Train Deck #487514 — Yu-Gi-Oh! Master Duel

52 Main, 15 Extra, incl. Ancient Gear Statue x3, Ancient Gear Wyvern x3, Droll & Lock Bird x3. Created May 15, 2025 by YGO Mod.

Deck Train Master Duel

Created by: YGO Mod (20517634)

Created On: 05/15/2025

 
 


Official AI Deck Power Analysis
ControlConfidence: MediumEvaluated Jul 31, 2026
36± 8/ 100
Power Score
Structural 38
Reliability 30
Going First 35
Going Second 40

Deck — Deck Power Evaluation

Final Contextual Deck Power: 36/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 37.8
Going First 35
Going Second 40
Meta Power provisional
Tournament Reliability 30
  • Primary strategy: Control
  • Secondary strategies: Toolbox
  • Format: master-duel

Legality

Main 52 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Board denial / hand‑trap control
  • Turn 1 (going first): Open with a hand trap (Infinite Impermanence / Ash Blossom) to shut down opponent’s combo, then use Ancient Gear Advance or Mulcharmy Fuwalos for draw and token generation.
  • Turn 2 (going second): Play Urgent Schedule or Nibiru to summon multiple EARTH Machine monsters, then lock down opponent with hand traps and field removal (Harpie's Feather Duster / Heavy Storm).
  • Recovery: If board is broken, rely on draw engines (Ancient Gear Advance, Mulcharmy Fuwalos) and Extra‑Deck links (Ancient Gear Ballista, Knightmare Phoenix) to rebuild a defensive field.
  • After siding: No side deck present; the deck lacks a dedicated side plan.

Why it scores here

The deck leans heavily on hand traps and generic removal to control the opponent, but it lacks a cohesive engine and contains many unrelated sub‑archetypes that dilute consistency. Opening‑hand reliability is modest (≈0.75 chance to have a core piece) yet brick risk is high because of overlapping tech cards. Interaction is decent thanks to numerous negates and board‑wipes, but the lack of a clear win‑condition or side‑deck plan limits closing power and adaptability. Illegal status further caps its practical score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 40 P(at least one core card in opening 5) ≈ 0.75 (Inferred); no single starter engine identified (Inferred)
D2 Opening-Hand Quality & Brick Management 35 15 hand‑trap copies + many 3‑copy tech cards increase redundancy and potential dead draws (Inferred)
D3 Combo Conversion & Ceiling 20 No parsed combo boards; best possible line would require multiple separate summons (Inferred)
D4 Combo Floor & Median Output 30 Typical play hinges on single hand trap and a draw engine; median output modest (Inferred)
D5 Interruption Resilience & Route Redundancy 45 Multiple independent hand traps (Infinite Impermanence, Ash Blossom, Forbidden Droplet) give some redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 50 Ancient Gear Advance and Mulcharmy Fuwalos provide draw/refresh, but many cards lack recovery (Inferred)
D7 End-Board & Interaction Quality 45 Board interaction via Harpie's Feather Duster, Heavy Storm, and numerous negates (Inferred)
D8 Going-Second & Board-Breaking Power 55 Urgent Schedule, Nibiru and hand traps give decent going‑second board‑break potential (Inferred)
D9 Offensive Pressure & Closing Power 40 Highest ATK monster is Ultimate Ancient Gear Golem (4400) but requires specific Fusion setup (Inferred)
D10 Main Deck Efficiency & Flexibility 30 52‑card main deck with 23 distinct cards spreads focus thin; archetype purity only 4.5% (Inferred)
D11 Extra Deck Efficiency & Coverage 35 15‑card Extra Deck contains many links/fusions that are not synergistic with the main plan (Inferred)
D12 Side Deck Adaptability 10 Side deck absent; no post‑side adaptability (Inferred)
D13 Matchup Coverage & Format Fit 20 No tournament context or meta‑share data supplied (Provisional)
D14 Pilotability & Error Tolerance 30 Complex mix of hand traps, tech, and extra‑deck options raises error tolerance (Inferred)

How the score was computed

Strategy profile: Control. Structural ≈ 37.8, Going First ≈ 35, Going Second ≈ 40, Meta = provisional, Tournament Reliability ≈ 30. Modifiers: Illegal status (over‑limit copy) (-5). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.75 · key two-card combo ≈ — · full-brick estimate ≈ 0.25 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Rich suite of hand traps and negates
  • Several draw engines (Ancient Gear Advance, Mulcharmy Fuwalos)
  • Board‑breaking tools for going‑second

Weaknesses

  • No clear win‑condition engine
  • Very low archetype purity; many unrelated cards
  • Illegal due to over‑limit Droll & Lock Bird
  • No side deck or dedicated post‑side plan

Critical choke points

  • Reliance on Droll & Lock Bird for draw‑lock; illegal copies break consistency
  • Need to assemble specific Ancient Gear Fusion or Link monsters to finish
  • Hand‑trap heavy opening can be disrupted by opponent’s own hand traps
Priority Remove Add Reason
1 Droll & Lock Bird (3 copies) Droll & Lock Bird (2 copies) or alternative draw lock such as Ghost Belle & Haunted Mansion Fix illegal status and reduce brick risk
2 Unrelated extra‑deck cards (e.g., Sky Striker Ace, Number 60, Divine Arsenal AA‑ZEUS) More Ancient Gear or Train‑specific links/fusions Increase extra‑deck efficiency and engine cohesion
3 Redundant tech cards that overlap functions A dedicated finisher like Ultimate Ancient Gear Golem or a consistent link such as Accesscode Talker Raise closing power and reduce complexity

Evidence & confidence

  • Verified: legality status and copy limits; card text excerpts; hypergeometric probabilities
  • Inferred: engine accessibility based on core probability; brick risk from copy histogram; combo floor/ceiling without board data; resource economy from draw engines; interaction quality from hand trap count; going‑second board breaking from Urgent Schedule and Nibiru; offensive power from Ultimate Ancient Gear Golem; main‑deck efficiency from archetype purity; extra‑deck efficiency from breakdown; pilotability from overall complexity
  • Provisional: matchup format fit (no tournament data); meta power
  • 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

Train

Train Breakdown

 
 

 

 

 

 

 

 
 

 

 
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