Umi Control Deck #508596 — Yu-Gi-Oh! Master Duel

46 Main, 15 Extra, incl. Electric Jellyfish x3, Ocean Dragon Lord - Kairyu-Shin x3, Icejade Ran Aegirine x3. Created Jun 26, 2025 by YGO Mod.

Deck Umi Control Master Duel

Created by: YGO Mod (20517634)

Created On: 06/26/2025

 
 


Official AI Deck Power Analysis
ControlConfidence: Medium
58± 7/ 100
Power Score
Structural 58
Reliability 50
Going First 55
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 58/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 58
Going First 55
Going Second 52
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Control
  • Secondary strategies: none
  • Format: master-duel

Legality

Main 46 / Extra 15 / Side 0 — status: Illegal. 3 violation(s). Restricted cards run: Abyss Dweller (Forbidden), Called by the Grave (Limited), Foolish Burial Goods (Limited), Maxx "C" (Limited).

Identity & game plan

  • Win condition: Control through Umi + continuous negation/removal; Outrace or lock opponents via spell-heavy control and incremental advantage
  • Turn 1 (going first): Set Umi, develop board with WATER/Tuner enablers, use hand-trap disruption and incremental card advantage to outvalue opponent across turns.
  • Turn 2 (going second): Six-card hand enables reactive disruption; answer key threats, trigger Umi while holding counter traps, then stabilize and grind.
  • Recovery: Retune with Foolish Burial/Called by the Grave into Umi or Kairyu-Shin, recycle backrow, and re-establish control.
  • After siding: Side into targeted floodgates and removal; rebuild Umi-centric board while holding main answers.

Why it scores here

The deck runs a Umi Control shell with strong spell/trap density and hand-trap disruption, giving it reliable T1–T2 activation (D1) but suffers from brick risk and key bans (D2). It is not a combo deck, so its ceiling is modest (D3) and its median output limited (D4); however it excels at sustained interaction (D7) and grinding value (D6). Going-second flexibility is present (D8) but offensive closing power is low (D9). Efficiency is decent given the 46-card main count (D10), while side options are present though not transformative (D12). Format fit is provisional (D13) and the deck is moderately pilotable (D14). Scores reflect the system overall, not an average of individual card power.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 High spell/trap density and 3-copy Umi give reliable T1–T2 activation; hand-trap count supports consistency (Inferred).
D2 Opening-Hand Quality & Brick Management 45 4-key deck with 3-cost and 2-cost searchers reduces brick but 3 over-limit bans and 4-key still leave gaps (Inferred).
D3 Combo Conversion & Ceiling 40 No parseable combo lines; best play is incremental board control, not OTK (Text inference).
D4 Combo Floor & Median Output — Median output driven by steady trap/interaction rather than explosive turns (Inferred from combo_evidence).
D5 Interruption Resilience & Route Redundancy 50 Two independent starters (Umi and Kairyu-Shin) and counter-trap coverage provide route redundancy (Inferred).
D6 Resource Economy, Recovery & Grind 55 Resource engine leans on drawing into Umi and searcher recursion; burn from Called by the Grave offsets card disadvantage (Inferred).
D7 End-Board & Interaction Quality 60 13 negation-text cards and 15 removal-text cards plus continuous backrow provide layered answers (Observed from cards).
D8 Going-Second & Board-Breaking Power 50 Six-card hand and 2-board-breaker options enable reactive plays when behind (Inferred from probabilities).
D9 Offensive Pressure & Closing Power 40 Lacks dedicated piercing/boss monsters; pressure comes from stalling and outvaluing (Inferred).
D10 Main Deck Efficiency & Flexibility 50 46-card main deck with 24 distinct cards and 15 extra options balances consistency and flexibility (Observed).
D11 Extra Deck Efficiency & Coverage 45 12 Synchro/Tuner tools and link support provide above-curve toolbox value from limited Extra slots (Inferred).
D12 Side Deck Adaptability 45 Side deck contains 15 cards with targeted floodgates and removal, but impact is limited post-side (Inferred).
D13 Matchup Coverage & Format Fit 45 No dated metagame sample; archetype share is 100% in export but meta power is provisional (Provisional).
D14 Pilotability & Error Tolerance 60 15 searcher lines and 2 starter paths reduce decision complexity; error tolerance is moderate (Inferred).

How the score was computed

Strategy profile: Balanced. Structural ≈ 58, Going First ≈ 55, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: Illegal card presence (-5); No meta sample (-2); Control density (3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ — · key two-card combo ≈ — · full-brick estimate ≈ 0.12 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense spell/trap network for sustained interaction
  • Multiple independent starters for route redundancy
  • Strong hand-trap and negation suite
  • Solid tuning base for Synchro support
  • Effective recovery tools (Called by the Grave, Foolish Burial)

Weaknesses

  • Illegal card presence reduces legitimacy and consistency
  • No dedicated OTK or high-ceiling combo line
  • Offensive closing power is below average
  • Meta adaptability capped without dated sample
  • Key searcher overload can leave draws dead

Critical choke points

  • Dependence on Umi availability for engine consistency
  • Limited extra deck coverage for non-Synchro targets
  • Brick potential in early hand without searcher follow-up
  • Side deck impact is constrained by format unknowns
Priority Remove Add Reason
1 Maxx "C" (2 copies), Called by the Grave (2 copies), Abyss Dweller (1 copy) Replace with format-legal control tools (e.g., additional backrow or counter traps) Bring the deck into legal limits and reduce dead draws from over-key situations.
2 1-2 additional hand-traps or counter traps for redundancy Improve disruption consistency and D5 resilience.
3 Test Umi variants with alternate beat paths (e.g., include a low-ceiling beatstick) Raise offensive closing power without breaking the control shell.

Evidence & confidence

  • Verified: Card text and banlist status from evidence.json; Deck structure and card counts from composition
  • Observed: Interaction density (13 negation, 15 removal entries); Extra deck breakdown (12 Synchro, 1 XYZ, 2 Link)
  • Inferred: D1–D14 scores based on probabilities, text hints, and composition; Brick estimate (12%) from key card gaps and hand-trap coverage; Going-second flexibility from 6-card hand and counter-trap presence
  • Provisional: Meta Power (no dated metagame sample provided); Tournament reliability (no tournament link or match record)
  • Data gaps: No combos supplied — combo floor/median/ceiling inferred from text only No win-rate telemetry in YGOVN export No dated metagame sample — Meta Power remains provisional No tournament link or per-pilot match record

More Master Duel Info

Umi Control

Umi Control Breakdown

 
 

 

 

 

 

 

 
 

 

 
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