Zombies Deck #57126 — Yu-Gi-Oh! Master Duel

60 Main, 15 Extra, incl. Maxx 'C' x3, Mezuki x3, Mudora the Sword Oracle x3.

Created by: YGO Mod (20517634)

Created On: 03/19/2023

 
 


Official AI Deck Power Analysis
ToolboxConfidence: Low
28± 8/ 100
Power Score

Deck — Deck Power Evaluation

Final Contextual Deck Power: 28/100 (Confidence: Low)

  • Primary strategy: Toolbox
  • Secondary strategies: Midrange
  • Format: master-duel

Legality

Main 60 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Zombie board pressure and Extra Deck Synchro/Link/Xyz boss summons (Red-Eyes Zombie Dragon Lord, Skeletal Dragon Felgrand, The Zombie Vampire, Swordsoul Supreme Sovereign - Chengying); Exchange of the Spirit and P.U.N.K. recursion lines that rebuild board after a single interruption
  • Turn 1 (going first): Open a Zombie or Exchange starter (Gozuki, Changshi, Mezuki, Diviner of the Herald) and extend into a Tuner Synchro boss; Inferred, the pieces are present but the Forbidden Exchange cards are not legal
  • Turn 2 (going second): Hold Ash Blossom and Maxx "C" style hand traps for the opponent's first summon, then rebuild through Zombie recursion; Inferred
  • Recovery: Banish-cost recursion from the GY (Mezuki, Gozuki, Shinobi Necro, Changshi) and Doomking Balerdroch from GY; Inferred from card text
  • After siding: No side deck is registered (Side Deck size 0), so no post-side plan can be verified

Why it scores here

The deck is scored as a system, not as an average of its cards, and it is capped low because the list is illegal in Master Duel: five Forbidden card names and six over-limit cards are run, including two copies of the Exchange of the Spirit engine pieces (Kelbek, Agido) that are the archetype's core. Its 60-card main spreads across 32 distinct cards from several sub-archetypes (only 0% exact-name Zombies purity), so the nine core-group copies give about a 57% chance of at least one core card in a 5-card opening hand, and the 8 hand traps give about 59% going second; these are Inferred hypergeometric estimates. The Extra Deck is the strongest area, with several reliable Synchro, Link and Xyz bosses that can close a board, but no recorded boards exist, so no ceiling or median can be measured. The usage statistics show the deck runs only 5 of the 25 archetype-standard core cards, so its popularity does not earn points, and the guides describe it as slow and brick-prone. The score falls to 28 after the banlist exposure modifier, and the meta and side-deck dimensions remain provisional or unscored.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(at least one archetype-core card in a 5-card opening hand) ≈ 0.57 across 9 core copies; core present is only 5 of 25 standard core cards (Inferred)
D2 Opening-Hand Quality & Brick Management 35 32 distinct main-deck cards across several sub-archetypes, with 14 tech and 8 hand-trap slots that often conflict in the opening hand (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable recorded boards, so the ceiling rests on card text only (Synchro/Link bosses plus Necroworld Banshee lock) (Inferred)
D4 Combo Floor & Median Output 35 No combo evidence supplied, so median output cannot be measured and is inferred to be low given the brick profile (Inferred)
D5 Interruption Resilience & Route Redundancy 40 Three Ash Blossom and recursion lines (Mezuki, Gozuki, Changshi) give some redundancy after one interruption, reduced by the Forbidden-card losses (Inferred)
D6 Resource Economy, Recovery & Grind 45 Recursion through banish costs from Mezuki, Gozuki, Shinobi Necro and Changshi gives reasonable grind, but the Forbidden Exchange pieces removed from the list weaken it (Inferred)
D7 End-Board & Interaction Quality 55 Eight hand-trap and negation texts plus Red-Eyes, Felgrand and Baronne effects give moderate layered interaction (Inferred from card text)
D8 Going-Second & Board-Breaking Power 40 Going-second split not available; hand-trap density suggests some board interaction but no removal breadth is verified (Inferred)
D9 Offensive Pressure & Closing Power 50 End-board ATKs of 2800-3000 on Doomking Balerdroch, The Zombie Vampire and Chengying give closing power if the board is established (Inferred)
D10 Main Deck Efficiency & Flexibility 30 60 main slots with 32 distinct cards, 3-copy multiples of the Limited cards Maxx "C" and Mudora, and generic off-archetype filler lower compactness (Observed composition)
D11 Extra Deck Efficiency & Coverage 55 15 Extra slots with 8 Synchro, 5 Link, 1 Xyz and 1 Fusion give a flexible but unfocused Extra Deck (Observed composition)
D12 Side Deck Adaptability 10 No side deck registered (Side Deck size 0), so post-side adaptability cannot be verified (Provisional)
D13 Matchup Coverage & Format Fit 30 No dated metagame or tournament link; the guides describe the deck as a meme-tier list that loses to common chain-link interaction (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Exchange and Synchro sequences with many decision points across 32 distinct cards make it demanding to pilot (Inferred)

How the score was computed

Strategy profile: Toolbox profile with Midrange secondary, blended from the guide-described midrange shell; disclosed as a hybrid. Modifiers: none.


More Master Duel Info

Zombies

Zombies Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top