Flame Swordsman Deck #457992 — Yu-Gi-Oh! Master Duel

45 Main, 15 Extra, incl. Black Metal Dragon x3, Fighting Flame Swordsman x3, Ash Blossom & Joyous Spring x3. Created Apr 3, 2025 by YGO Mod.

Deck Flame Swordsman Master Duel

Created by: YGO Mod (20517634)

Created On: 04/03/2025

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Jul 31, 2026
41± 5/ 100
Power Score
Structural 40
Reliability 45
Going First 38
Going Second 42

Deck — Deck Power Evaluation

Final Contextual Deck Power: 41/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 40.4
Going First 38
Going Second 42
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: none
  • Format: master-duel

Legality

Main 45 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Flame Swordsman Fusion/Link engine with Metalmorph summons; Board breaking via hand traps and disruption
  • Turn 1 (going first): Search core Flame Swordsman cards, summon a Flame Swordsman monster, and set hand traps for early disruption.
  • Turn 2 (going second): Use hand traps (Infinite Impermanence, Ash Blossom) and Metalmorph summons to break opponent board, then summon extra‑deck links/fusions.
  • Recovery: Draw power from Maxx C, Branded Regained and searchers to rebuild engine after disruption.
  • After siding: No side deck; rely on draw effects and flexible extra‑deck summons to adapt.

Why it scores here

The deck reliably opens with a decent chance (≈69%) to draw a core Flame Swordsman card and sets multiple hand traps, giving it early disruption. It can convert that starter into a modest board using Metalmorph summons and Fusion/Link monsters, but the lack of recorded combos limits its ceiling. Interruption resilience is moderate thanks to many negation and draw effects, while resource economy is helped by abundant searchers. However, the deck suffers from low archetype purity, illegal over‑copy limits, and no side deck, which reduces overall consistency and adaptability.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one core starter in opening hand) ≈ 0.6914 (Inferred)
D2 Opening-Hand Quality & Brick Management 40 Core purity only 18%; many off‑archetype cards increase brick risk (Inferred)
D3 Combo Conversion & Ceiling 30 No parsed combo boards; ceiling inferred from card effects (Inferred)
D4 Combo Floor & Median Output 25 Median power inferred low due to missing combo data (Inferred)
D5 Interruption Resilience & Route Redundancy 45 Hand‑trap count 8 and draw cards (Maxx C, Branded Regained) provide redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 50 Searchers total 20 copies, draw power present (Inferred)
D7 End-Board & Interaction Quality 45 Interaction density avg not provided; negation text on several cards (Inferred)
D8 Going-Second & Board-Breaking Power 40 Hand‑trap group P(at least one in 6‑card hand) ≈ 0.7146 (Inferred)
D9 Offensive Pressure & Closing Power 45 High‑ATK extra‑deck monsters present but not consistently reachable (Inferred)
D10 Main Deck Efficiency & Flexibility 35 Main deck 45 cards with 28 distinct, low archetype purity (Inferred)
D11 Extra Deck Efficiency & Coverage 40 Extra deck 15 cards across Link/Fusion/XYZ, many non‑core (Inferred)
D12 Side Deck Adaptability 20 Side deck count 0; no post‑side data (Inferred)
D13 Matchup Coverage & Format Fit 30 No tournament context; meta fit provisional (Provisional)
D14 Pilotability & Error Tolerance 35 Complex engine with many conditional cards; pilotability moderate (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 40.4, Going First ≈ 38, Going Second ≈ 42, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: illegal_overcopy (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.69 · key two-card combo ≈ — · full-brick estimate ≈ 0.31 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • High hand‑trap count for early disruption
  • Abundant searchers and draw effects
  • Diverse extra‑deck options (Links, Fusions, XYZ)

Weaknesses

  • Illegal due to over‑copy limits
  • Low archetype purity (18%) leading to brick risk
  • No side deck for adaptation
  • No recorded combo data, limiting ceiling

Critical choke points

  • Reliance on Limited cards Maxx C and Called by the Grave for draw power
Priority Remove Add Reason
1 Maxx "C" (duplicate copy) Additional core Flame Swordsman cards (e.g., Dark Flare Swordsman) Bring deck into legal limits and increase archetype purity

Evidence & confidence

  • Verified: Legality status and copy limits; Card text excerpts; Archetype purity numbers
  • Inferred: Engine accessibility from probability data; Brick estimate from composition; Combo floor/ceiling from lack of boards; Interaction quality from role hint tags
  • Provisional: Matchup format fit due to missing 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

Flame Swordsman

Flame Swordsman Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
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