Kaiju Deck #623102 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Lava Golem x3, Ohime the Manifested Mikanko x3, Ash Blossom & Joyous Spring x3. Created Jan 2, 2026 by YGO Mod.

Deck Kaiju Master Duel

Created by: YGO Mod (20517634)

Created On: 01/02/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 27, 2026
30± 6/ 100
Power Score
Structural 48
Reliability 38
Going First 45
Going Second 48

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±6 · Confidence: Low)

Overall score Value
Structural Deck Power 47.5
Going First 45
Going Second 48
Meta Power provisional
Tournament Reliability 38
  • Primary strategy: Midrange
  • Secondary strategies: Tempo, Blind-Second/OTK
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Mikanko Equip-based board pressure and Level 10+ Kaiju / Xyz beatdown, with the Ohime/Uzuhime Mikanko engine providing the damage and attack-redirect plan; Link and Xyz beatdown through Knightmare, Charmer and Phantom Knights bodies
  • Turn 1 (going first): Open a Mikanko starter (Ohime, Uzuhime or Ha-Re) with Hidden Armory or Preparation of Rites for an Equip Spell, then equip and extend into a Link or Xyz board
  • Turn 2 (going second): Use Ash Blossom, Maxx C and Nibiru as hand traps to break the opponent's first board, then rebuild through Mikanko searches
  • Recovery: Recover through searchers in the Deck (13 searcher-text cards) and recursion from the Graveyard (Mikanko Rivalry, The Great Mikanko Ceremony)
  • After siding: Not evaluable: side deck is empty (0 cards), so no post-side plan exists in the export

Why it scores here

The deck's 40-card main is built around a Mikanko engine (Ohime, Uzuhime, Ha-Re, Hu-Li, Ni-Ni) with Equip Spells, searchers and Mikanko Rivalry, and it supplements that with Charmer, Knightmare and Phantom Knights link and Xyz bodies. The score comes from the system: the 3-copy starters give about a 34% chance of at least one in a 5-card opening hand, 13 searcher-text cards provide some recovery, and 6 hand traps plus 10 removal-text cards give moderate interaction. Popularity did not earn points: the Kaiju archetype label covers only 2 Kaiju copies (3.6% exact-name purity), and the 'Mikanko' sub-archetype is only part of the list. No combo boards exist, so floor, median and ceiling are text-only inferences and are kept separate. The list is illegal (Maxx C at 2 copies against a limit of 1, and Called by the Grave, which is Forbidden), so the final score is capped low and the evaluation is structural-only. Its empty side deck leaves no post-side plan, which caps adaptability and meta fit.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 42 P(>=1 3-copy starter in opening 5) = 0.34; 2-copy and 1-copy core pieces lower this further; engine accessibility estimated from hypergeometric odds (Inferred)
D2 Opening-Hand Quality & Brick Management 48 15 singleton slots and 6 hand-trap/tech conflicts give a moderate brick and dead-card risk; no measured brick rate exists (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable recorded boards, so ceiling is a text read of Mikanko equip-and-summon lines and Kaiju/Xyz beatdown (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so median output is unmeasured and cannot be scored from data; set low by evidence gap (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Three distinct engines (Mikanko, Charmer/Knightmare links, Phantom Knights/Xyz) give some route redundancy after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 58 13 searcher-text cards and Graveyard recursion (Mikanko Rivalry, Great Mikanko Ceremony) support rebuild after interruption (Inferred)
D7 End-Board & Interaction Quality 55 6 negation-text and 10 removal-text cards, with Ash Blossom, Maxx C and Nibiru as hand traps; layering and durability not measured (Inferred)
D8 Going-Second & Board-Breaking Power 50 Going-second split unmeasured; 6 hand traps give P(>=1 in 6-card hand) = 0.65 for breaking an opposing board (Inferred)
D9 Offensive Pressure & Closing Power 55 Level 10+ Kaiju bodies (Thunder King 3300 ATK, Jizukiru 3300 ATK) and Divine Arsenal (3000 ATK) give closing reach, but only single copies (Verified stat, Inferred use)
D10 Main Deck Efficiency & Flexibility 45 40-card main with 24 distinct cards and 53 off-exact-name copies; spread across sub-archetypes reduces coherence (Verified composition)
D11 Extra Deck Efficiency & Coverage 50 15 Extra slots across 14 distinct cards (8 Link, 7 Xyz); mixed sub-archetype requirements limit flexibility (Verified composition)
D12 Side Deck Adaptability 20 Side deck is empty (0 cards), so no post-side adaptability exists in the export (Verified)
D13 Matchup Coverage & Format Fit 35 No tournament link and no dated meta sample; format fit cannot be scored, provisional only (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Mikanko equip chains and link/xyz material routing create many decision points for the pilot (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 47.5, Going First ≈ 45, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 38. Modifiers: banlist exposure (-8). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*47.5 + 0.20*38 - 8 = 37.6, then ILLEGAL CAP applied: min(37.6, 30) = 30 (theoretical/structural-only; Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.34 · 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

  • Three independent engines (Mikanko, Charmer/Knightmare link, Phantom Knights/Xyz) give route redundancy
  • 13 searcher-text cards and graveyard recursion support rebuild
  • 6 hand traps and 10 removal-text cards provide interaction breadth

Weaknesses

  • Illegal list: Called by the Grave is Forbidden and Maxx C is over its Limited copy count
  • Mixed sub-archetypes (exact-name purity 3.6%) reduce engine coherence
  • Empty side deck: no post-side plan
  • No recorded boards, so ceiling and median are unmeasured

Critical choke points

  • Single-copy Kaiju bodies (Thunder King, Jizukiru) are the closing payoff and are not reliably accessible
  • Mikanko starter access depends on 3-copy cards with a 34% opening-hand rate
Priority Remove Add Reason
1 Called by the Grave (1 copy, Forbidden) A legal non-Forbidden negation or removal card that fills the same slot A Forbidden card makes the list illegal, which caps the score
2 Maxx C (2 copies) A legal card; keep at most 1 copy Copy limit is 1 under the Limited status
3 Empty side deck A 5 to 15 card side deck tuned to the format's common boards Side deck adds post-side adaptability (D12)

Evidence & confidence

  • Verified: Main 40 / Extra 15 / Side 0 counts within Master Duel size rules; Called by the Grave is Forbidden and runs 1 copy; Maxx C runs 2 copies against a legal limit of 1; Exact-name archetype purity 3.6%
  • Inferred: Hypergeometric starter access from the 40-card main; Hand-trap and removal coverage from card text; Engine redundancy across three sub-archetypes
  • Provisional: Meta Power is null: no dated metagame sample supplied; Format fit (D13) is provisional without tournament data
  • Data gaps: No combos supplied: floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record absent No win-rate telemetry for going-first/second, matchup or brick rate Side deck is empty, so post-side behaviour cannot be evaluated Meta Power is provisional without a dated metagame sample

More Master Duel Info

Kaiju

Kaiju Breakdown

 
 

 

 

 

 

 

 
 

 

 
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