Railway Deck #433552 — Yu-Gi-Oh! Master Duel

40 Main, 8 Extra, incl. Carnot the Eternal Machine x3, Flying Pegasus Railroad Stampede x3, Heavy Freight Train Derricrane x3. Created Feb 14, 2025 by YGO Mod.

Deck Railway Master Duel

Created by: YGO Mod (20517634)

Created On: 02/14/2025

 
 


Official AI Deck Power Analysis
Blind-Second / OTKConfidence: MediumEvaluated Jul 22, 2026
72± 5/ 100
Power Score
Structural 72
Reliability 70
Going First 65
Going Second 80

Deck — Deck Power Evaluation

Final Contextual Deck Power: 72/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 72.1
Going First 65
Going Second 80
Meta Power provisional
Tournament Reliability 70
  • Primary strategy: Blind-Second / OTK
  • Secondary strategies: Midrange
  • Format: master-duel

Legality

Main 40 / Extra 8 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Summon a high‑ATK XYZ monster (e.g., Number 81) for OTK; Control the board with hand traps and board‑wipe spells
  • Turn 1 (going first): Deploy hand traps (Effect Veiler, Infinite Impermanence, Red Reboot) and board‑wipe spells (Raigeki, Dark Hole, Harpie's Feather Duster, Heavy Storm) to survive and set up turn‑2 engine
  • Turn 2 (going second): Use searchers (Urgent Schedule, Revolving Switchyard, Flying Pegasus) to fetch Level‑10 Machine monsters, Xyz‑summon a big body, then attack for OTK
  • Recovery: Draw engines (Tokusano Shinkyojin, Pot of Desires), Monster Reborn, and hand traps to regain resources after disruption
  • After siding: No side deck; rely on hand traps and flexible main‑deck options to adapt

Why it scores here

The deck reliably opens with at least one core Level‑10 Machine monster in 96 % of opening hands, giving a solid starter. It can quickly establish a defensive wall using seven hand traps and board‑wipe spells, then on turn 2 use its searchers to summon a high‑ATK XYZ monster such as Number 81 for a potential OTK. Resource recovery is supported by draw engines and limited draw cards, though the main deck is heavy with off‑archetype filler, reducing efficiency. Lack of a side deck limits adaptability, and the deck’s success hinges on assembling the big XYZ body, making it moderately error‑tolerant. Overall the system’s consistency and second‑player pressure drive a score around the low‑70s.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 88 P(at least one core starter in opening 5) ≈ 0.96; high starter reliability (Inferred)
D2 Opening-Hand Quality & Brick Management 70 Hand trap group P≥1 in 6‑card hand ≈ 0.71 and many searchers, but mixed spell/monster mix yields moderate brick risk (Inferred)
D3 Combo Conversion & Ceiling 75 Potential OTK via high‑ATK XYZ (e.g., Number 81) gives a strong ceiling despite no recorded combos (Inferred)
D4 Combo Floor & Median Output 60 Typical turn‑2 board often lacks the big XYZ, yielding median output around mid‑range (Inferred)
D5 Interruption Resilience & Route Redundancy 78 7 hand traps and 13 negation cards provide layered interruption resilience (Verified)
D6 Resource Economy, Recovery & Grind 70 Draw/search cards (Urgent Schedule, Revolving Switchyard, Tokusano Shinkyojin) and limited draw engines give decent resource recovery (Inferred)
D7 End-Board & Interaction Quality 72 Interaction density high with many negation and removal texts; XYZ effects protect board (Inferred)
D8 Going-Second & Board-Breaking Power 85 Going‑second hand trap probability 0.71 and OTK engine make second‑player pressure strong (Inferred)
D9 Offensive Pressure & Closing Power 80 Big XYZ monsters (e.g., Number 81) have 3200 ATK and can become unaffected, enabling high closing power (Inferred)
D10 Main Deck Efficiency & Flexibility 45 40‑card main deck with 20 distinct cards and 0% exact‑name purity reduces efficiency (Inferred)
D11 Extra Deck Efficiency & Coverage 55 8 extra slots filled with 7 XYZ and 1 Link provide coverage but many are off‑core (Inferred)
D12 Side Deck Adaptability 20 No side deck present, limiting adaptability (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament context; meta fit provisional (Provisional)
D14 Pilotability & Error Tolerance 60 Multiple decision points (search, summon, hand trap timing) give moderate pilotability (Inferred)

How the score was computed

Strategy profile: Blind-Second / OTK. Structural ≈ 72.1, Going First ≈ 65, Going Second ≈ 80, Meta = provisional, Tournament Reliability ≈ 70. Modifiers: Low archetype purity (-2); No side deck (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.96 · key two-card combo ≈ — · full-brick estimate ≈ 0.04 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Very high opening‑hand consistency for core engine
  • Strong OTK potential with big XYZ bodies
  • Robust hand‑trap suite and board‑wipe options

Weaknesses

  • Low archetype purity; many off‑archetype filler cards
  • No side deck limits post‑side adaptability
  • Reliance on drawing specific Level‑10 Machine and XYZ pieces

Critical choke points

  • Missing a Level‑10 Machine or XYZ summon stalls OTK
  • Limited draw cards (Harpy's Feather Duster, Heavy Storm, Monster Reborn, Pot of Desires) can be dead draws
Priority Remove Add Reason
1 Some off‑archetype filler (e.g., Fiend monsters like Lava Golem, Santa Claws) More consistent Machine searchers (e.g., Machine Duplication, Machine Re-Activator) and a side deck with hand traps or Twin Twisters Increase archetype purity and side adaptability while keeping engine consistency

Evidence & confidence

  • Verified: hand trap count 7 from role counts; side deck count 0 from composition
  • Inferred: core starter probability 0.96 from archetype core; hand trap group probability 0.71 from hand_trap_group; engine ceiling based on XYZ OTK potential; median output based on typical turn‑2 board without big XYZ; resource recovery from draw/search cards; interaction density from role counts; going‑second pressure from hand trap probability and OTK engine; closing power from XYZ ATK values; main deck efficiency from copy_histogram and archetype purity; extra deck coverage from Extra Deck breakdown; pilotability from decision points in card texts
  • Provisional: matchup coverage lacking tournament data
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More Master Duel Info

Railway

Railway Breakdown

 
 

 

 

 

 

 

 
 

 

 
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