Railway Deck #34703 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Flying Pegasus Railroad Stampede x3, Heavy Freight Train Derricrane x3, Jizukiru, the Star Destroying Kaiju x3. Created Dec 17, 2022 by YGO Mod.

Deck Railway Master Duel

Created by: YGO Mod (20517634)

Created On: 12/17/2022

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
30± 8/ 100
Power Score
Structural 53
Reliability 48
Going First 46
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 53
Going First 46
Going Second 58
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Blind-Second
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Xyz Summon a Level 10 or 11 Machine Xyz boss (Superdreadnought Rail Cannon Gustav Max / Juggernaut Liebe / Number 81 Super Dora) off Train-archetype Level 10 Machines, then attack or detach materials for pressure; Link and Xyz pressure through Heavy Armored Train Ironwolf and Double Headed Anger Knuckle, plus Gustav Max direct damage
  • Turn 1 (going first): Opening hand of 5 with 3 copies of Revolving Switchyard, Urgent Schedule and Heavy Freight Train Derricrane as Train enablers; the plan depends on a Level 10 EARTH Machine landing early, which is not reliably available from a 5-card hand
  • Turn 2 (going second): Hand of 6 with hand traps (Infinite Impermanence, Ash Blossom, Maxx C) to stop the opponent's first summon, then Train Level 10 Machine summons into an Xyz boss
  • Recovery: Xyz materials are recycled through Ironwolf and Super Express Bullet Train; the recovery path leans on the Train archetype's self-searching and grave-based summons, which is only partly evidenced in the card text
  • After siding: Not evaluable: the deck has no Side Deck, so no post-side plan exists in this list

Why it scores here

The deck's score comes from how the Train engine, its hand traps and its Xyz finishers work together as one system, not from averaging card scores. Consistency is moderate: the Train core is well represented with 28 Train-archetype copies, and 3-copy enablers give about a 0.34 chance of at least one in a 5-card opening hand, but about 12% of 5-card hands have none of the 13 core cards. Interaction is the strongest area, with 6 hand traps and about 18 negation and removal effects, although Maxx C and Called by the Grave are only partly reliable in this list. Going second is the realistic plan, since the hand traps stop the first summon and the Train engine then reaches Level 10 Machine boss monsters. Closing power comes from 4000 ATK Juggernaut Liebe and 3000 ATK Gustav Max boss monsters, but no combo boards are recorded, so the ceiling and median are inferred from text only. The score is capped low because the list is illegal (Called by the Grave is Forbidden with 2 copies), and it is not based on popularity or meta share.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(at least one of 3-copy enabler in 5-card hand) ~0.34; core-group P(open >=1) ~0.88; engine starts reliably on going second (Inferred)
D2 Opening-Hand Quality & Brick Management 50 Brick and dead-draw rate estimated from 17 distinct main-deck spells/monsters with no combo or win-rate telemetry; roughly 12% of 5-card hands have no core card (Inferred)
D3 Combo Conversion & Ceiling 55 Ceiling read from card text only: Gustav Max and Liebe bosses plus Train summons; no recorded boards to confirm (Inferred)
D4 Combo Floor & Median Output 45 Median output unknown; no combos supplied, so the floor is estimated from text (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Ash Blossom, Infinite Impermanence and Maxx C provide disruption, but each Train line has only partial redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 50 Recovery via Ironwolf, Super Express Bullet Train and Train searchers; grind is text-only (Inferred)
D7 End-Board & Interaction Quality 65 6 hand traps and about 18 negation/removal effects from card text; Called by the Grave's illegal copies lower the count (Inferred)
D8 Going-Second & Board-Breaking Power 60 Strong on going second via hand traps and Level 10 summons; board-breaking from negates and removal, not verified (Inferred)
D9 Offensive Pressure & Closing Power 62 Boss monsters at 3000-4000 ATK with direct damage on Gustav Max; no closing data (Inferred)
D10 Main Deck Efficiency & Flexibility 48 40 main cards, but the list is spread across three archetypes (Train 28, Kaiju 7, Greed 3, C 1, Harpie 1) with 0 exact-name Railway cards (Verified)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck slots, 12 Xyz and 3 Link; several Level 10-11 bosses, one of which needs Gustav Max as material (Inferred)
D12 Side Deck Adaptability 15 No Side Deck (side_count 0); no post-side plan (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament or meta data available; score is provisional (Provisional)
D14 Pilotability & Error Tolerance 55 Xyz and Link Train lines are moderately complex; a few decisions per turn but no step-by-step recorded lines (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 53, Going First ≈ 46, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: banlist_exposure (-12). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 0.80*53 + 0.20*48 = 52; minus 12 banlist-exposure modifier = 40; capped to 30 because legality is Illegal (theoretical/structural-only)


More Master Duel Info

Railway

Railway Breakdown

 
 

 

 

 

 

 

 
 

 

 
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