Fur Hire Deck #465635 — Yu-Gi-Oh! Master Duel
60 Main, 15 Extra, incl. Beat, Bladesman Fur Hire x3, Filo, Messenger Fur Hire x3, Mayhem Fur Hire x3.
Created by: YGO Mod (20517634)
Created On: 04/13/2025
Main Deck (60)
- Beat, Bladesman Fur Hire x3
- Bravo, Fighter Fur Hire x2
- Donpa, Marksman Fur Hire x2
- Dyna, Hero Fur Hire x2
- Fabled Lurrie x2
- Fiendsmith Engraver x2
- Filo, Messenger Fur Hire x3
- Helmer, Helmsman Fur Hire x2
- Rafale, Champion Fur Hire x2
- Recon, Scout Fur Hire x2
- Rex, Freight Fur Hire x2
- Sagitta, Maverick Fur Hire x2
- Seal, Strategist Fur Hire x2
- The Fabled Ganashia x2
- Wiz, Sage Fur Hire x2
- The Fabled Cerburrel x1
- Fiendsmith's Sanct x2
- Fiendsmith's Tract x2
- Mayhem Fur Hire x3
- Rookie Fur Hire x3
- Runick Allure x3
- Runick Destruction x1
- Runick Dispelling x3
- Runick Flashing Fire x2
- Runick Fountain x1
- Runick Freezing Curses x1
- Runick Slumber x2
- Runick Smiting Storm x2
- Training Fur Hire, Fur All Your Training Needs x2
Extra Deck (15)
- Fiendsmith's Desirae x1
- Fiendsmith's Lacrima x2
- Geri the Runick Fangs x1
- Hugin the Runick Wings x1
- Munin the Runick Wings x1
- Sleipnir the Runick Mane x1
- Donner, Dagger Fur Hire x2
- Fiendsmith's Requiem x1
- Fiendsmith's Sequence x1
- Folgo, Justice Fur Hire x2
- Moon of the Closed Heaven x1
- Tri-Brigade Rugal the Silver Sheller x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 62/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 62 |
| Going First | 70 |
| Going Second | 73 |
| Meta Power | provisional |
| Tournament Reliability | 60 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox
- Format: master-duel
Legality
Main 60 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Swarm and overwhelm with Fur Hire monsters while using Runick removal to control the board; Finish with high‑ATK Extra‑Deck monsters (Rafale, Dyna, etc.)
- Turn 1 (going first): Special Summon a Fur Hire monster via Rookie or Beat, then search and add more Fur Hire cards to build a solid board
- Turn 2 (going second): Activate Runick Quick‑Play spells on opponent’s turn to banish cards and summon Runick monsters, then Link/Fusion summon for pressure
- Recovery: Use Runick discard/draw effects and Wiz’s discard‑negate to regain resources after disruption
- After siding: No side deck; rely on core engine and flexible extra‑deck options
Why it scores here
The deck reliably opens with a Fur Hire or Runick starter in about 78% of opening hands, letting it begin a swarm or a removal chain. Its many independent special‑summon lines and discard‑draw effects give good resilience and allow it to recover after disruption. While it lacks a high‑damage combo, it can apply steady pressure with mid‑range monsters and finish with powerful Extra‑Deck cards. The large, mixed‑archetype main deck and lack of a side deck lower consistency and adaptability, but the abundant removal and negation provide solid interaction. Popularity of the archetype does not affect the score; the evaluation is based on system‑level synergy and consistency.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 78 | P(at least one core Fur Hire/Runick starter in opening 5) ≈ 0.78 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 68 | Estimated brick probability ≈ 22% (Inferred) based on archetype core group lacking in hand |
| D3 | Combo Conversion & Ceiling | 60 | No recorded combo boards; ceiling limited to typical board with multiple removals, estimated ~60 (Inferred) |
| D4 | Combo Floor & Median Output | 50 | Typical median output around 50 due to reliance on incremental summons rather than massive combos (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 75 | Multiple independent special‑summon lines and discard‑draw effects give good interruption resilience, estimated 75 (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 65 | Resource‑heavy effects (tribute, skip battle phase) lower economy to about 65 (Inferred) |
| D7 | End-Board & Interaction Quality | 70 | Contains 5 negation and 26 removal texts, interaction density moderate, score 70 (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 72 | Runick Quick‑Play spells can be activated on opponent’s turn and many board‑breakers exist, giving going‑second power ≈72 (Inferred) |
| D9 | Offensive Pressure & Closing Power | 68 | High‑ATK monsters like Rafale (2800) and Dyna (2500) provide closing pressure, estimated 68 (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 45 | 60‑card main deck with only 50% archetype purity and many off‑archetype cards reduces efficiency to 45 (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 60 | 15‑card extra deck covers many Link/Fusion options but some are situational, efficiency ≈60 (Inferred) |
| D12 | Side Deck Adaptability | 20 | No side deck present, limiting adaptability, score 20 (Inferred) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament or meta data available; matchup fit provisional, score 40 (Provisional) |
| D14 | Pilotability & Error Tolerance | 40 | Many conditional effects and skip‑battle penalties increase complexity, error tolerance low, score 40 (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 62, Going First ≈ 70, Going Second ≈ 73, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: none. Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.78 · key two-card combo ≈ — · full-brick estimate ≈ 0.22 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High engine consistency (≈78% starter in opening hand)
- Abundant removal and negation options
- Strong going‑second tools via Runick Quick‑Play spells
- Flexible extra‑deck with multiple Link/Fusion choices
Weaknesses
- Low archetype purity and many off‑archetype filler cards
- No side deck limits adaptability against specific matchups
- Resource‑heavy effects (tribute, skip battle phase) can slow momentum
- Complex decision tree reduces pilotability
Critical choke points
- Reliance on having a Fur Hire monster on field for many effects
- Skipping Battle Phase after activating Runick spells can leave you vulnerable
- Board wipes can reset the engine if recovery resources are exhausted
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Some off‑archetype filler spells (e.g., generic Quick‑Play spells) | Hand traps like Ash Blossom & Joyous Spring for extra disruption | Increase consistency and reduce vulnerability to opponent’s searches |
| 2 | None specific | Side‑deck options such as Cosmic Cyclone or Twin Twisters | Provide targeted answers and improve side‑deck adaptability |
Evidence & confidence
- Verified: Legality status Legal; Card text excerpts for all listed cards; Hypergeometric probabilities for core group; Usage statistics indicating core card presence
- Inferred: All dimension scores derived from probabilities, card roles, and deck composition; Engine consistency, brick rate, resource economy, interaction quality, etc.
- Provisional: Matchup/format fit due to lack of tournament data; Meta power (null/provisional)
- 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
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