Skull Servant Deck #538367 — Yu-Gi-Oh! Master Duel

60 Main, 15 Extra, incl. King of the Skull Servants x3, Mezuki x3, Mulcharmy Fuwalos x3. Created Aug 20, 2025 by YGO Mod.

Deck Skull Servant Master Duel

Created by: YGO Mod (20517634)

Created On: 08/20/2025

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Aug 20, 2025
48± 8/ 100
Power Score
Structural 53
Reliability 45
Going First 58
Going Second 56

Deck — Deck Power Evaluation

Final Contextual Deck Power: 48/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 53
Going First 58
Going Second 56
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Graveyard-centric, Toolbox
  • Format: master-duel

Legality

Main 60 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Build King of the Skull Servants with graveyard accumulation; close with synchro bosses or attrition over multiple turns; Generate board pressure through Zombie recursion and interaction via negation traps and hand traps
  • Turn 1 (going first): Activate Delta of Invitation or Wightbaking to mill and search; establish a Synchro board (Red-Eyes Zombie Dragon Lord or Skeletal Dragon Felgrand) with interaction via Infinite Impermanence or Forbidden Droplet
  • Turn 2 (going second): Use hand traps (Ash Blossom, Droll & Lock Bird, Nibiru) to disrupt; pivot with board-breaking removal (Raigeki, Harpie's Feather Duster, Forbidden Droplet); recover via graveyard Zombie recursion
  • Recovery: Mezuki and Red-Eyes Zombie Dragon Lord recursion; Curse of the Ancient Turtle field summon; Wightprince combo to revive King of the Skull Servants from Deck
  • After siding: Unknown — no side deck provided; typical Skull Servant siding adds graveyard hate removal and additional hand trap coverage

Why it scores here

This Skull Servant deck opens a live engine roughly 80% of the time (Delta of Invitation, Wightbaking, Zombie World searchers present at ~23% per-card rate), but median output remains modest: it typically produces a mid-tier synchro board (Skeletal Dragon Felgrand 2800/2800, one interaction piece) rather than explosive combos. Graveyard recursion through Mezuki, Red-Eyes Zombie Dragon Lord, and Wightprince provides reasonable resilience, but the deck lacks redundant opening lines and struggles when disrupted early. Going-second tools (Raigeki, Forbidden Droplet, hand traps) are solid but not overwhelming. The absence of core cards like Solar Recharge, Charge of the Light Brigade, That Grass Looks Greener, and Wight Reanimator (32% of archetype core present) means this list underperforms the standard build; it compensates with extra hand traps and tech choices but remains vulnerable in the meta. No side deck limits post-game adaptability. The deck is functional and legal but struggles to sustain pressure or recover decisively.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(≥1 archetype searcher in opening 5) ≈ 0.80 from Delta/Wightbaking/Uni-Zombie; core group P ≈ 0.80; however 32% of standard core cards missing reduces practical consistency (Inferred)
D2 Opening-Hand Quality & Brick Management 54 Three copies each of Wightbaking, King of the Skull Servants, and Uni-Zombie create redundancy but also over-representation risk; hand traps (9 copies, 15% of deck) compete for slots; no major garnet cluster detected (Inferred)
D3 Combo Conversion & Ceiling 58 Best line: Uni-Zombie + Ash Blossom as tuner/extender to Synchro; Delta of Invitation mills and fields token; multiple starters reach Skeletal Dragon Felgrand (2800/2800) with graveyard setup; ceiling estimated ~72–76 power index (Inferred from card text and Extra Deck access)
D4 Combo Floor & Median Output 48 Median boards are single-synchro + one backrow interaction; limited starter diversity (no Wight Reanimator, Enlightenment Dragon, Slacker Magician, or Charge of the Light Brigade) means most openers produce 6–8 summons, ~55–60 power index (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Mezuki banish recursion + Red-Eyes Zombie Dragon Lord Quick Effect Special Summon; Wightprince revival line; however only 2 independent starter paths observed; single disruption can strand plays (Inferred)
D6 Resource Economy, Recovery & Grind 52 Zombie World and recursion support grind game; Mezuki recycles; Curse of the Ancient Turtle secondary tutoring; but Limited Pot of Extravagance (1 copy) is sparse; net advantage over multiple turns moderate (Inferred)
D7 End-Board & Interaction Quality 62 Skeletal Dragon Felgrand negate + banish; Red-Eyes Zombie Dragon Lord Quick recursion; Infinite Impermanence (3 copies); Forbidden Droplet (3 copies) negation + stat cut; layering adequate but not exceptional (Inferred semantic read from negation_text_hint and board structure)
D8 Going-Second & Board-Breaking Power 60 Raigeki + Harpie's Feather Duster + Forbidden Droplet removal suite; Ash Blossom + Droll & Lock Bird (2) + Nibiru hand traps; interaction density sufficient for mid-tier decks but limited OTK conversion (Inferred from role tag and card text)
D9 Offensive Pressure & Closing Power 44 King of the Skull Servants scales with graveyard count (typically 2000–4000 ATK); Red-Eyes Zombie Dragon Lord 2800 ATK; no piercing, no direct damage; closing typically requires 2–3 turns against untouched opponent (Inferred from stat and archetype text)
D10 Main Deck Efficiency & Flexibility 54 60-card main adheres to Master Duel rules (40–60 allowed); 31 distinct cards, 13 copies of staples, balanced artifact spread; slightly over-loaded but functional (Verified from legality and composition)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck (8 Synchro, 7 Link); Synchro tuners accessible (Ash Blossom + Uni-Zombie + Immortal Dragon); most slots filled; I:P Masquerena unused in this build; Extra covers core needs (Verified from Extra Deck breakdown and card text)
D12 Side Deck Adaptability 0 No side deck provided; 0/15 side slots filled; post-game adaptability unknown; standard Skull Servant siding runs graveyard hate and additional negation, but this deck cannot sideboard (Verified from legality; side count = 0)
D13 Matchup Coverage & Format Fit 48 Skull Servant archetype meta-share unknown; this build deviates heavily from core (32% present) and misses key staple consistency cards (That Grass Looks Greener, Solar Recharge); positioned as off-meta grind deck; format fit provisional (Provisional — no dated metagame sample and archetype tournament data unavailable)
D14 Pilotability & Error Tolerance 52 Combo paths are linear (Delta/Wightbaking → mill/search → Synchro summon); moderate piloting complexity; decision density low (hand trap timing straightforward); error margin decent for a midrange deck (Inferred from combo step count and role distribution)

How the score was computed

Strategy profile: Midrange. Structural ≈ 53, Going First ≈ 58, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Missing core card burden (-5); No side deck (-3); Hand trap density trade-off (0). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.8 · key two-card combo ≈ — · full-brick estimate ≈ 0.2 (all Inferred)
  • Combo output: best PowerIndex 74, median 56, board-per-starter 2.1
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Graveyard recursion engine (Mezuki, Red-Eyes Zombie Dragon Lord, Wightprince) provides resilience across multiple turns
  • Synchro access flexible (Skeletal Dragon Felgrand interaction, Red-Eyes Zombie Dragon Lord recovery) with tuner redundancy (Ash Blossom, Uni-Zombie, Immortal Dragon)
  • Strong going-second hand trap suite (9 copies across multiple effects: Ash Blossom, Droll & Lock Bird, Infinite Impermanence, Nibiru) + removal tech (Raigeki, Harpie's Feather Duster, Forbidden Droplet)
  • Zombie World field control locks opponent Tribute Summons and enables all-Zombie trait for recursion payoffs
  • Curse of the Ancient Turtle dual tutoring + Wightprince two-card mill combo creates alternative mill lines

Weaknesses

  • Missing 68% of archetype standard core (no Solar Recharge, Charge of the Light Brigade, That Grass Looks Greener, Wight Reanimator, Enlightenment Dragon) → median combo output underperforms
  • Single-line opening vulnerability: if Delta/Wightbaking starter is negated before milling, deck struggles to pivot; only 2 independent opener paths identified
  • Modest closing power: King of the Skull Servants and synchro bosses reach 2800–4000 ATK but lack piercing or direct damage; grinds require multiple turns
  • Hand trap density (9 copies, 15% of deck) competes with engine slots; opening hand may feature multiple traps with limited mill value
  • Zero side deck slots filled; cannot adapt between games in best-of-3 format

Critical choke points

  • Early negation of Delta of Invitation or Wightbaking before resolution breaks primary milling engine; limited secondary opener access
  • Graveyard lock (e.g., Dimensional Fissure, Macro Cosmos) shuts down recursion and King of the Skull Servants payoff
  • Ash Blossom negation of Zombie World activation prevents field setup and locks Tribute Summon utility; only 2 copies of Zombie World
Priority Remove Add Reason
1 Nibiru, the Primal Being That Grass Looks Greener or Charge of the Light Brigade Nibiru is a defensive hand trap in a Midrange deck that needs engine consistency; That Grass Looks Greener (100% core inclusion) mills 8 cards and fills graveyard; Charge of the Light Brigade searches Wight suite. Either recovers missing core and boosts median output by ~8–10 power index.
2 Triple Tactics Talent or Pot of Extravagance (1 copy each) Solar Recharge (3 copies) or Wight Reanimator (1 copy) Solar Recharge mills + draws, core Skull Servant tutor; Wight Reanimator revives Wightbaking/Wightprince for grind turns. Either builds engine redundancy; limited card draw (TTT requires opponent effect activation; Pot is random) are less reliable.
3 Droll & Lock Bird (2 copies) Build a 15-card side deck for best-of-3 play No side deck; Droll shuts down your own search effects in Skull Servant mirrors. Prioritize graveyard hate (Imperial Order post-banlist alternatives, Mystik Wok) and additional negation for top-tier decks (Ally of Justice Catastor, Zombie Synchro tuners).

Evidence & confidence

  • Verified: Deck is Legal in Master Duel format (60-card main, 15 Extra, all copy limits met); Card text role hints (searcher, negation, removal) confirmed from description excerpts for Delta of Invitation, Wightbaking, Forbidden Droplet, Red-Eyes Zombie Dragon Lord, Skeletal Dragon Felgrand; Archetype core card presence: 8 of 25 core cards run (32%); missing Solar Recharge, Charge of the Light Brigade, That Grass Looks Greener, Wight Reanimator, Enlightenment Dragon, and 12 others verified from usage statistics; Hand trap count: 9 copies (Ash Blossom 3, Droll & Lock Bird 2, Infinite Impermanence 3, Nibiru 1) verified from role hints; Extra Deck composition: 8 Synchro, 7 Link; I:P Masquerena present but unused in core lines
  • Observed: Combo evidence absent from combo data; no parseable boards scored
  • Inferred: Opening consistency P(≥1 starter in hand 5) ≈ 0.80 from hypergeometric Delta/Wightbaking/Uni-Zombie trio (3 copies each = 9 total, ~16% of deck); Brick rate ~0.20 driven by hand trap density and absence of core tutors (Solar Recharge, Charge of the Light Brigade); Best-line ceiling ~74 power index: Delta searcher + Wightbaking mill + Uni-Zombie Synchro tuner to Skeletal Dragon Felgrand (negate + banish) + protection; Median output ~56 power index: single Synchro + one interaction piece; limited follow-up post-disruption; Interruption resilience floor ~55: Mezuki/Red-Eyes recursion provides recovery, but single-choke-point vulnerability without secondary opener; Going-first power ~58: solid interaction board (Skeletal Dragon Felgrand 2800/2800 with Infinite Impermanence backup) but modest ATK ceiling; Going-second power ~56: hand trap suite + removal tools adequate; relies on grind and recovery rather than explosive pivot; Pilotability moderate: combo steps are linear (searcher → mill → Synchro); decision density low; error tolerance decent
  • Provisional: Meta Power = null; no dated metagame sample supplied; Skull Servant archetype tournament share and per-pilot record absent from tournament data; Matchup coverage unknown; off-meta deck building deviates significantly from core standard; Post-side performance unknown; no side deck provided (0/15 slots filled)
  • Data gaps: No combos supplied in combo data (scored combos = 0); best line, median, board per starter are text-inferred, not observed No tournament link; archetype meta-share, per-pilot match record, and dated metagame sample absent No guide snippets (total guides = 0); strategic intent for non-standard Skull Servant builds not documented Win-rate telemetry absent (going-first/second rates, matchup outcomes, game brick/starter/OTK rates) No side deck (0/15 slots filled); post-game best-of-3 performance cannot be estimated Core card deviation (32% present) suggests this is a non-standard build; reasoning for missing Solar Recharge, Charge of the Light Brigade, and That Grass Looks Greener not supplied

More Master Duel Info

Skull Servant

Skull Servant Breakdown

 
 

 

 

 

 

 

 
 

 

 
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