Power: Low Rogue (6.9/10) - Sharper and current TCG-legal, but held below High Rogue by Blue-Eyes bricks and trap pacing. This version commits to Lair/Virus Blue-Eyes instead of borrowing the Critias package.
Consistency: Solid. Ahrima, Terraforming, and Lair give seven field-spell access points, while Trap Trick turns the Virus suite into search pressure. Melody, Trade-In, White Stone, and Extravagance keep the Blue-Eyes half moving, though high-level Dragon hands can still drag.
Ceiling: Moderate to strong. Lair plus Lilith, Diabolos, Crush Card, Deck Devastation, or Eradicator can strip key resources, while Blue-Eyes Alternative, Spirit Dragon, Hope Harbinger, Dingirsu, Draglubion, and Numeron Dragon give Rank 8 closing power.
Recovery: Fair. Diabolos returns after DARK tributes, White Stone replaces itself in the End Phase, and the Pot cards reload. The deck is not deeply recursive, so losing Lair and backrow together is the main grind problem.
Going first/second: Best going first with Lair plus Trap Trick or a Virus trap. Going second, side into Dark Ruler No More, Evenly Matched, Nibiru, Cosmic Cyclone, Harpie's Feather Duster, Droll, or Anti-Spell.
Choke points: Remove Lair before Virus traps resolve, stop Lilith before she finds Trap Trick, banish Diabolos before it loops back, or interrupt Melody/Trade-In when the Blue-Eyes engine needs discard value.
Key cards: Lair of Darkness, Lilith, Ahrima, Darkest Diabolos, Blue-Eyes White Dragon, Blue-Eyes Alternative, The White Stone of Ancients, Trap Trick, Crush Card Virus, Deck Devastation Virus, Eradicator Epidemic Virus, Pot of Extravagance.
Key combos: Lair makes enemy monsters DARK so Virus traps can tribute opposing bodies. Trap Trick finds Crush, Deck Devastation, or Eradicator based on the matchup. White Stone plus Linkuriboh or Melody sets up Blue-Eyes follow-up. Two Level 8 Dragons convert into Hope Harbinger, Dingirsu, Cipher lines, or Draglubion into Numeron Dragon.