Ragnaraika Deck #424019 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Majesty's Fiend x3, Ash Blossom & Joyous Spring x3, Dimensional Fissure x3. Created Feb 4, 2025 by YGO Mod.

Deck Ragnaraika Master Duel

Created by: YGO Mod (20517634)

Created On: 02/04/2025

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 20, 2026
28± 10/ 100
Power Score
Structural 48
Reliability 40
Going First 45
Going Second 40

Deck — Deck Power Evaluation

Final Contextual Deck Power: 28/100 (±10 · Confidence: Medium)

Overall score Value
Structural Deck Power 48
Going First 45
Going Second 40
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Tempo
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Ragnaraika Link and Fusion boards (Stag Sovereign, Selene Snapper, Chain Coils) built from Insect/Plant/Reptile bodies, with Runick Quick-Play spells as a board-breaking and removal layer; Runick Fusion monsters (Freki, Geri, Sleipnir) as extra attackers and removal
  • Turn 1 (going first): Open Ragnaraika Samurai Beetle or Evil Seed with Ragnaraika Bloom and Wicked Butterfly, then Link or Fuse into a board and protect it with Ash Blossom and Infinite Impermanence
  • Turn 2 (going second): Use Maxx 'C' and Ash Blossom to slow the opponent's first Special Summon, then Runick removal (Destruction, Smiting Storm) to break their board before the Link Summon
  • Recovery: Runick Fountain and the Quick-Play spells in the GY recycle back into the Deck, and Ragnaraika Skeletal Soldier recurs Ragnaraika monsters from the GY
  • After siding: Side deck is empty (0 cards), so there is no post-side plan; the deck cannot adjust between games

Why it scores here

The deck is scored as a system, not by averaging its cards. The Ragnaraika core (about 69% chance of at least one core card in a 5-card opening hand) gives a reasonable chance of a starter, but the list runs 22 distinct Main Deck cards split across the Runick and Ragnaraika sub-archetypes plus generic traps, and copy counts are low, so consistency is only moderate. Interaction is broad (Ash Blossom, Infinite Impermanence, Maxx 'C', Skill Drain, Runick removal spells), but several pieces need Runick Quick-Plays, which adds dead draws and recovery is slow. The deck has no side deck, so it cannot adjust between games, and there is no tournament or win-rate data to support any matchup claim. The deck is illegal as built (Maxx 'C' at 2 copies against a limit of 1), so the final score is capped low. Popularity and the archetype usage stat are not counted as power. Meta Power stays provisional.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(at least one Ragnaraika core card in 5-card hand) ≈ 0.69; starter density is moderate across Bloom, Evil Seed, Samurai Beetle and Butterfly (Inferred)
D2 Opening-Hand Quality & Brick Management 45 9 singletons and 7 hand traps plus Runick Quick-Plays create frequent dead or conflicting openers; no brick estimate computed from text (Inferred)
D3 Combo Conversion & Ceiling 50 Ceiling is Link/Fusion boards with Quick-Play removal, but no recorded boards exist to confirm it, so this is a text-only read (Inferred)
D4 Combo Floor & Median Output 42 No combos supplied; median output cannot be measured and is estimated low because of the 22-card spread (Inferred)
D5 Interruption Resilience & Route Redundancy 45 Recursion from GY via Skeletal Soldier and Quick-Play recycling via Fountain offers some redundancy, but there is no independent second line confirmed (Inferred)
D6 Resource Economy, Recovery & Grind 40 Quick-Play spells recycle through Fountain, and Ragnaraika Bloom searches, but many spells spend the Battle Phase, which slows grind (Inferred)
D7 End-Board & Interaction Quality 55 Ash Blossom, Infinite Impermanence, Maxx 'C', Skill Drain and Runick removal give broad but narrow-stage interaction (Inferred semantic read from card text)
D8 Going-Second & Board-Breaking Power 55 Runick removal spells and Grave of the Super Ancient Organism can challenge a going-second board, but Maxx 'C' is capped at one copy (Inferred)
D9 Offensive Pressure & Closing Power 50 Link 4 and Link 5 bosses reach 2900 to 3300 ATK, but there is no direct damage or sustained pressure line from text alone (Inferred)
D10 Main Deck Efficiency & Flexibility 58 40 Main Deck cards with 22 distinct names is a wide mix of sub-archetypes, reducing coherence (Verified count, Inferred read)
D11 Extra Deck Efficiency & Coverage 60 13 distinct Extra Deck cards with 7 Fusion, 7 Link and 1 Xyz gives good coverage, but the Xyz is off-plan and several Link cards need Insect/Plant/Reptile bodies (Verified count, Inferred)
D12 Side Deck Adaptability 35 Side deck is empty, so there is no post-side adjustment (Verified)
D13 Matchup Coverage & Format Fit 35 No tournament data and no dated meta sample; archetype usage stat only confirms the Ragnaraika core is standard (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Link and Fusion lines with Quick-Play timing and a 15-card Extra Deck require many decisions per turn (Inferred)

How the score was computed

Strategy profile: Midrange primary; Toolbox weighting not blended, Midrange profile used as-is. Structural ≈ 48, Going First ≈ 45, Going Second ≈ 40, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Illegal copy-limit violation (-8); No side deck (-4). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) = 46.5 before modifiers; modifiers -12 gives 34.5; capped to 28 because the deck is Illegal (Maxx 'C' over limit)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.69 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Broad interaction across hand traps, Quick-Play removal and negation
  • Two Extra Deck engines (Fusion and Link) with good coverage
  • Recursion through Skeletal Soldier and Runick Fountain

Weaknesses

  • Deck is illegal as built (Maxx 'C' over limit)
  • 22 distinct Main Deck cards split across three sub-archetypes
  • No side deck
  • Quick-Play spells spend the Battle Phase, which slows the turn

Critical choke points

  • Ragnaraika starter access (Bloom, Evil Seed, Beetle, Butterfly) is the single route into the Link boards
  • A single Link Summon that goes wrong leaves few backups
Priority Remove Add Reason
1 One copy of Maxx 'C' Any legal card Fixes the illegal copy-limit violation; this is required before the deck can receive a normal score
2 Off-plan Sunvine and Synchro cards More Ragnaraika starters or Ragnaraika Link fodder Raises starter density and reduces the 44 off-archetype copies
3 Some Runick Quick-Plays A side deck of 15 cards Adds post-side adaptation, which the deck currently lacks

Evidence & confidence

  • Verified: Maxx 'C' runs 2 copies against a legal limit of 1, so the deck is Illegal; Main Deck 40 and Extra Deck 15 are within Master Duel size rules; Side deck is empty; Archetype purity: 11 exact Ragnaraika copies out of 40 Main Deck cards
  • Inferred: Starter probability ≈0.69 for the core group in a 5-card hand; Interaction density and removal breadth from card text; Going-first and going-second estimates from text only
  • Provisional: Meta Power is null; no dated metagame sample; Matchup fit is unknown without tournament data
  • Data gaps: no combos supplied; combo floor, median and ceiling are text-only inference no tournament link; archetype meta-share and per-pilot records are absent no win-rate telemetry for going-first, going-second, matchup or brick rates Meta Power is provisional without a dated metagame sample deck title is null

More Master Duel Info

Ragnaraika

Ragnaraika Breakdown

 
 

 

 

 

 

 

 
 

 

 
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