Deck Stardust Bystial #701009 — Yu-Gi-Oh! Master Duel
40 lá Main, 15 Extra, gồm Dragonic Warrior x3, Dragunity Quirinus x3, Ash Blossom & Joyous Spring x3. Tạo 11/05/2026 bởi YGO Mod.
Deck Stardust Bystial Master Duel
Được tạo bởi: YGO Mod (20517634)
Được tạo ngày: Thứ Hai, 11 tháng 5 2026
Main Deck (40)
- Blackwing - Zephyros the Elite x1
- Bystial Druiswurm x1
- Bystial Magnamhut x1
- Dragonic Warrior x3
- Dragunity Arma Mystletainn x1
- Dragunity Legatus x1
- Dragunity Quirinus x3
- Droll & Lock Bird x2
- Maxx "C" x1
- Red-Eyes Darkness Metal Dragon x1
- Ash Blossom & Joyous Spring x3
- Dragunity Couse x1
- Dragunity Falchion x2
- Dragunity Phalanx x2
- Dragunity Remus x3
- Ringowurm, the Dragon Guarding the Hundred Apples x1
- Called by the Grave x1
- Crossout Designator x1
- Dragon Ravine x3
- Dragunity Divine Lance x2
- Dragunity Divine Wind x1
- Dragunity Glow x1
- Synchro Rumble x1
- Infinite Impermanence x3
Extra Deck (15)
- Snake-Eyes Doomed Dragon x1
- Dragunity Knight - Romulus x1
- Dragunity Lord - Georgius x1
- Hieratic Seal of the Heavenly Spheres x1
- Borreload Savage Dragon x1
- Bystial Dis Pater x1
- Crimson Dragon x1
- Crystal Wing Synchro Dragon x1
- Dragunity Knight - Areadbhair x1
- Dragunity Knight - Areus x1
- Dragunity Knight - Ascalon x1
- Dragunity Knight - Barcha x1
- Dragunity Knight - Gae Dearg x1
- Dragunity Knight - Luin x1
- Hieratic Dragon King of Atum x1
Không tải được deck
Deck — Deck Power Evaluation
Final Contextual Deck Power: 63/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 64 |
| Going First | 60 |
| Going Second | 65 |
| Meta Power | provisional |
| Tournament Reliability | 60 |
- Primary strategy: Control
- Secondary strategies: none
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Control the board với hand traps and stall, then win với 1 high‑ATK Bystial or Dragunity boss monster; break opponent's board với quick removal and finish với extra‑deck synchro/link monsters.
- Turn 1 (going first): Set hand traps (Infinite Impermanence, Ash Blossom) and search for Dragon Ravine; prepare Dragunity field and keep resources for later summons.
- Turn 2 (going second): Activate hand traps to negate opponent plays, then use Dragunity engine or Bystial summons to build 1 big board.
- Recovery: Use Droll & Lock Bird, Maxx "C", and Dragon Ravine search to draw and retrieve needed pieces after disruption.
- After siding: No side deck; rely on in‑deck recursion and hand‑trap utility to adapt.
Why it scores here
The deck reliably opens với at least one core starter (≈82% chance) and 1 strong hand‑trap suite, enabling early disruption. Its engine is flexible: Dragunity searchers and Bystial monsters can be summoned in many orders, giving good resilience after opponent interference. Interaction density is high thanks to numerous negation and removal cards, while resource loops from Dragon Ravine and draw engines sustain play. However the main deck is diffuse and the side deck is empty, limiting focus and adaptability, which caps overall power in the mid‑60s range.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 70 | Core starter appears in opening hand với 81.95% chance (Inferred). |
| D2 | Opening‑Hand Quality & Brick Management | 65 | Hand‑trap count gives 80.82% chance of 1 useful trap in 1 6‑card hand (Inferred); 18.05% chance of no core starter (Inferred). |
| D3 | Combo Conversion & Ceiling | 70 | Potential ceiling includes Bystial Magnamhut + Bystial Druiswurm + Dragunity engine for 1 strong board (Inferred). |
| D4 | Combo Floor & Median Output | 55 | Typical play vớiout combo data yields 1 mid‑range board (~55 PowerIndex) (Inferred). |
| D5 | Interruption Resilience & Route Redundancy | 75 | Multiple independent lines (hand traps, searchers, extra‑deck options) provide redundancy (Inferred). |
| D6 | Resource Economy, Recovery & Grind | 70 | Searchers (Dragon Ravine, Dragunity Glow) and draw engines (Maxx C, Droll) support resource recovery (Inferred). |
| D7 | End‑Board & Interaction Quality | 70 | 11 negation, 13 removal, 9 hand‑trap tags indicate strong interaction layer (Verified). |
| D8 | Going‑Second & Board‑Breaking Power | 65 | Six‑card hand and hand‑trap suite give good going‑second board‑break potential (~65) (Inferred). |
| D9 | Offensive Pressure & Closing Power | 68 | Boss monsters like Borreload Savage Dragon (3000 ATK) and Bystial Magnamhut (2500 ATK) give respectable closing power (Verified). |
| D10 | Main Deck Efficiency & Flexibility | 55 | 24 distinct main cards với low copy counts dilute focus, lowering efficiency (Inferred). |
| D11 | Extra Deck Efficiency & Coverage | 60 | 15 distinct extra cards fill slots but many are situational, giving moderate coverage (Inferred). |
| D12 | Side Deck Adaptability | 30 | Side deck empty, no post‑side plan (Verified). |
| D13 | Matchup Coverage & Format Fit | 55 | No tournament data; meta fit assumed moderate (Provisional). |
| D14 | Pilotability & Error Tolerance | 50 | High hand‑trap and tech density creates decision complexity, reducing pilot tolerance (Inferred). |
How the score was computed
Strategy profile: Control. Structural ≈ 64, Going First ≈ 60, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: No side deck (-3). Final formula: 0.80Structural + 0.20TournamentReliability (Meta provisional)
Probability & combo summary
- Opening 1 starter: P(≥1) ≈ 0.82 · key two‑card combo ≈ — · full‑brick estimate ≈ 0.18 (all Inferred)
- Combo output: best PowerIndex —, median —, board‑per‑starter —
- Turn order: 0 going‑first lines vs 0 going‑second lines
Strengths
- High hand‑trap and interaction count
- Solid search and resource loops via Dragon Ravine and Dragunity cards
- Multiple extra‑deck options for flexible finishers
Weaknesses
- Diffuse main deck reduces focus and raises brick probability
- No side deck limits matchup‑specific adaptation
- Engine lacks 1 single decisive combo, relying on incremental advantage
Critical choke points
- Need to draw 1 core Bystial or Dragunity starter early
- Reliance on Dragon Ravine field for Dragunity engine
- Absence of side deck to address specific threats
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Excess off‑archetype Dragunity monsters (e.g., Dragunity Falchion, Dragunity Phalanx) | Additional copies of core Bystial/Dragunity engine cards or 1 focused backrow removal (e.g., Cosmic Cyclone) | Increase consistency of core engine and improve side‑deck adaptability. |
Evidence & confidence
- Verified: legality status Legal; số lá theo vai trò provide interaction numbers; side deck count zero
- Inferred: core starter probability 0.8195; hand‑trap probability 0.8082; brick estimate 0.1805; engine flexibility and resilience assessment; resource loop evaluation; interaction density interpretation; going‑second board‑break estimate; closing power based on boss monster stats; main‑deck efficiency inference from distinct count; extra‑deck coverage inference; pilotability complexity inference
- Provisional: matchup coverage vớiout tournament data
- 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, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless 1 dated metagame sample is supplied
Không tải được combo





