Red-Eyes Deck #774785 — Yu-Gi-Oh! OCG

53 Main, 17 Extra, incl. Magician's Rod x3, Timaeus the United Dragon x3, Illusion of Chaos x3. Created Oct 28, 2026 by YGO Mod.

Deck Red-Eyes OCG

Created by: YGO Mod (20517634)

Created On: 10/28/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: LowEvaluated Oct 30, 2026
27± 8/ 100
Power Score
Structural 40
Reliability 35
Going First 38
Going Second 36

Deck — Deck Power Evaluation

Final Contextual Deck Power: 27/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 40
Going First 38
Going Second 36
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Toolbox
  • Secondary strategies: Midrange, Ritual/Fusion
  • Format: ocg

Legality

Main 53 / Extra 17 / Side 0 — status under the rules at evaluation time: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Extra Deck fusion/link/xyz boards built from Dark Magician and Red-Eyes material, with Dark Magician of Destruction, Master of Chaos and Quintet Magician as the main boss cards; Black Chaos and Magician of Dark Chaos through Light and Darkness Ritual, plus Red-Eyes Flare Metal Dragon
  • Turn 1 (going first): Open with Magician's Rod, Dark Magical Circle, Dark Magical Curtain or Soul Servant to reach a Dark Magician, then convert through Fusion or Ritual; the first-turn starter is only about 0.26 likely in a 5-card hand (Inferred)
  • Turn 2 (going second): Use a 6-card hand to set up Ash Blossom, Droll & Lock Bird and Maxx C as interaction, then convert through Dark Magician access; hand-trap coverage is about 0.65 (Inferred)
  • Recovery: Recover through Soul Servant, Dark Magical Circle, Light and Darkness Ritual and the Mind Shuffle/Griffoh search package (Inferred from card text)
  • After siding: Not evaluable: the deck has no Side Deck, so no post-side plan exists

Why it scores here

This list is illegal in OCG: two Magicians' Souls and two Red-Eyes Dark Dragoon are Forbidden with zero legal copies, Charmer Quartet in Bloom is also Forbidden, and the Extra Deck holds 17 cards against a maximum of 15. The score is therefore a structural-only read and is not a legal Final Contextual score. The engine is fragmented: exact-name archetype purity is only 4.3%, with 67 off-archetype copies spread across Dark Magician, Prophecy, Chaos, Light and Darkness Ritual, Solemn and others. The archetype core (3 copies) opens in a 5-card hand only about 26% of the time (Inferred), though the 17 searcher-text cards give about 87% odds of at least one search effect (Inferred). Interaction is dense (11 negation-text, 8 hand-trap and 19 removal-text cards), which supports a reasonable end-board, but there are no recorded boards, so floor, median and ceiling are text-only inference. The score comes from consistency, interaction and the system's structure, not from averaging card scores or from Red-Eyes being a known archetype; no meta share or side plan was available.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(at least one archetype core in 5-card hand) ~0.26 and a 3-copy core is fragile; 17 searchers give ~0.87 access to a search effect (Inferred)
D2 Opening-Hand Quality & Brick Management 35 Strong brick risk: 17 single-copy cards, 33 distinct Main Deck cards and fragmented engines mean many hands lack a functional line (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable boards; ceiling is text-only inference from Dark Magician fusion/ritual and Black Chaos lines (Inferred)
D4 Combo Floor & Median Output 35 No recorded boards to measure median output; floor is weak given the engine fragmentation (Inferred)
D5 Interruption Resilience & Route Redundancy 45 Several independent routes exist (Dark Magician, Ritual, Fusion), but the core is thin and the list is illegal (Inferred)
D6 Resource Economy, Recovery & Grind 45 Search and recursion text is present (Soul Servant, Dark Magical Circle, Ritual searches); no resource data (Inferred)
D7 End-Board & Interaction Quality 55 Dense negation and removal text (Ash Blossom, Maxx C, Droll and Lock Bird, Mind Mirror Force) supports a layered end-board (Inferred from text)
D8 Going-Second & Board-Breaking Power 50 Going-second hand-trap coverage ~0.65 but no split data; board breaking relies on Quintet Magician and Ritual bosses (Inferred)
D9 Offensive Pressure & Closing Power 40 Closing bosses (Quintet Magician, Master of Chaos, Dark Magician of Destruction) are strong, but the Extra Deck is over the limit and the Forbidden Dragoon is removed (Verified legality, Inferred power)
D10 Main Deck Efficiency & Flexibility 30 Main Deck is 53 cards (within 40-60) but with 33 distinct cards, low archetype purity (4.3%) and a loose toolbox, so efficiency is low (Verified composition)
D11 Extra Deck Efficiency & Coverage 30 Extra Deck is 17 cards, above the 15-card OCG maximum, and includes two Forbidden copies (Verified legality)
D12 Side Deck Adaptability 15 No Side Deck at all (0 cards), so there is no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link and no dated meta sample; archetype meta share absent (Provisional)
D14 Pilotability & Error Tolerance 40 Multiple decision points and many interaction timings (ash, maxx, droll, dark magic curtain) raise error risk (Inferred)

How the score was computed

Strategy profile: Toolbox. Structural ≈ 40, Going First ≈ 38, Going Second ≈ 36, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist exposure (-10); engine conflicts (-2). Final formula: Illegal list: structural-only read. 0.80*Structural(40) + 0.20*TournamentReliability(35) = 39, then -12 modifiers = 27 (capped low; not a normal legal score)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.26 · 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 package: hand traps and negation text (Ash Blossom, Maxx C, Droll and Lock Bird, Infinite Impermanence, Mind Mirror Force)
  • Multiple independent Extra Deck routes (Fusion, Ritual, Xyz, Link)
  • Strong closing bosses (Quintet Magician, Master of Chaos, Dark Magician of Destruction)

Weaknesses

  • Illegal in OCG: Forbidden cards run and Extra Deck over size limit
  • Fragmented engine with 4.3% exact-name archetype purity
  • Empty Side Deck
  • No combo data to verify conversion

Critical choke points

  • Dark Magician access, since most fusion and ritual routes depend on it
  • Forbidden Red-Eyes Dark Dragoon and Magicians' Souls removed for legality
Priority Remove Add Reason
1 Magicians' Souls (x2), Red-Eyes Dark Dragoon (x2), Charmer Quartet in Bloom (x1) Legal, copy-limit-compliant replacements (e.g. one Dark Magician access card each) Restores legality; without this the deck has no normal score
2 Two Extra Deck cards (to reach 15) Nothing; trim to the 15-card OCG cap Extra Deck is 17 cards, over the maximum of 15
3 Off-archetype tech cards with low synergy A Side Deck of 10-15 cards Side Deck is empty, so post-game adaptability is zero

Evidence & confidence

  • Verified: Forbidden copies: Magicians' Souls x2, Red-Eyes Dark Dragoon x2, Charmer Quartet x1 (legal copies 0); Extra Deck 17 vs OCG max 15; Side Deck 0 cards; Exact-name archetype purity 4.3%
  • Inferred: Starter probability ~0.26 in a 5-card hand; Hand-trap coverage ~0.65 going second; Interaction density from card text
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (no tournament link)
  • Data gaps: no combos supplied, so floor, median and ceiling are text-only inference no tournament link, so archetype meta share and pilot record are absent no win-rate telemetry for this deck Meta Power is Provisional without a dated metagame sample Side Deck is empty, so post-side evaluation is not possible

More OCG Info

Red-Eyes

Red-Eyes Breakdown

 
 

 

 

 

 

 

 
 

 

 
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