Dragunity Deck #793557 — Yu-Gi-Oh! OCG
41 Main, 15 Extra, incl. Chamber Dragonmaid x3, Kitchen Dragonmaid x3, Mulcharmy Fuwalos x3.
Created by: YGO Mod (20517634)
Created On: 11/12/2026
Main Deck (41)
- Blue-Eyes White Dragon, the White Phantom Beast x1
- Bystial Magnamhut x1
- Chamber Dragonmaid x3
- Dragonmaid Cehrmba x1
- Dragonmaid Lorpar x1
- Dragonmaid Tinkhec x1
- Droll & Lock Bird x1
- Kitchen Dragonmaid x3
- Maxx "C" x1
- Mulcharmy Fuwalos x3
- Parlor Dragonmaid x3
- Ash Blossom & Joyous Spring x2
- Dragunity Falchion x1
- Dragunity Phalanx x1
- Dragunity Remus x1
- Ghost Belle & Haunted Mansion x1
- Ghost Ogre & Snow Rabbit x2
- Dragon Ravine x3
- Dragon Shrine x1
- Dragonmaid Changeover x1
- Dragonmaid Hospitality x3
- Foolish Burial x1
- Triple Tactics Talent x1
- Dragonmaid Tidying x2
- Infinite Impermanence x2
Extra Deck (15)
- Allvain the Essence of Vanity x1
- Dragonmaid Sheou x1
- Filia Regis x1
- House Dragonmaid x2
- Lady's Dragonmaid x1
- Crystron Halqifibrax Prism x1
- Dragunity Knight - Romulus x1
- Dragunity Lord - Georgius x1
- Hieratic Seal of the Heavenly Spheres x1
- I:P Masquerena x1
- S:P Little Knight x1
- Striker Dragon x1
- Dragunity Knight - Areadbhair x1
- Dragunity Knight - Luin x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 56.4 |
| Going First | 56 |
| Going Second | 60 |
| Meta Power | provisional |
| Tournament Reliability | 50 |
- Primary strategy: Midrange
- Secondary strategies: Stun, Toolbox
- Format: ocg
Legality
Main 41 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).
Identity & game plan
- Win condition: Dragonmaid and Dragunity Fusion, Link and Synchro boards (House Dragonmaid, Dragonmaid Sheou, Dragunity Knight - Areadbhair, Filia Regis) that attack over a 2800-3500 ATK field; Blue-Eyes White Dragon special summon and direct attacks from the Dragon Ravine and Dragonmaid recursion loop
- Turn 1 (going first): Open a Dragonmaid starter (Kitchen, Chamber or Parlor Dragonmaid), use its search and Battle Phase bounce to reload, and hold Ash Blossom, Ghost Ogre and Infinite Impermanence as hand traps for the first opposing play
- Turn 2 (going second): Use Droll and Lock Bird, Maxx C and Ash Blossom to disrupt the opponent's draw and search, then answer their board with Sheou or Areadbhair negation and removal
- Recovery: Dragon Ravine and Dragunity Remus search plus Dragonmaid Tidying and Changeover recursion rebuild the starter and the Fusion route after a hand-trap exchange
- After siding: No side deck is registered, so there is no post-side plan; this is a gap rather than a measured weakness
Why it scores here
This list is a Dragonmaid and Dragunity hybrid whose score comes from how the system behaves, not from averaging card scores. The three Dragonmaid starters at three copies each give roughly an 84 percent chance that at least one core starter is in the opening hand, so the engine usually comes online early. Nine hand traps and several negation and removal effects give it real interaction, and the Battle Phase bounce plus Dragon Ravine searches let it recover after an exchange. Its closing power is strong, since several Fusion and Synchro bosses reach 2800 to 3500 ATK, but the no-combo-record and no-tournament-data gaps keep the conversion and matchup reads at Inferred or Provisional. Popularity of the archetype did not earn points, and the score is capped because the deck is illegal in OCG: Triple Tactics Talent is Forbidden and is run once.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 62 | Three Dragonmaid starters at three copies each give P(at least one in a 5-card opening hand) about 0.33 each and about 0.84 for the archetype core group (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | Dragon Shrine, Triple Tactics Talent and single-copy Fusion and Synchro pieces add dead-draw risk, while nine hand traps offer flexible hands (Inferred) |
| D3 | Combo Conversion & Ceiling | 55 | No recorded combos exist; the ceiling is read from card text as a Fusion-into-boss route to House Dragonmaid, Sheou or Areadbhair (Inferred) |
| D4 | Combo Floor & Median Output | 45 | No recorded boards exist, so the typical output is estimated from starter count and recursion only; the median is low confidence (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 62 | Battle Phase bounce on Dragonmaid starters, Dragonmaid Tidying and Dragon Ravine recursion give several independent continuation lines (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 60 | Dragon Ravine, Remus and Chamber Dragonmaid searches plus Changeover and Tidying recursion regenerate resources well (Inferred) |
| D7 | End-Board & Interaction Quality | 68 | Ash Blossom, Ghost Ogre, Ghost Belle, Infinite Impermanence, Droll and Lock Bird, plus Areadbhair and Sheou negation give layered interaction (Inferred from card text) |
| D8 | Going-Second & Board-Breaking Power | 66 | Nine hand traps, Maxx C and Droll and Lock Bird contest the opponent's second-turn board, though none of it is measured (Inferred) |
| D9 | Offensive Pressure & Closing Power | 62 | Blue-Eyes at 3000, Sheou at 3500, Areadbhair at 3300 and Cehrmba at 2800 give high closing ATK on paper (Verified stat, Inferred conversion) |
| D10 | Main Deck Efficiency & Flexibility | 52 | A 41-card main with 25 distinct cards and about 18 percent exact-name archetype purity: heavy overlap with Dragonmaid, but a noticeable splash of Crystron, Bystial, Hieratic and Blue-Eyes (Verified composition) |
| D11 | Extra Deck Efficiency & Coverage | 55 | 15 of 15 Extra slots are used across Fusion, Link and Synchro, with several Dragunity and Dragonmaid bosses but low redundancy on single-copy Link pieces (Verified composition) |
| D12 | Side Deck Adaptability | 15 | No side deck is registered, so there is no post-side adaptability to measure (Provisional) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link or dated meta sample exists, so matchup fit cannot be established (Provisional) |
| D14 | Pilotability & Error Tolerance | 40 | Fusion chains, Link requirements and multi-step Battle Phase bounces demand careful sequencing and many decision points (Inferred) |
How the score was computed
Strategy profile: Midrange primary, Stun secondary (hand traps and negation) at roughly 80/20 by weight. Structural ≈ 56.4, Going First ≈ 56, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist exposure (-6); engine conflict (-2). Final formula: Raw no-meta contextual value = 0.80*Structural(56.4) + 0.20*TournamentReliability(50) + modifiers(-8) = 47; Illegal-deck cap applies, so the reported score is capped at 30 and labelled theoretical/structural-only. Meta Power is provisional (null).
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.84 · 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
- Three Dragonmaid starters at three copies each give a high chance of an early engine
- Nine hand traps and layered negation give strong interaction on both turns
- Battle Phase bounce and Dragon Ravine recursion give recovery across turns
- Several 2800 to 3500 ATK Fusion, Synchro and Link bosses provide closing power
Weaknesses
- The deck is illegal in OCG because Triple Tactics Talent is Forbidden and is run once
- No side deck is registered, so there is no post-side plan
- Two engines (Dragonmaid and Dragunity) plus splash reduce starter density
- Heavy reliance on Fusion and Link summons makes the deck fragile to a single removal or negation
Critical choke points
- The Dragonmaid starter and Battle Phase bounce are the first link in every line
- Fusion Summon requires Dragonmaid plus a Dragon, so a Dragon-light hand can stall
- The House Dragonmaid and Sheou Extra Deck route is the main closing line and has no second independent path
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Triple Tactics Talent | A legal main-deck card that keeps the Dragonmaid starter route; main deck drops to 40, the legal minimum | It is Forbidden in OCG, so the deck cannot be played as built |
| 2 | Dragon Shrine | A second Dragonmaid or Dragunity starter from the archetype usage core | Dragon Shrine is a single-copy non-starter that adds dead-draw risk |
| 3 | One Extra Deck Link piece with no recurring use | Dragunity Knight - Luin, which appears in the archetype usage core | Luin adds a Synchro route and is in the archetype's standard list |
Evidence & confidence
- Verified: Main deck 41, Extra 15, Side 0; the main size is inside the 40-60 range; Triple Tactics Talent is Forbidden and run once, so the deck is illegal; Archetype core group in a 5-card hand is 0.84 and the Dragonmaid starter copy odds are 0.33
- Inferred: Engine reliability from hypergeometric estimates; Interaction quality from card text; Going-second hand-trap odds of about 0.80
- Provisional: Median and floor output (no recorded boards); Matchup fit and meta position (no tournament or dated metagame sample); Post-side plan (no side deck)
- Data gaps: No combos supplied, so the combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and any pilot match record are absent No win-rate telemetry exists for this deck Meta Power is provisional unless a dated metagame sample is supplied No side deck is registered, so post-side adaptability cannot be measured The deck has no title, so only the archetype and owner identify it
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