R.B. Deck #774143 — Yu-Gi-Oh! TCG

56 Main, 15 Extra, incl. Artifact Lancea x3, Mecha Phantom Beast Tetherwolf x3, Mulcharmy Fuwalos x3. Created Oct 25, 2026 by YGO Mod.

Deck R.B. TCG

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: LowEvaluated Oct 27, 2026
38± 8/ 100
Power Score
Structural 52
Reliability 42
Going First 50
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 38/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 52.4
Going First 50
Going Second 58
Meta Power provisional
Tournament Reliability 42
  • Primary strategy: Toolbox
  • Secondary strategies: Stun
  • Format: tcg

Legality

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

Identity & game plan

  • Win condition: Link-chained R.B. boards (R.B. Shepherd's Crook, R.B. The Brute Blues, R.B. VALCan Booster) plus Super Starslayer TY-PHON as a single-card Xyz finisher; the Super Starslayer line is only one copy and is not reliably reachable; Sky Striker Ace link monsters chained off Sky Striker Mecha - Hornet Drones and the Mecha Phantom Beast Tetherwolf / O-Lion token line
  • Turn 1 (going first): Open a hand-trap-backed starter (Effect Veiler, Ghost Ogre & Snow Rabbit, Ghost Belle, Ash Blossom) and hold interaction for the opponent's first Main Phase; a full combo turn-1 is not evidenced in the data
  • Turn 2 (going second): Use the six-card hand's roughly 95% chance of at least one hand trap to answer the opponent's first summon or search, then rebuild through R.B. Stage Landing or Mulcharmy draw effects
  • Recovery: Re-summon from GY through R.B. Operation Test, R.B. Stage Landing and Mecha Phantom Beast O-Lion's GY effect, and re-enter Link monsters from the Extra Deck
  • After siding: No side deck is run, so there is no post-side plan; any adaptation is structurally unavailable

Why it scores here

The deck reliably opens a hand-trap-backed starter: with 21 hand-trap-type cards, the going-second six-card hand has an estimated 95% chance of holding at least one (Inferred). Its interaction is layered across several negation and removal effects (Ash Blossom, Ghost Belle, Effect Veiler, Infinite Impermanence, Droll and Lock Bird), which carries the structural score. Conversion is weaker: no recorded boards exist, so the combo ceiling and median are text-only inference, and the 3-copy starters each have only about a 25% chance of appearing in a 5-card opening hand. Popularity and archetype usage were not credited, and the score does not come from averaging card scores; the deck is also Illegal (Ash Blossom at 3 copies against a limit of 2), so the final score is theoretical and capped low.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(at least one 3-copy starter in 5-card hand) approx 0.25; hand-trap group gives about 0.95 in 6 cards; starter density is real but not reliably consistent (Inferred)
D2 Opening-Hand Quality & Brick Management 45 Many single-purpose hand traps and tech cards with no board presence; no-side deck leaves dead cards in some hands (Inferred)
D3 Combo Conversion & Ceiling 48 No combo data boards; best line is text-only inference from Link chaining and Super Starslayer (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards, so the median output is unknown; floor is estimated from hand-trap-only turns (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Five negation/hand-trap effects across several archetype lines give multiple independent interaction routes (Inferred)
D6 Resource Economy, Recovery & Grind 50 Mulcharmy draw effects and Ash Blossom search give some card economy, but Link engines spend the hand quickly (Inferred)
D7 End-Board & Interaction Quality 70 Interaction density is high: 21 hand traps, 18 negation text hints, 25 removal text hints (Inferred semantic read of card text)
D8 Going-Second & Board-Breaking Power 66 Six-card hand gives about 95% hand-trap access on the going-second turn, which helps challenge an established board (Inferred)
D9 Offensive Pressure & Closing Power 52 Closing power depends on Super Starslayer (single copy) and Link boards; the rest of the Extra Deck is mostly sub-40 ATK attackers (Inferred)
D10 Main Deck Efficiency & Flexibility 45 56 main cards with 27 distinct, and archetype purity of only 32.4% across six sub-archetypes, so the main deck is loosely coherent (Observed structural)
D11 Extra Deck Efficiency & Coverage 50 15 Extra cards, 14 Link and 1 Xyz, spread across several archetypes; limited coverage of the Extra Deck's slots (Observed structural)
D12 Side Deck Adaptability 18 Zero side-deck cards, so no adaptability (Verified: Side Deck size 0)
D13 Matchup Coverage & Format Fit 45 No tournament data and no dated metagame sample, so format fit is Provisional
D14 Pilotability & Error Tolerance 45 Many link-chain and token-chain decision points with multi-archetype choices; error risk is high (Inferred)

How the score was computed

Strategy profile: Toolbox. Structural ≈ 52.4, Going First ≈ 50, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 42. Modifiers: Illegal copy limit (-8); No side deck (-4). Final formula: No reliable metagame: Final = 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*52.4 + 0.20*42 - 12 = 38.3, rounded to 38 (Illegal, so theoretical/structural-only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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 interaction: 21 hand traps and layered negation/removal across several archetypes
  • Strong going-second hand-trap access (about 95% in 6 cards)
  • Redundant starters across the R.B., Mulcharmy and Mecha Phantom Beast lines

Weaknesses

  • Illegal list: Ash Blossom at 3 copies exceeds the Semi-Limited limit of 2
  • Low archetype purity (32.4%) and many off-archetype hand traps compete for slots
  • No side deck, so no adaptability
  • No recorded boards, so the combo ceiling and median are unknown

Critical choke points

  • Only one copy of Super Starslayer TY-PHON - Sky Crisis, the sole Xyz finisher
  • Link chains depend on specific R.B. Link monsters, and several are single copies
  • Going first, a single hand-trap-less opening hand has roughly a 75% chance of no interaction
Priority Remove Add Reason
1 One copy of Ash Blossom & Joyous Spring Any non-Semi-Limited card, or none Fixes the only legality violation; the deck becomes legal and gets a normal score
2 One off-archetype hand trap or tech card A side-deck slot or a card that fits the R.B. core Adds post-side adaptability and reduces brick risk from the most generic cards

Evidence & confidence

  • Verified: Illegal status: Ash Blossom 3 copies vs limit 2 (Semi-Limited); Main 56, Extra 15, Side 0 within size rules; Card text and banlist status for all listed cards; archetype purity 32.4% (exact name); usage statistics: 15 of 25 core cards present
  • Observed: Mulcharmy and Mecha Phantom Beast lines present in the list as recorded structure
  • Inferred: P(at least one 3-copy starter in 5) approx 0.25; P(at least one hand trap in 6) approx 0.95; Interaction density and resilience read from card text; Going-first and going-second estimates
  • Provisional: Meta power (no dated metagame sample); Format fit (no tournament context)
  • Data gaps: no combos supplied, so combo floor, median, and ceiling are text-only inference no tournament link, so archetype meta-share and per-pilot record are absent no win-rate telemetry (going-first/second, matchup, brick/starter rates) Meta Power is Provisional unless a dated metagame sample is supplied No side deck, so post-side evaluation is not applicable

More TCG Info

R.B.

R.B. Breakdown

 
 

 

 

 

 

 

 
 

 

 
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