Deck Resonators #720752 — Yu-Gi-Oh! Duel Links

Được tạo bởi: YGO Mod (20517634)

Được tạo ngày: Chủ Nhật, 14 tháng 6 2026

Invincible Crimson Star
Bạn chỉ có thể sử dụng hiệu ứng thứ hai và thứ ba của Kỹ năng này một lần mỗi trận đấu.
1: Khi bắt đầu trận đấu, thêm 2 quái thú Synchro vào Extra Deck của bạn. Trong trận đấu này, bạn không thể Triệu hồi Thường hoặc Triệu hồi Đặc biệt bất kỳ quái thú nào, ngoại trừ quái thú Synchro Rồng Bóng tối, quái thú Rồng hoặc Ác quỷ Cấp 5 hoặc thấp hơn, hoặc "".
2: Gửi 1 lá bài từ tay và 1 lá bài bạn đang điều khiển xuống mộ bài, sau đó chơi 1 quái thú " Ác quỷ" Cấp 8 từ Extra Deck của bạn ở tư thế Phòng thủ úp xuống. (Tư thế chiến đấu của nó có thể được thay đổi.) Nếu "Red Familiar" được gửi xuống Mộ cho lần kích hoạt này, bạn cũng có thể chơi tối đa 2 quái thú "Resonator" từ Deck của mình.
3: Nếu bạn điều khiển "Red Nova Dragon", hoặc đối thủ của bạn điều khiển một quái thú, thêm 1 quái thú Tuner Rồng hoặc Ác quỷ từ Deck của bạn lên tay, sau đó Úp 1 "Fiendish Chain" từ bên ngoài Deck của bạn lên sân. (Lá bài này có thể được kích hoạt trong cùng lượt.)
R
Red Dragon Archfiend
UR
Scarred Dragon Archfiend
N
Crimson Dragon
Red Familiar
SR
Fiendish Chain
UR
Red Nova Dragon
Invincible Crimson Star
 
 


Phân tích sức mạnh Deck chính thức
ComboĐộ tin cậy: Trung bình
58± 7/ 100
Điểm sức mạnh
Độ tin cậy giải 54
Đi trước 66
Đi sau 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 58/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power —
Going First 66
Going Second 58
Meta Power provisional
Tournament Reliability 54
  • Primary strategy: Combo
  • Secondary strategies: Synchro, mộ-Centric
  • Format: duel-links

Legality

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

Identity & game plan

  • Win condition: Synchro summon high-level DARK Dragon Synchro bosses (Red Dragon Archfiend, Red Nova Dragon, Red Supernova Dragon) to control the board and apply pressure through negation, removal, and direct damage; use Crimson Dragon tutoring and Mộ recursion loops to generate card advantage and rebuild through interruption.
  • Turn 1 (going first): Open với Resonator Tuner + search effect to assemble 1 level-8 or level-12 Synchro boss; establish end-board với interaction (negate + removal coverage) via Crimson Gaia recurring search and hand-trap readiness.
  • Turn 2 (going second): Deploy hand traps (Ghost Belle, Skull Meister) to disrupt opponent; use Forbidden Droplet and Dark Ruler No More for board-breaker access; leverage Tuner recursion to rebuild and Synchro into offensive bosses for lethal or board control.
  • Recovery: Vision Resonator and Synkron Resonator float into Mộ recursion; Red Familiar tributes Fiends to recur Red Dragon Archfiend; Crimson Gaia maintains search momentum from Mộ; extra Tuner density enables re-Synchro after disruption.
  • After siding: No side deck supplied (Duel Links format 0-side); no post-side plan available.

Why it scores here

Resonators achieve 58Structural power driven by reliable Tuner-starter access (P(≥1 in opening hand) ≈ 0.94 for the 12-card searcher group) and 1 coherent Synchro engine that consistently opens into mid-tier boards với interaction and recursion. The deck reliably converts into level-8 and level-12 DARK Synchro bosses carrying negation or removal, supported by floating Tuner effects and Crimson Gaia's recurring search. However, the combo floor is constrained by missing core Extra-Deck staples (Red Dragon Archfiend, Hot Red Dragon Archfiend Abyss, Red Nova Dragon, Red Supernova Dragon not in this list), limiting ceiling pressure and reducing going-second resilience. The core strength lies in consistency and grind, not explosive turn-1 boards; hand-trap density is modest (3/30), and the deck lacks high-density interaction or built-in board-breaker redundancy. Duel Links' side-deck restriction (0 slot) and lack of dated meta telemetry prevent competitive positioning; archetype meta-share (unavailable) did not earn points. The score reflects the system's tight opening consistency and workable recursion balanced against 1 constrained combo ceiling and missing key Extra-Deck payoffs.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 Resonator core (Crimson Resonator, Soul Resonator, Vision Synkron Resonator) is 13/30 copies; searcher text group12/30 (P(≥1 in hand 5) ≈ 0.94); Resonator Call, Crimson Gaia, and Vision Resonator enable live searches from hand or Mộ. (Inferred)
D2 Opening-Hand Quality & Brick Management 65 Tuner density (13/30) and coherent engine roles minimize hard garnet; copy histogram shows 4×3-copy, 5×2-copy, 8×1-copy spread với low redundancy in non-core techs; two Normal Sumon entries (Crimson Resonator, Red Resonator) create mild conflict; brick estimate ~8–12 percent. (Inferred)
D3 Combo Conversion & Ceiling 68 Typical turn-1 line: Resonator Tuner starter + search → level-6 to level-12Synchro boss; best recorded outcome Hot Red Dragon Archfiend Abyss (omni negate) or Red Nova Dragon (damage-based negation); ceiling PowerIndex ~75–80 in full lists; this deck's missing core Extra cards reduce realized ceiling to ~68. (Inferred)
D4 Combo Floor & Median Output 58 Median output: level-8 Red Dragon Archfiend (board wipe going-first, removal through attack) or level-10 Hot Red Dragon Archfiend Bane (not in deck) với1–2 Tuners floating in Mộ and +1 search from Crimson Gaia or Resonator Call; median PowerIndex ~58–62; starter diversity moderate (~3–4 independent lines). (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Interruption routes: Red Familiar tributes Fiends to recur Red Dragon Archfiend (conditional); Vision Resonator and Synkron Resonator float to Mộ for re-Synchro or recursion; Crimson Gaia searches from Mộ; missing core Extra cards (Red Nova Dragon, Centur-Ion Auxila) limits redundant negation lines; resilience floor ~60. (Inferred)
D6 Resource Economy, Recovery & Grind 60 Resource signature: Resonator lines generate +0 to +1 lá bài advantage mỗi lượt through search and float; Crimson Gaia recurring search sustains momentum; Tuner density enables Mộ-to-hand loops; Red Familiar recurs Archfiend but costs 1 tribute; overall net advantage moderate (~+1–2 per 2–3 turns). (Inferred)
D7 End-Board & Interaction Quality 66 End-board interaction: level-8+ Synchro bosses carry single negation or removal mỗi lượt (omni negate on Abyss, attack-stage negation on Red Nova Dragon); 9 negation-text cards and 9 removal-text cards in composition; hand-traps 3/30 (Ghost Belle, Skull Meister); facedown S/T minimal; interaction density ~2–3 layers, average. (Inferred)
D8 Going-Second & Board-Breaking Power 61 Going-second: Forbidden Droplet (2copies) and Dark Ruler No More (2 copies) provide board-breaker access; Ghost Belle and Skull Meister (3 hand-traps total, P(≥1 in hand 6) ≈ 0.50) offer reactive negation; no extra non-engine board-breaker; going-second boards typically 1 Archfiend + search recursion, modest offensive pressure. (Inferred)
D9 Offensive Pressure & Closing Power 62 Offensive ceiling: Red Dragon Archfiend 3000 ATK, Hot Red Dragon Archfiend Abyss 3200 ATK, Red Nova Dragon 3500 ATK, Red Supernova Dragon 4000 ATK (not in deck); missing 4K boss limits closing power; recursion enables second swing; closing pace moderate. (Observed via card text + card registry)
D10 Main Deck Efficiency & Flexibility 68 Main Deck 30 slots: 13 Tuners (core), 12 Spells (Resonator Call ×3, Crimson Gaia ×3, tech negation/removal ×6), 4 Quái thú có Hiệu Ứngs (Bone Archfiend, Red Familiar, Skull Meister, Red Resonator), 1 Trap (Fiendish Golem); archetype purity 14/30 Resonator + Archfiend, 16/30 generictech; compactness high, coherence good. (Verified)
D11 Extra Deck Efficiency & Coverage 64 Extra Deck 9 slots: 9 Synchro, all DARK Dragon or Fiend-requirement; level range 6–12 covering multiple Synchro routes (Tuner + non-Tuner, 2 Tuners + Red Dragon Archfiend); missing 5 key staples (Red Dragon Archfiend, Hot Red Dragon Archfiend Abyss, Red Nova Dragon, Red Supernova Dragon, Centur-Ion Auxila) from 100-percentinclusion core; flexibility moderate, coverage incomplete. (Observed via composition + usage_statistics)
D12 Side Deck Adaptability 0 No side deck (Duel Links 0-side format); adaptability score cannot be computed; side_deck_adaptability := 0. (Verified)
D13 Matchup Coverage & Format Fit 55 Archetype meta-share unavailable (tournament_context.available := false); no dated metagame sample supplied; Resonators archetype usage in Duel Links is context only (guides reference Tier 3 historical ranking, not current meta); matchup fit provisional. (Provisional)
D14 Pilotability & Error Tolerance 59 Combo complexity: Resonator opens typically 3–5 steps (search → Synchro → float/recur); Crimson Gaia manual activation during Main Phase adds 1 decision; piloting error window moderate (~2–3 pivotal choices mỗi lượt); recursion loops require Mộ-state tracking; error tolerance ~59. (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ —, Going First ≈ 66, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 54. Modifiers: Missing core Extra-Deck staples (-4); Duel Links side-deck restriction (-2); Engine coherence bonus (2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional, no dated metagame sample)

Probability & combo summary

  • Opening 1 starter: P(≥1) ≈ 0.94 · key two-card combo ≈ — · full-brick estimate ≈ 0.08 (all Inferred)
  • Combo output: best PowerIndex —, median 60, board-per-starter 2.2
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Reliable Tuner-starter engine với 94% opening-hand consistency for searchers (Resonator Call, Crimson Gaia, Vision Resonator).
  • Dual-path Synchro access (level 6–8 boards into level-10 and level-12 bosses) and graveyard recursion loops enable recovery through single interruption.
  • Crimson Gaia continuous effect sustains search momentum and provides in-hand access to Red Dragon Archfiend payoffs across turns.
  • Hand-trap and tech negation/removal layer (Forbidden Droplet, Dark Ruler No More, Ghost Belle, Skull Meister) covers going-second requirements.
  • Tight 30-card main deck minimizes garnet burden and maintains consistency.

Weaknesses

  • Missing 5 core100-percent-inclusion Extra-Deck cards (Red Dragon Archfiend, Hot Red Dragon Archfiend Abyss, Red Nova Dragon, Red Supernova Dragon, Centur-Ion Auxila) significantly lowers combo ceiling and reduces mid-range board density.
  • Modest hand-trap density (3/30) and limited built-in board-breaker redundancy constrain going-second resilience against high-interaction decks.
  • Combo floor constrained by single-path Synchro routes and reliance on Mộ for recursion; one disruption to search or Mộ access reduces output substantially.
  • Red Dragon Archfiend self-destruct clause (destroys own monsters at End Phase if they didn't attack) creates tempo pressure and limits board persistence.
  • No dated metagame data limits matchup positioning; archetype meta-share and relative power unknown in current Duel Links environment.

Critical choke points

  • mộ denial (e.g., Ghost Belle into Mộ search, Skull Meister into effect activation from Mộ) breaks recursion loops and forces play from hand only.
  • Single negation on Synchro boses (most boards feature1 omni or 1 layer of interaction) means one disruption to the negation source leaves board vulnerable.
  • Searcher blockade: if Resonator Call, Crimson Gaia, and Vision Resonator are all blanked or removed, hand and Mộ search paths collapse; deck runs low redundancy.
  • Extra-Deck depletion: với only 9 slots and 5 core cards missing, Synchro-spam routes are limited; over-committing resources to one Synchro sumon risks all-in loss.
  • Duel Links field and hand size constraints (tight formats) amplify resource scarcity and reduce recursion/float utility vs. full-format Resonators.
Priority Remove Add Reason
1 Red Familiar (1 copy) Red Dragon Archfiend is a100% core card and essential level-8 payoff; Red Familiar's niche tributing role is lower-impact than guaranteeing the main boss.
2 Bone Archfiend (2 copies) Hot Red Dragon Archfiend Abyss (1 copy, if Extra slot available) + tech flexibility (1 main-deck slot) Hot Red Dragon Archfiend Abyss (omni negate + Tuner recursion) is 1 100% core Extra-Deck card and upgrade over Bone Archfiend's conditional sumon. If Extra slots are full, Bone Archfiend can shift to side deck (0-slot Duel Links) or be cut for consistency gain。
3 Scarlet Security (1 copy) or Fiendish Golem (1 copy) Red Nova Dragon (1 copy, Extra Deck) or board-breaker tech (e.g., additional hand-trap for going-second) Red Nova Dragon (damage-based interaction + Tuner recursion) is 1 100% core card. Scarlet Security and Fiendish Golem are conditional and lower-frequency; removing one frees 1 main-deck slot to upgrade Extra-Deck coverage or ad 1 redundant hand-trap。
4 Skull Meister (1 copy) Centur-Ion Auxila (1 copy, Extra Deck if slot available) Centur-Ion Auxila (S/T protection + searcher) is 1 100% core card and provides board persistence. Skull Meister is a75-percentinclusion tech; swapping to Centur-Ion strengthens ceiling while maintaining going-second hand-trap coverage via Ghost Belle (which hits 3different Mộ effects)。

Evidence & confidence

  • Verified: Deck legality: Legal, main30 / extra 9 / side 0, Duel Links format, Crimson Dragon 1× (Limited).; Card text, type spreads, attribute spreads, archetype spreads, and role-hint tags from resolved card registry.; Usage statistics: Resonators archetype 22 core-card rows; 63.6% of 22-card core present in this deck (14/22).; Main deck size rule [20, 30], Extra deck rule [0, 9], side deck rule [0, 9] for Duel Links.; Copy limits and banlist status (Crimson Dragon Limited, all others Unlimited).
  • Observed: Archetype purity composition: 14 Resonator/Archfiend core + 8 Archfiend + 1 Centur-Ion + 16 generic/tech.; Tuner distribution: 13/30 Tuners; enables Synchro access; no duplicate-Normal-Sumon conflicts beyond Crimson Resonator and Resonator.; Searcher text group: 12 cards với search effects (Resonator Call ×3, Crimson Gaia ×3, Vision Resonator ×2 Synkron Resonator ×1, Soul Resonator ×3); P(≥1 in hand 5) ≈ 0.94.; Hand-trap group: Ghost Belle, Skull Meister (2 copies each); P(≥1 in hand 6, going-second) ≈ 0.50.; Extra Deck all Synchro (9 slots), all DARK Dragon or Fiend-requirement.
  • Inferred: Brick estimate (~8–12%) from Tuner density, copy histogram, and no hard garnet (all 30 main-deck cards contribute to Synchro or search paths).; Engine accessibility D1 ≈ 72: hypergeometric P(≥1 searcher) 0.94 + Tuner-core redundancy.; Opening-hand quality D2 ≈ 65: modest redundancy in Non-core techs; two Triệu hồi bình thường entries create mild conflict; Fiendish Golem is conditional.; Combo ceiling D3 ≈ 68: best recorded Abyss omni (~75) reduced by missing core Extra cards; realistic ceiling for this deck ~68–72.; Combo floor D4 ≈ 58: level-8 Red Dragon Archfiend + search float (not in list) or level-6 Red Rising Dragon (not in list); realized median this deck ~58–62.; Interruption resilience D5 ≈ 62: Red Familiar recur, Vision Resonator float, Crimson Gaia search; ~3–4 independent lines, constrained by missing Extra staples.; Resource economy D6 ≈ 60: +0 to +1 mỗi lượt through search and float; Crimson Gaia sustains, but no high-volume recursion loop (Red Familiar tributes, Red Rising Dragon not in list).; End-board interaction D7 ≈ 66: negation-text 9 cards, removal-text 9 cards; single negate per boss + hand-trap layer; ~2–3 total interaction layers.; Going-second D8 ≈ 61: Droplet + Dark Ruler No More provide breaker access; 3 hand-traps 50% draw going-second; board-breaker redundancy below average.; Offensive pressure D9 ≈ 62: 3000–3500 ATK boses vớiout 4K closer (Red Supernova Dragon not in list); two-turn kill typical.; Main Deck efficiency D10 ≈ 68: 13 Tuners (tight) + 12 Spells (split core/tech) + 4 Effects + 1 Trap; no dead cards, good space usage.; Extra Deck efficiency D11 ≈ 64: 9 slots, 9 distinct boses; missing 5 core 100-percent cards limits flexibility and forces main-deck workarounds.; Tournament reliability D14 ≈ 54: opening consistency high (94%), but bomb-out risk moderate due to single-choke-point search/Mộ denial; post-game adaptation impossible (0 side deck).; Matchup fit D13 ≈ 55: no dated metagame sample; archetype meta-share unknown; guides reference historical Tier 3, not current standing。
  • Provisional: Meta Power: null — no dated metagame sample supplied. Archetype meta-share context only.; Tournament Reliability adjusted for 0-side deck (Duel Links format) and missing core Extra cards; actual competitive strength depends on current metagame alignment (unavailable)。
  • Data gaps: No combos supplied — combo floor, median, ceiling inferred from card text and archetype guides, labeled Inferred。 No tournament link — archetype meta-share and per-pilot match record absent; Meta Power := null / Provisional。 No win-rate telemetry (going-first/second, matchup, brick/starter/OTK rates) — all such signals are Inferred or Unknown。 No dated metagame sample — matchup fit (D13) is Provisional; no basis for calculating true Meta Power or competitive positioning。 Missing 5 core 100-percent-inclusion Extra-Deck cards in this list (Red Dragon Archfiend, Hot Red Dragon Archfiend Abyss, Red Nova Dragon, Red Supernova Dragon, Centur-Ion Auxila) — unclear if intentional tech choice, Duel Links Extra-Deck slot constraint, or deck-building error; this reduces realized combo output and going-second resilience vs. archetype ceiling。

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