Meklord Deck #174389 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Maxx 'C' x3, Meklord Army Deployer Obbligato x3, Meklord Astro Dragon Triskelion x3. Created Jan 20, 2024 by YGO Mod.

Deck Meklord Master Duel

Created by: YGO Mod (20517634)

Created On: 01/20/2024

 
 


Official AI Deck Power Analysis
ComboConfidence: Low
32± 8/ 100
Power Score
Structural 38
Reliability 28
Going First 42
Going Second 35

Deck — Deck Power Evaluation

Final Contextual Deck Power: 32/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 38
Going First 42
Going Second 35
Meta Power provisional
Tournament Reliability 28
  • Primary strategy: Combo
  • Secondary strategies: Midrange
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Summon Level 10 Meklord bosses (Triskelion, Citadel) or rank-up to Superdreadnought Liebe via Xyz lines; Machina engine grind with resource loops; Therion Regulus mid-game interaction
  • Turn 1 (going first): Use Deployer Obbligato or Nucleus Infinity Core to fetch Meklord monsters and summon Level 10 bodies; build board with Xyz or Link denial/negation
  • Turn 2 (going second): Hand traps (Ash, Maxx C) + board breakers (Knightmare Phoenix, Accesscode Talker); limited access to disruption due to engine focus
  • Recovery: Machina Overdrive + graveyard recursion via equipped materials; Therion Regulus equip effects as soft interaction; limited redundancy
  • After siding: No side deck (size 0); cannot adapt matchups

Why it scores here

This Meklord-Machina hybrid deck is illegal in Master Duel (runs 3x Maxx C when Limited, and 1x Pot of Prosperity when Forbidden), preventing a normal contextual score. Structurally, the deck struggles with core consistency: only 30.9% purity Meklord-exact and 12% of the format-meta core present, diluting both engine access and familiarity. The opening hand bricks on non-Meklord/Machina draws (9 one-ofs plus tech); no combo evidence exists to verify floor/ceiling. The deck does not average its individual cards—it is assessed as a system with conflicting engines (Meklord tribute effects vs. Machina discard/send synergy), limited redundancy, and no going-second recovery. Hand traps provide reactive play, but without built consistency, the deck cannot reliably convert disruption into pressure.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 42 P(≥1 of {Deployer, Nucleus, Assembly} in hand 5) ≈ 0.68 from 9 copies distributed; only 3 core cards (12% meta rate), pulling true starter live-draw down; archetype purity 31% signals dilute access (Inferred)
D2 Opening-Hand Quality & Brick Management 35 9 one-of singletons + 6 cards with no listed role in card text; copy histogram heavily 1x/2x; normal Summon conflict (Deployer, Nucleus, Obbligato compete for one slot); hand-trap overlap in draw phase (Ash, Maxx C both Lv3 tuners consuming limited hand space) (Inferred)
D3 Combo Conversion & Ceiling 48 Best recorded line from text: equip Triskelion (3000 ATK) via opponent Extra Deck, or Citadel mass removal + Liebe rank-up pivot; ceiling ≈ 2–3 negate + 3000–4000 board, but requires Level 10 banish fodder setup (Inferred from card text)
D4 Combo Floor & Median Output 38 No combo boards parsed; median inferred from starter diversity: Deployer → 2x Meklord tutor (limited recursion); Nucleus → Spell/Trap search (one float); Machina Overdrive triggers off manual summons only; most hands resolve to single-boss setup or hand-trap hold (Inferred)
D5 Interruption Resilience & Route Redundancy 28 Single choke point per line: Deployer requires discard outlet; Nucleus requires Normal Summon; Machina Overdrive requires an already-living Machine. Only two independent starters (Nucleus, Deployer); Therion Regulus equipment is reactionary, not proactive. No recursion from hand or Extra on disruption (Inferred)
D6 Resource Economy, Recovery & Grind 40 Machina Overdrive banish-recycle + Machina Redeployment discard-tutor provide modest floating; no netting advantage (cost = discard/banish). Graveyard is starved by equip mechanics (monsters bound to Meklord bosses). Limited resource generation vs. cost (Inferred from card text)
D7 End-Board & Interaction Quality 45 End board likely 1x boss (Triskelion 3000 ATK, immune to some removal via equip) + 1x Link (Knightmare Unicorn, Accesscode, or Qliphort Genius); interaction density low (1–2 negates at best via Therion Regulus, Underworld Goddess). Layering minimal without hand-traps live (Inferred)
D8 Going-Second & Board-Breaking Power 38 Hand-trap count 7 (Ash×3, Maxx C×3, Evenly Matched×1); board-breaker access (Knightmare Phoenix, Accesscode Talker) present but requires Extra-Deck tempo; going-second line is reactive hold rather than proactive pivot. No forced disruption conversion into OTK (Inferred)
D9 Offensive Pressure & Closing Power 42 Triskelion 3000 ATK base; Citadel 3000 ATK; Liebe 4000 ATK (ceiling); no piercing, no direct damage except Gustav Max 2000 burn (situational). Closing power depends on opponent board state, not deck design (Inferred)
D10 Main Deck Efficiency & Flexibility 44 40 cards legal (main) size correct; 20 distinct cards (50% dupes); 9 one-of singletons (18% of main = high variance); Main Deck Efficiency ratio squeezed by hand-trap tech + one-off tutors; no flex room without cutting engine pieces (Inferred)
D11 Extra Deck Efficiency & Coverage 50 15 Extra Deck (legal max); 13 distinct (2 dupes). Xyz line (Gear Gigant, Number 27, Super Dora, Gustav Max, Liebe, Juggernaut) = 6 slots; Link line (Knightmare×2, Qliphort, Platinum, Linkuriboh, Accesscode, Underworld Goddess) = 7 slots. Coverage adequate for Machine toolbox, but mandatory dependency on Liebe rank-up (Verified)
D12 Side Deck Adaptability 0 Side Deck count = 0 (no side deck supplied); cannot adapt post-match. Score 0 (Verified)
D13 Matchup Coverage & Format Fit 25 Archetype meta-share and tournament context unavailable. Meklord is niche/legacy archetype; no dated metagame sample. Format is Master Duel (not competitive TCG/OCG); deck does not appear in top-meta archetypes. Matchup coverage unknown (Provisional)
D14 Pilotability & Error Tolerance 35 Deployer summon → search loop is 1-step; Nucleus search is 1-step; Machina Overdrive chain requires setup. Combo depth is shallow (low decision trees). Illegal copy violations (Maxx C×3, Pot of Prosperity) and one-off singletons introduce execution variance and pilot error risk (Inferred)

How the score was computed

Strategy profile: 0.70 Combo + 0.30 Midrange (reflects engine focus with modest grind elements). Structural ≈ 38, Going First ≈ 42, Going Second ≈ 35, Meta = provisional, Tournament Reliability ≈ 28. Modifiers: Illegality penalty (-15); Engine dilution (-6); No side deck (-4); Choke-point architecture (-3). Final formula: 0.50·Structural (capped for illegality) + 0.20·GoingFirstPower + 0.15·GoingSecondPower + 0.15·TournamentReliability (Meta null/provisional; format unknown; no banlist context)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.68 · key two-card combo ≈ — · full-brick estimate ≈ 0.25 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Hand-trap package (Ash, Maxx C, Evenly Matched) provides reactive disruption and going-second flexibility
  • Meklord equip mechanic offers protection against some board-wipe effects (boss immunity to targeted removal while equipped)
  • Extra Deck toolbox (Knightmare, Qliphort, Accesscode, Liebe) supports diverse Link/Xyz breakpoints
  • Searcher density (12 copies) ensures tutor access for Meklord/Machina pieces in-hand
  • Machina engine provides recursion and graveyard float via Overdrive banish-recycle loop

Weaknesses

  • Illegal in Master Duel: 3x Maxx C (Limited→1) and 1x Pot of Prosperity (Forbidden→0)
  • Archetype purity only 30.9% exact-name Meklord; only 12% core cards present vs. format meta
  • Single choke-point per line: disruption on Deployer or Nucleus summon effect ends the turn with no backup
  • High brick rate (≈25%): 9 one-of singletons, conflicting Normal Summon windows, non-engine tech filler
  • No going-second win condition: hand-traps are reactive; board breakers present but no forced-pivot into OTK
  • No side deck (0 cards): cannot adapt matchups post-game
  • Graveyard starved by equip binding mechanics: limits recursion and resource generation
  • Limited redundancy: most search effects one-per-turn-locked (Nucleus, Assembly); recovery gaps after Ash/Maxx C

Critical choke points

  • Deployer activation requires discard outlet or it sits in hand; disruption blocks the 2x Meklord summon and entire turn's plan
  • Nucleus summon must happen on Normal Summon window; conflicting slot with Obbligato/Emperor Wisel draw
  • Machina Overdrive requires pre-existing Machine on-field; dead in empty hand or against instant-removal meta
  • Xyz rank-up line (to Liebe/Super Dora) depends on Level 10 bodies; if Triskelion/Citadel are blocked, rank-up is inaccessible
  • Maxx C being illegal (3x running) removes draw engine; deck loses card-advantage loop vs. going-first spam
  • Pot of Prosperity illegal (1x running); deck lacks pure draw/dig in critical opening hands
Priority Remove Add Reason
1 Maxx "C" (3 copies) Choose 1 legal hand-trap option (e.g., +1 Ash Blossom, or another Evenly Matched/tech trap) Maxx C is Limited in Master Duel; deck currently illegal. Ash is already at 3, so side-slot it or add another trap-based interrupt (Forbidden Droplet, etc. if legal in format)
2 Pot of Prosperity (1 copy) +1 Machina Redeployment or +1 Machina Overdrive Pot of Prosperity is Forbidden in Master Duel; illegal. Redeployment or Overdrive maintains engine redundancy and grind loops
3 Meklord Army of Granel, Meklord Army of Wisel, Meklord Army of Skiel (1 each of the 1x Meklord Army line) +2-3 core Meklord/Machina pieces (Nucleus Infinity Core ×3 already at max; consider Deployer ×3 lock, or +1–2 Machina Unclaspare/Citadel clones) The three 'Army' pieces are conditional payoffs (1600–1800 ATK with field ATK boost); they do not tutor or bridge. Upgrading to consistent starters or searchers raises D1 and D2
4 Side Deck (0→15 cards) Deck currently has no side deck; cannot adapt matchups post-game. Build a 15-card post-side plan targeting fast combo (more hand-traps), control (board-breakers), and stun (mirror-tech)
5 One-of singletons (Granel, Wisel, Skiel, Unclaspare, Machina Ruinforce, etc.) Consolidate to 2–3 copies of proven starters/searchers (Deployer ×3, Nucleus ×3, Assembly ×3, Redeployment ×2–3) High variance from 9 one-ofs; duplicating reliable engines reduces brick rate and improves D1 consistency

Evidence & confidence

  • Verified: Legality status: Illegal (Maxx C ×3 over limit, Pot of Prosperity Forbidden); Main Deck size: 40 (legal); Extra Deck size: 15 (legal); Side Deck size: 0 (legal but zero cards supplied); Restricted cards confirmed: Maxx C (Limited, 3×), Pot of Prosperity (Forbidden, 1×), One for One (Limited, 1×); Copy histogram: 9 one-ofs, 2 two-ofs, 9 three-ofs (composition data); Archetype purity: 30.9% exact Meklord name; Core card presence: 3/25 (12%) of format meta
  • Observed: No combos provided in evidence; combo evidence total = 0 scored boards; Hand-trap group: 7 copies in deck (Ash×3, Maxx C×3, Evenly Matched×1); Searcher group: 12 copies identified from text role hints; Negation text: 9 cards with negate/interaction mechanics (Therion Regulus, Triskelion equip, Regulus negate, Ruinforce negate, Unicorn/Phoenix removal, Accesscode removal)
  • Inferred: Consistency estimate P(≥1 starter hand 5) ≈ 0.68 from hypergeometric on 9 core pieces (Deployer, Nucleus, Assembly ×3 each); Brick rate estimate ≈ 0.25 from high one-of count and conflicting Normal Summon slots; Best combo line: Deployer → 2x Meklord tutor → equip Triskelion/Citadel; ceiling ≈ 2–3 negates, 3000+ ATK; Floor/median output: single boss + hand hold or float; no direct attack finisher without opponent board state; Going-first board resilience low: single choke-point per line (Deployer/Nucleus disruption = line end); Going-second resilience: hand-traps present but no forced OTK; board-breaker lines present (Knightmare, Accesscode) but require setup
  • Provisional: Meta Power null: no dated metagame sample provided; Meklord archetype meta-share unknown; Tournament Reliability Provisional: no tournament context, match data, or format-specific disruption rates supplied; Matchup coverage vs. current Master Duel meta unknown: deck composition does not match format core (only 12% present)
  • Data gaps: No combo boards supplied: combo floor, median, and ceiling are text-inferred only; no real game data No tournament link or match results: archetype meta-share, per-pilot win rates, and matchup coverage absent No win-rate telemetry (going-first/second split, brick rates, OTK conversion, matchup-specific stats): all consistency and performance claims are Inferred No dated metagame sample: Meta Power cannot be computed; Provisional only Side deck absent (size 0): post-match adaptation unknown; D12 defaults to 0 Format context unclear: Master Duel is not competitive TCG/OCG; deck does not match Master Duel core (12% present); unclear if this is a homebrew or deprecated list Card text excerpts truncated: some role inferences rely on incomplete description_excerpt; full rulings not verified

More Master Duel Info

Meklord

Meklord Breakdown

 
 

 

 

 

 

 

 
 

 

 
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