Railway Deck #60149 — Yu-Gi-Oh! Master Duel

46 Main, 15 Extra, incl. Aussa the Earth Channeler x3, Flying Pegasus Railroad Stampede x3, Heavy Freight Train Derricrane x3. Created Mar 31, 2023 by YGO Mod.

Deck Railway Master Duel

Created by: YGO Mod (20517634)

Created On: 03/31/2023

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Jan 1, 2026
56± 12/ 100
Power Score
Structural 56
Reliability 50
Going First 62
Going Second 68

Deck — Deck Power Evaluation

Final Contextual Deck Power: 56/100 (±12 · Confidence: Medium)

Overall score Value
Structural Deck Power 56
Going First 62
Going Second 68
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Combo
  • Secondary strategies: none
  • Format: master-duel

Legality

Main 46 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s). Restricted cards run: Called by the Grave (Limited), Harpie's Feather Duster (Limited), Maxx "C" (Limited).

Identity & game plan

  • Win condition: OTK via heavy Xyz/Trains and floodgates (e.g., Jizukiru, Superdreadnought Rail Cannon variants); Midrange/Control through handtraps, searchers, and disruption
  • Turn 1 (going first): Set key floodgates/searchers (e.g., Revolving Switchyard, Urgent Schedule), establish early board with 4000+ ATK trains, protect with handtraps, pivot to OTK by turn 3-4
  • Turn 2 (going second): Survive turn 1, leverage 6-card hand to find floodgates/searchers, answer opponent setups, then race with high-ATK trains and Xyz finishers
  • Recovery: Retune with Switchyard/Superdreadnought variants, recycle backrow, use handtraps to mitigate disruption
  • After siding: Not evaluated — no post-side data; assume adaptation via floodgate/handtrap density

Why it scores here

The deck runs a classic OTK engine centered on high-ATK Railway/Xyz monsters and disruption via handtraps/searchers, giving it strong ceiling (D3 80) and solid interaction (D7 75, D8 70). However, it suffers from illegal cards and restrictive limits (D13 40), inconsistent opening consistency (D1 65, D2 45), a fragile early game and single-choke reliance on key trains/Xyz (D5 50, D4 55), and only average resource/grind (D6 60). Offensively it can close well (D9 75) but remains vulnerable to disruption and post-side uncertainty (D12 30), producing a mid-tier, high-variance combo profile with moderate pilotability (D14 60).

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 65
D2 Opening-Hand Quality & Brick Management 45
D3 Combo Conversion & Ceiling 80
D4 Combo Floor & Median Output 55
D5 Interruption Resilience & Route Redundancy 50
D6 Resource Economy, Recovery & Grind 60
D7 End-Board & Interaction Quality 75
D8 Going-Second & Board-Breaking Power 70
D9 Offensive Pressure & Closing Power 75
D10 Main Deck Efficiency & Flexibility 55
D11 Extra Deck Efficiency & Coverage 70
D12 Side Deck Adaptability 30
D13 Matchup Coverage & Format Fit 40
D14 Pilotability & Error Tolerance 60

How the score was computed

Strategy profile: Combo. Structural ≈ 56, Going First ≈ 62, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: Illegal cards (over-limit) (-8); High archetype purity/engine focus (6); No side deck data (-5); Medium pilotability (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 ≈ 0.17 (all Inferred)
  • Combo output: best PowerIndex 80, median 55, board-per-starter 2.6
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Strong OTK ceiling with high-ATK trains and Xyz finishers
  • Good disruption density (negation + removal)
  • Solid going-second board-break capability
  • Effective handtrap protection and searcher network

Weaknesses

  • Illegal/restricted cards reduce legality and consistency
  • High brick risk on opening hand for core engine
  • Limited redundancy and single-choke engine pieces
  • No post-side deck information reduces adaptability

Critical choke points

  • Over-dependence on specific Level 10 trains/Xyz for damage
  • No backup plan if key floodgates or searchers are disrupted
  • Inconsistent opening with 34.9% brick chance on core
Priority Remove Add Reason
1 Maxx "C" (3 copies) — over-restricted and brick risk; reduce to 1 legal copy if format allows Add 1–2 additional handtraps or low-cost searchers to improve opening consistency Reduce over-limit violations and increase D1/D2 consistency while preserving core engine integrity
2 Illegal/over-limit cards and replace with format-legal alternatives Evaluate post-side options and include 3–4 dedicated counters to common meta threats Address legality and raise tournament reliability
3 Narrow extra deck reliance on single finishers Add 1–2 flexible Xyz/Link options for broader matchup coverage Improve D11 resilience and D5 redundancy

Evidence & confidence

  • Verified: deck structure, card text, banlist violations, extra deck breakdown
  • Observed: combo best line power index, board per starter, going-second split, archetype core presence
  • Inferred: hypergeometric opening probabilities, brick estimates, engine accessibility, median output
  • Provisional: meta power, matchup fit, tournament reliability
  • Data gaps: no combo play logs — combo floor/median/ceiling inferred from text and boards no tournament link — meta share and per-pilot match record absent no win-rate telemetry in YGOVN

More Master Duel Info

Railway

Railway Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
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