Train Deck #489355 — Yu-Gi-Oh! Master Duel
40 Main, 17 Extra, incl. Infinitrack Harvester x3, Double Wild x3, Heavy Forward x3.
Created by: YGO Mod (20517634)
Created On: 05/19/2025
Main Deck (40)
- Ancient Gear Box x1
- Heavy Freight Train Derricrane x1
- Infinitrack Anchor Drill x2
- Infinitrack Brutal Dozer x1
- Infinitrack Harvester x3
- Infinitrack Road Roller x1
- Infinitrack Trencher x1
- Infinitrack Tunneller x1
- Machina Citadel x1
- Machina Fortress x1
- Machina Ruinforce x1
- Machina Unclaspare x1
- Super Express Bullet Train x2
- Therion "King" Regulus x1
- Machina Gearframe x2
- Called by the Grave x1
- Double Wild x3
- Heavy Forward x3
- Machina Redeployment x3
- Revolving Switchyard x3
- Tokusano Shinkyojin x3
- Infinite Impermanence x3
- Skill Drain x1
Extra Deck (17)
- Ancient Gear Ballista x1
- Double Headed Anger Knuckle x1
- Infinitrack Goliath x2
- Platinum Gadget x1
- Qliphort Genius x1
- Divine Arsenal AA-ZEUS - Sky Thunder x1
- Drill Driver Vespenato x1
- Gear Gigant X x1
- Gigantic "Champion" Sargas x1
- Infinitrack Earth Slicer x1
- Infinitrack Mountain Smasher x1
- Infinitrack River Stormer x1
- Number 81: Superdreadnought Rail Cannon Super Dora x1
- Springans Merrymaker x1
- Superdreadnought Rail Cannon Gustav Max x1
- Superdreadnought Rail Cannon Juggernaut Liebe x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 53.15 |
| Going First | 50 |
| Going Second | 55 |
| Meta Power | provisional |
| Tournament Reliability | 45 |
- Primary strategy: Combo
- Secondary strategies: Toolbox
- Format: master-duel
Legality
Main 40 / Extra 17 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).
Identity & game plan
- Win condition: Field presence of a Level 10 EARTH Machine monster (e.g., Super Express Bullet Train) followed by a high‑ATK Xyz or Link finisher; Control the board with hand traps and floodgate effects
- Turn 1 (going first): Search and summon a Level 10 EARTH Machine starter, set up hand traps, and aim for a quick Xyz/Link finish
- Turn 2 (going second): Use hand traps to disrupt opponent, then on turn 2 fire a searcher‑combo to bring out a Level 10 monster and finish
- Recovery: Utilize recursion effects (Infinitrack Road Roller, Machina Gearframe, etc.) and extra‑deck links to regain board presence after disruption
- After siding: No side deck present; theoretical plan would rely on flexible extra‑deck summons
Why it scores here
The deck can occasionally open on a Level 10 EARTH Machine starter and chain into powerful Xyz or Link finishers, giving it a modest ceiling. However, a 42 % chance of opening without any core engine piece, the illegal extra‑deck size, and the lack of a side deck make its everyday performance fragile. Abundant hand traps and negation provide some resilience, but the overall plan is complex and heavily dependent on specific cards, resulting in a low but theoretically possible power level.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 55 | Core‑group opening probability 0.5771 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 45 | Brick risk: 0.4229 chance of no core in opening hand (Inferred) |
| D3 | Combo Conversion & Ceiling | 70 | Potential to summon multiple Level 10 machines and Xyz/Link finishers gives high ceiling (Inferred) |
| D4 | Combo Floor & Median Output | 40 | Without combo boards the median output is expected to be low due to brick risk (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 60 | Three copies of Infinite Impermanence plus Skill Drain and other negators provide redundancy (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 55 | Searchers (20 copies) and recursion cards offer resource recovery, but many high‑level costs (Inferred) |
| D7 | End-Board & Interaction Quality | 65 | Numerous negation, floodgate, and removal texts across main and extra deck (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 55 | Hand‑trap group (3 copies) plus searchers aid going‑second board‑break (Inferred) |
| D9 | Offensive Pressure & Closing Power | 60 | High ATK Level 10 monsters and boost effects give solid closing pressure (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 40 | Low archetype purity (17.5 %) and many off‑archetype cards reduce efficiency (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 45 | Extra deck exceeds legal limit (17 > 15) and contains many interchangeable options (Inferred) |
| D12 | Side Deck Adaptability | 20 | No side deck cards → no post‑side adaptability (Verified) |
| D13 | Matchup Coverage & Format Fit | 20 | No tournament context or meta data supplied (Provisional) |
| D14 | Pilotability & Error Tolerance | 30 | Complex multi‑card combos and illegal list increase error tolerance demands (Inferred) |
How the score was computed
Strategy profile: Combo. Structural ≈ 53.15, Going First ≈ 50, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Extra deck size violation (-5); No side deck (-3); Low archetype purity (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) – capped due to Illegal status
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.58 · key two-card combo ≈ — · full-brick estimate ≈ 0.42 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High number of searchers and hand‑trap negators
- Broad extra‑deck toolbox with many Xyz/Link options
- Strong late‑game pressure from Level 10 EARTH Machines
Weaknesses
- Illegal extra‑deck size (17 > 15)
- Low archetype purity and many off‑archetype cards
- High brick risk (≈42 % chance of no core starter)
- No side deck for matchup adjustment
- Complex decision tree increasing pilot error
Critical choke points
- Need to draw a Level 10 EARTH Machine starter early
- Reliance on core Infinitrack/Machina engine cards that are few in number
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Excess off‑archetype cards (e.g., generic Machine, Ancient Gear, Gadget, Geargia) | Core Train staples such as Night Train Blue Traveler and more copies of Heavy Freight Train Derricrane | Increase archetype purity and reduce brick rate |
| 2 | Extra‑deck cards exceeding limit (choose 2 to cut) | Bring Extra Deck within legal 15‑card limit | |
| 3 | None side deck | A 5‑card side with additional hand traps (e.g., Solemn Judgment) and tech removes | Add matchup flexibility |
Evidence & confidence
- Verified: legality status; card banlist status; side deck count (0); extra deck count (17); hand trap group count
- Inferred: core opening probability 0.5771; brick risk 0.4229; searcher group coverage 0.9764; hand trap hand‑6 probability 0.3943; engine potential from Level 10 machines; interaction density from card texts; resource loops from recursion cards
- Provisional: matchup coverage (no 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 — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied
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