Crusadia Deck #538573 — Yu-Gi-Oh! Master Duel
Created by: YGO Mod (20517634)
Created On: 08/21/2025
Main Deck (45)
- Alpha, the Master of Beasts x1
- Crusadia Draco x3
- Crusadia Leonis x3
- Crusadia Maximus x3
- Crusadia Reclusia x3
- D.D. Crow x1
- Dinowrestler Pankratops x1
- Droll & Lock Bird x1
- Formud Skipper x2
- Mulcharmy Fuwalos x2
- Nibiru, the Primal Being x1
- Parallel eXceed x2
- World Legacy - "World Crown" x1
- Ash Blossom & Joyous Spring x2
- Crusadia Arboria x3
- Effect Veiler x1
- Crusadia Power x1
- Crusadia Revival x1
- Crusadia Testament x1
- Harpie's Feather Duster x1
- Heavy Storm x1
- Mind Control x1
- Monster Reborn x1
- Reinforcement of the Army x1
- Triple Tactics Talent x1
- Triple Tactics Thrust x1
- Ultimate Slayer x2
- World Legacy Succession x1
- Infinite Impermanence x1
- Red Reboot x1
Extra Deck (15)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 65/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 66 |
| Going First | 70 |
| Going Second | 73 |
| Meta Power | provisional |
| Tournament Reliability | 62 |
- Primary strategy: Midrange
- Secondary strategies: Control
- Format: master-duel
Legality
Main 45 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Build a high‑ATK Crusadia board (Link monsters + Crusadia Revival boost) and attack for lethal damage; Control opponent's plays with a full hand‑trap suite and board‑wipe spells
- Turn 1 (going first): Summon a generic Link (e.g., I:P Masquerena), then special‑summon a Crusadia monster to a linked zone, activate Crusadia Revival for extra attacks and draw cards
- Turn 2 (going second): Use hand traps (Ash Blossom, Infinite Impermanence, Droll, etc.) to disrupt opponent, then link summon and attack with boosted Crusadia monsters
- Recovery: Draw engines (Mulcharmy Fuwalos, Formud Skipper, Link Disciple) and Ultimate Slayer recycle extra‑deck cards to restore resources after disruption
- After siding: Rely on hand‑trap versatility; no side deck adaptation available
Why it scores here
The deck opens with a near‑certain Crusadia core monster (≈98% chance), allowing a Link‑zone engine to start on turn 1. It converts that engine into a sizable board boosted by Crusadia Revival and strong hand‑trap protection, giving solid pressure and closing power. Draw engines and Ultimate Slayer provide decent recovery, but the 45‑card main deck dilutes archetype focus and the lack of a side deck limits matchup adaptation, lowering overall reliability.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 78 | P(at least one core Crusadia monster in opening hand) ≈ 0.9833, giving a very high chance to start the link‑zone engine (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 80 | Full‑brick probability is only 0.0167; hand‑trap and search cards reduce redundancy (Inferred) |
| D3 | Combo Conversion & Ceiling | 70 | Potential to field multiple Crusadia Link monsters boosted by Crusadia Revival can reach >3000 ATK, representing the ceiling of the combo (Inferred) |
| D4 | Combo Floor & Median Output | 55 | Typical turn‑2 board usually has a single Link and one or two Crusadia monsters for ~1500–2000 ATK (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 70 | Eight hand traps plus multiple independent extra‑deck links give several routes around disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 65 | Draw engines (Mulcharmy Fuwalos, Formud Skipper, Link Disciple) and Ultimate Slayer recycle resources, yielding moderate economy (Inferred) |
| D7 | End-Board & Interaction Quality | 68 | Interaction includes 6 negation‑text cards and hand traps, providing layered protection (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 70 | Hand‑trap density (0.7146 chance in 6‑card hand) and board‑wipe spells (Heavy Storm, Harpie’s Feather Duster) give solid going‑second breaking power (Inferred) |
| D9 | Offensive Pressure & Closing Power | 70 | Boosted Crusadia board and high‑ATK links like Mekk‑Knight Avramax create strong closing pressure (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 55 | 45‑card main deck with only 41.7% exact‑name purity spreads resources thin, lowering efficiency (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 60 | 15‑card extra deck packs many generic links but also several situational options, leading to moderate coverage (Inferred) |
| D12 | Side Deck Adaptability | 40 | Side deck is empty, so post‑side adaptation is unavailable (Observed) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament data; matchup fit can only be guessed, so coverage is provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 55 | Complex link‑zone mechanics and many hand‑trap decisions increase error tolerance difficulty (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 66, Going First ≈ 70, Going Second ≈ 73, Meta = provisional, Tournament Reliability ≈ 62. Modifiers: Side Deck Absence (-2); Low Archetype Purity (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.98 · key two-card combo ≈ — · full-brick estimate ≈ 0.02 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Very high opening consistency for core Crusadia engine
- Robust hand‑trap suite protecting the board
- Multiple draw and recycle sources sustain play
- Flexible extra deck with generic and archetype‑specific links
Weaknesses
- Large main deck with low Crusadia purity dilutes focus
- No side deck limits matchup‑specific adaptation
- Complex link‑zone requirements increase skill floor
- Reliance on limited board‑wipe cards (Heavy Storm, Harpie's Feather Duster)
Critical choke points
- Need a Link monster on field before special‑summoning Crusadia monsters
- Limited copies of Crusadia Revival and Crusadia Power can bottleneck turn‑2 pressure
- Hand‑trap count may be insufficient against fast combo decks
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Heavy Storm | Cosmic Cyclone | More consistent Spell/Trap removal with less board damage and no limited status |
| 2 | Harpie's Feather Duster | Twin Twisters | Provides repeatable backrow disruption without limited copy restriction |
| 3 | 2 copies of "Forbidden Droplet" | Adds flexible damage mitigation and extra board‑break potential |
Evidence & confidence
- Verified: legality status Legal; card text excerpts for Crusadia core monsters
- Observed: side deck count 0; role_tag_counts show 8 hand traps, 6 negation cards
- Inferred: P(at least one core) 0.9833; full‑brick estimate 0.0167; engine reliability based on link‑zone mechanics; draw engine contributions from Mulcharmy Fuwalos, Formud Skipper, Link Disciple; interaction density from hand‑trap suite; going‑second breaking power from hand‑trap density and board‑wipes
- Provisional: no tournament data for matchup coverage
- 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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