ 100
Power Score
Structural 51
Reliability 46
Going First 52
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 50/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 51
Going First 52
Going Second 52
Meta Power provisional
Tournament Reliability 46
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Control
  • Format: duel-links

Legality

Main 30 / Extra 9 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Link-climb into Giant Beetrooper Invincible Atlas or Ragnaraika Stag Sovereign backed by Beetrooper traps and board breakers, then close with 3000+ ATK Insect bosses.; Fusion Summon Ultra Beetrooper Absolute Hercules or Heavy Cavalry of the Indestructible Insects for large resilient bodies, and grind with Insect GY/banish recursion.
  • Turn 1 (going first): Normal Summon Beetrooper Scout Buggy or Battlewasp - Sting the Poison, make a Link-2 such as Beetrooper Armor Horn or Inzektor Picofalena, set Fly & Sting / Infinite Impermanence / Trap Hole, and pass with a modest interaction board.
  • Turn 2 (going second): Use Forbidden Droplet, Sphere Mode, Kaiju, or Mother Spider to clear threats, then leverage Insect extenders to build Atlas or Stag Sovereign and attack for game.
  • Recovery: Recover with Beetrooper Armor Horn, Beetrooper Light Flapper, Beetrooper Landing, Inzektor Picofalena, and self-recycling traps; use Insect GY/banish resources to rebuild a smaller board.
  • After siding: No Side Deck is present in this Duel Links list; adaptation is limited to Main Deck flex slots and existing going-second breakers.

Why it scores here

The Beetrooper deck is a legal Duel Links 30-card Midrange/Combo list whose Extra Deck is fully committed to Insect Link and Fusion bosses, but its Main Deck is spread across 25 distinct cards with only Beetrooper Scout Buggy and Battlewasp - Sting the Poison as clean one-card starters. It usually opens a modest Link-2 board plus a set trap, and only converts into Atlas or Stag Sovereign when it draws multiple extenders; the ceiling is real but the median is low because the deck lacks redundant starter copies. Interaction comes from a mix of one-of Beetrooper traps, Infinite Impermanence, Trap Hole, and hand/board breakers, while recovery is supported by Insect GY/banish recursion. Popularity or a guide's undated top-tier claim did not earn points, and the score is not an average of individual card scores; it reflects the system's consistency, median conversion, and resilience. No recorded combo boards, win-rate telemetry, or dated metagame sample exist, so Meta Power remains provisional and confidence is Medium.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 52 P(>=1 Scout Buggy or Battlewasp - Sting the Poison in opening 5) is about 0.43; other engine cards are conditional, so true starter access is limited (Inferred).
D2 Opening-Hand Quality & Brick Management 46 30-card Main Deck with 25 distinct cards and many situational 1-ofs such as Sphere Mode, Kaiju, Mother Spider, and Silent Insect raises brick/garnet risk (Inferred).
D3 Combo Conversion & Ceiling 58 Text lines can reach Link-4 Atlas or Link-5 Stag Sovereign through Scout Buggy into Armor Horn plus extenders, but the ceiling is multi-card and unrecorded (Inferred).
D4 Combo Floor & Median Output 46 No combo boards are recorded; typical output is inferred as one Link-2 plus a set trap, well below the ceiling (Inferred).
D5 Interruption Resilience & Route Redundancy 43 Only two Scout Buggy copies and one Sting the Poison are clean starters; if the Normal Summon or Link-2 is stopped, independent recovery lines are thin (Inferred).
D6 Resource Economy, Recovery & Grind 55 Armor Horn, Light Flapper, Landing, Picofalena, and self-recycling traps provide real Insect GY/banish grind, though card advantage is modest (Inferred).
D7 End-Board & Interaction Quality 57 Trap suite includes Fly & Sting, Imperm, Trap Hole Nightmare, Hunting Dance, plus in-engine negates/pops; breadth exists but depends on drawing the 1-ofs (Inferred).
D8 Going-Second & Board-Breaking Power 60 Forbidden Droplet x2, Sphere Mode, Kaiju, Mother Spider, and Hunting Dance give real going-second tools; P(>=1 of these five breakers in 6) is about 0.63 (Inferred).
D9 Offensive Pressure & Closing Power 55 Atlas at 3000 ATK, Stag Sovereign at 3300, Hercules at 4000, and Heavy Cavalry can close, but reaching them is inconsistent (Inferred).
D10 Main Deck Efficiency & Flexibility 39 Only one three-of and three two-ofs in a 30-card Main Deck; the list is flexible but not compact, with high 1-of variance (Inferred).
D11 Extra Deck Efficiency & Coverage 72 9-card Extra Deck is fully coherent: Armor Horn/Picofalena at Link-2, Mantis Monk/Seraphim at Link-3, Atlas at Link-4, Stag Sovereign at Link-5, and three Insect Fusions (Verified).
D12 Side Deck Adaptability 30 No Side Deck is present in this Duel Links list, so post-side adaptation is effectively absent (Verified).
D13 Matchup Coverage & Format Fit 50 No dated metagame sample or tournament link is supplied; archetype share and matchup fit cannot be verified, so this is provisional (Provisional).
D14 Pilotability & Error Tolerance 45 Many conditional 1-ofs and multi-card routes create decision points and low error tolerance; the deck rewards precise sequencing (Inferred).

How the score was computed

Strategy profile: 70/30 Midrange/Combo. Structural ≈ 51, Going First ≈ 52, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 46. Modifiers: none. Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.43 · key two-card combo ≈ — · full-brick estimate ≈ 0.3 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Fully coherent 9-card Extra Deck with Link-2 through Link-5 Insect/Ragnaraika options and three Fusion bosses.
  • Real going-second tools: Forbidden Droplet x2, Sphere Mode, Kaiju, Mother Spider, and Ragnaraika Hunting Dance.
  • Good Insect GY/banish recursion through Armor Horn, Light Flapper, Landing, Picofalena, and self-recycling traps.
  • Access to high-end Insect bosses such as Atlas, Stag Sovereign, Hercules, and Heavy Cavalry.
  • Searchable in-archetype interaction with Fly & Sting, Sting Lancer, and Cruel Saturnas.

Weaknesses

  • Very low clean starter density: only 2 Scout Buggy and 1 Sting the Poison are true one-card engine starters.
  • 25 distinct Main Deck cards with many 1-ofs creates high variance and inconsistent extension.
  • Several situational cards are poor going first, including Sphere Mode, Kaiju, Mother Spider, and Silent Insect.
  • No Side Deck, limiting adaptation in a best-of-3 context.
  • Extra Deck is strong but the Main Deck lacks the redundancy to reach it reliably.
  • No recorded combo boards or win-rate telemetry to validate the inferred median.

Critical choke points

  • Normal Summon or Scout Buggy effect being negated leaves the deck with few independent engine lines.
  • Beetrooper Armor Horn or the first Link-2 being removed interrupts the main Link climb.
  • Sting Lancer and Assault Roller need an Insect in GY; drawing them without setup makes them conditional.
  • Drawing Sphere Mode, Kaiju, or Mother Spider going first can create near-dead cards.
  • Interaction is concentrated in 1-of traps, so the deck often lacks a second layer of disruption.
Priority Remove Add Reason
1 Silent Insect Beetrooper Scout Buggy Raises clean one-card starter count from 2 to 3; P(>=1 Scout Buggy in opening 5) rises from about 0.31 to about 0.43.
2 Mother Spider Beetrooper Sting Lancer Sting Lancer is a searchable Beetrooper body that adds a Beetrooper Spell/Trap; increasing to 3 copies improves engine redundancy.
3 Traptrix Trap Hole Nightmare Beetrooper Fly & Sting The in-archetype counter trap is searchable by Sting Lancer and Cruel Saturnas, improving interaction consistency over a situational Trap Hole.

Evidence & confidence

  • Verified: Deck is legal: 30 Main, 9 Extra, 0 Side within Duel Links caps; no restricted cards.; Card text and Extra Deck composition for all 9 Extra Deck monsters.; Usage statistics are available for the Beetrooper archetype with 34 stat rows.
  • Observed: No recorded combo boards: combos_evidence.total_combos = 0.
  • Inferred: P(>=1 Scout Buggy or Battlewasp - Sting the Poison in opening 5) is about 0.43.; Full-brick estimate is about 0.30 from 25 distinct Main Deck cards and situational garnets.; Typical output is a Link-2 plus set trap; ceiling is Atlas/Stag Sovereign with multiple extenders.; Going-second breaker access P(>=1 of Droplet/Sphere/Kaiju/Mother Spider in 6) is about 0.63.
  • Provisional: Matchup coverage and format fit cannot be scored from a dated meta sample; D13 is provisional.; Meta Power is null/provisional.
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN — going-first/second, matchup, game-level, and brick/starter/OTK rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied usage_statistics marks several Extra Deck cards as missing despite being present in the deck list; treated as a data inconsistency

More Duel Links Info

Beetrooper

Beetrooper Breakdown

 
 

 

 

 

 

 

 
 

 

 
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