Forbidden Deck #574682 — Yu-Gi-Oh! Master Duel

Created by: YGO Mod (20517634)

Created On: 10/16/2025

 
 


Official AI Deck Power Analysis
ComboConfidence: Low
35± 8/ 100
Power Score
Structural 54
Reliability 45
Going First 48
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 53.6
Going First 48
Going Second 58
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Combo
  • Secondary strategies: Stun
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Link/Xyz boss (Dingirsu, Enlilgirsu, Avramax, ZEUS, TY-PHON) built from Orcust Link monsters, backed by Orcustrated recursion; Hand-trap attrition: Ash Blossom, Ghost Belle, Infinite Impermanence and Droll punish the opponent's first real plays
  • Turn 1 (going first): Open Orcust Link or Orcust monster, search or recurse via Orcustrated Return / Cymbal Skeleton / Harp Horror into a Link Summon of Galatea or Longirsu, then use Girsu or Knightmare to reach an Extra Deck boss
  • Turn 2 (going second): Hold 2-3 hand traps (Ash, Ghost Belle, Impermanence) to answer the opponent's first combo, then rebuild the board with a Link Summon from the Orcust chain
  • Recovery: Orcust monsters and World Legacy cards in the GY re-enter through Orcust Cymbal Skeleton, Harp Horror and Galatea-I; Orcustrated Babel recovers spells
  • After siding: Not applicable: Master Duel has no side deck in this list (side_count 0), so no post-side plan exists

Why it scores here

The deck's Orcust engine is reasonably consistent: 9 copies of the core Orcust set give a hypergeometric chance of at least one core card in the opening five of about 0.74 (Inferred), and several recursion paths (Cymbal Skeleton, Harp Horror, Orcustrated Return, Galatea-I) keep the engine moving. Interaction is the strongest part of the system, with 12 hand traps and about 14 negation-text cards, which lifts going-second strength (about 0.90 chance of at least one hand trap in a six-card hand, Inferred). Conversion to a Link or Xyz boss is plausible but unverified because no recorded boards exist, so combo ceiling and median are text-based estimates only. The list is capped by an illegal copy count of Droll & Lock Bird (3 vs 2 allowed) and by three Limited cards, so the score is theoretical and structural only. Popularity and Orcust usage stats were not counted as power, and no card scores were averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(at least one core Orcust card in opening 5) about 0.74 across 9 copies; engine routes are several but the Link-chain requirement lowers reliability (Inferred)
D2 Opening-Hand Quality & Brick Management 50 12 hand traps and 16 level-0 spell/trap slots create some dead-draw risk outside interaction hands; no brick data (Inferred)
D3 Combo Conversion & Ceiling 55 Ceiling depends on Link/Xyz boss access from Orcust Link monsters; no parseable combo boards, so text-only (Inferred)
D4 Combo Floor & Median Output 45 Median output unknown; no recorded boards, so the floor is estimated only from engine redundancy (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Multiple negates (Ash x3, Impermanence x3, Ghost Belle x2, Droll x3) and recursion give independent answers after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 50 Orcustrated Return, Babel and Galatea-I recover cards, but Limited Foolish Burial and Card Destruction add card cost (Inferred)
D7 End-Board & Interaction Quality 68 Interaction density is high: 12 hand traps, 14 negation-text and 18 removal-text cards in the list (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 60 Going-second hand-trap probability about 0.90 in a six-card hand; strong answer density against established boards (Inferred)
D9 Offensive Pressure & Closing Power 55 Extra Deck bosses at ATK 2600 to 3000 (Enlilgirsu, Dingirsu, Avramax, ZEUS, TY-PHON) are closing threats (Verified stat, Inferred closing)
D10 Main Deck Efficiency & Flexibility 50 40 Main Deck slots over 20 distinct cards with 8 singletons and 3-copy hand traps; copy-limit violation counted against efficiency (Inferred)
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck slots across 12 distinct cards; 11 Link and 4 Xyz with several singletons and two-archetype spread (Verified composition)
D12 Side Deck Adaptability 30 Master Duel list has no side deck (side_count 0), so post-side adaptability is effectively absent (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; archetype meta share not available (Provisional)
D14 Pilotability & Error Tolerance 35 Multi-step Link chains, Orcust timing rules and several hand-trap timing windows raise error risk (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 53.6, Going First ≈ 48, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist_exposure (-3); illegal_copy_limit_cap (-14). Final formula: Illegal cap applied: unrestricted formula 0.80*Structural(53.6) + 0.20*TournamentReliability(45) + modifiers(-3) = about 49; capped to 35 because the list breaks the Master Duel copy limit. Meta Power provisional (null).

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.74 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense interaction: 12 hand traps plus negation and removal text across the list
  • Multiple Orcust recursion routes that keep the engine alive after disruption
  • Strong Extra Deck bosses at 2600-3000 ATK

Weaknesses

  • Droll & Lock Bird copy limit broken (3 vs 2), making the list illegal in Master Duel
  • Three Limited cards reduce consistency and make the list less accessible
  • No side deck and no recorded boards, so adaptability and combo ceiling are unverified

Critical choke points

  • Link Summon of an Orcust Link monster is required for most lines; losing it removes most boss access
  • Limited Foolish Burial and Card Destruction are single copies, so their loss leaves no backup
Priority Remove Add Reason
1 One copy of Droll & Lock Bird Any legal main-deck card or a non-restricted tech slot Fixes the copy-limit violation so the deck can receive a normal Final Contextual score
2 Card Destruction A second Orcust recursion or search card (e.g. Orcustrated Babel copy) if legal Reduces reliance on Limited cards and improves consistency

Evidence & confidence

  • Verified: Illegal status: Droll & Lock Bird 3 copies vs legal 2 (Semi-Limited); Limited status of Card Destruction, Foolish Burial and Foolish Burial Goods; Main 40 / Extra 15 / Side 0 composition; Extra Deck link 11 and xyz 4 breakdown
  • Inferred: Core Orcust opening-hand probability about 0.74; Hand-trap going-second probability about 0.90; Engine route redundancy and interaction quality from card text
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (no tournament data)
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference No tournament link; archetype meta-share and pilot match record absent No win-rate telemetry; going-first and going-second, matchup and brick rates are Inferred or Unknown Meta Power provisional without a dated metagame sample

More Master Duel Info

Forbidden

Forbidden Breakdown

 
 

 

 

 

 

 

 
 

 

 
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