Lightsworn Deck #663262 — Yu-Gi-Oh! Master Duel
Created by: YGO Mod (20517634)
Created On: 03/14/2026
Main Deck (47)
- Droll & Lock Bird x2
- Fabled Lurrie x1
- Fairy Tail - Snow x1
- Fiendsmith Engraver x2
- Keldo the Sacred Protector x1
- Lacrima the Crimson Tears x1
- Lightsworn Dragonling x3
- Lumina, Lightsworn Summoner x1
- Lumina, Twilightsworn Shaman x2
- Maxx "C" x1
- Mudora the Sword Oracle x1
- Mulcharmy Purulia x3
- Tearlaments Havnis x1
- Tearlaments Kashtira x1
- Tearlaments Reinoheart x1
- Tearlaments Scheiren x2
- Wulf, Lightsworn Beast x3
- Ash Blossom & Joyous Spring x3
- Felis, Lightsworn Archer x1
- Weiss, Lightsworn Archfiend x3
- Called by the Grave x1
- Card Destruction x1
- Charge of the Light Brigade x3
- Fiendsmith's Tract x2
- Shadow Severing Strike x1
- Solar Recharge x3
- Triple Tactics Talent x1
- The Black Goat Laughs x1
Extra Deck (15)
- Fiendsmith's Lacrima x1
- Tearlaments Kitkallos x1
- Curious, the Lightsworn Dominion x1
- Fiendsmith's Requiem x1
- Fiendsmith's Sequence x1
- Lyna the Light Charmer, Lustrous x1
- S:P Little Knight x1
- Selene, Queen of the Master Magicians x2
- Minerva, the Athenian Lightsworn x1
- Minerva, the Exalted Lightsworn x1
- Number 60: Dugares the Timeless x1
- Pilgrim Reaper x1
- Submersible Carrier Aero Shark x2
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 59/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 60.2 |
| Going First | 58 |
| Going Second | 68 |
| Meta Power | provisional |
| Tournament Reliability | 55 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox
- Format: master-duel
Legality
Main 47 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Lightsworn milling to summon high‑ATK boss monsters (e.g., Minerva, Fiendsmith's Lacrima) and overwhelm the opponent; Tearlaments/FIendsmith Fusion and Link summons for board‑breaking
- Turn 1 (going first): Open with Solar Recharge or Charge of the Light Brigade to mill Lightsworn cards and add a Level 4 Lightsworn monster, then set up a milling loop and summon a mid‑range monster
- Turn 2 (going second): Use hand traps (Ash Blossom, Maxx "C", Droll & Lock Bird) to disrupt opponent, then activate milling engine and bring out a boss monster on turn 2 or 3
- Recovery: Recursion via Fiendsmith Engraver, Lumina, and Tearlaments effects to revive key Lightsworn monsters and keep the milling engine alive after disruption
- After siding: No side deck; the deck relies on its built‑in flexibility and hand‑trap suite for post‑side adaptation
Why it scores here
The deck reliably opens its Lightsworn milling engine (≈57% chance to have a core card) and can generate card advantage by turn 2, giving it solid midrange pressure. Hand traps and multiple recursion paths let it survive typical disruption, while the Extra Deck provides several high‑ATK finishers. However, the large 47‑card main deck and low archetype purity increase brick risk and reduce consistency, and the lack of a side deck limits adaptability, keeping the overall power around the mid‑range tier.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 65 | Core‑engine cards appear in opening hand with P≈0.57 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | Brick estimate from 0.429 chance of no core and many 3‑copy cards (Inferred) |
| D3 | Combo Conversion & Ceiling | 65 | No recorded combo boards; ceiling inferred from potential boss summons (Inferred) |
| D4 | Combo Floor & Median Output | 50 | Median output inferred from typical Lightsworn grind without combo (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 70 | Multiple hand traps and recursion cards (Ash Blossom, Fiendsmith Engraver, Lumina) provide alternate lines (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 75 | Lightsworn milling loop plus draw cards (Solar Recharge, Charge of the Light Brigade) yields strong resource economy (Inferred) |
| D7 | End-Board & Interaction Quality | 65 | Interaction density moderate (hand traps, negations, 5 negation‑text cards) (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 70 | Hand‑trap group P≈0.58 in six‑card hand gives good going‑second disruption (Inferred) |
| D9 | Offensive Pressure & Closing Power | 60 | Boss monsters up to 2800 ATK (Minerva, Lacrima) but require setup (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 55 | 47‑card main deck with only 30.6% exact Lightsworn purity raises inefficiency (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 70 | 15‑card Extra Deck covers XYZ, Link, Fusion, Synchro options (Verified) |
| D12 | Side Deck Adaptability | 0 | Side deck empty → no adaptability (Verified) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament data; matchup fit provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Complex multi‑archetype engine increases error tolerance risk (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 60.2, Going First ≈ 58, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: No side deck (-2); Low archetype purity (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.57 · key two-card combo ≈ — · full-brick estimate ≈ 0.43 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Strong Lightsworn milling engine
- Good hand‑trap suite for disruption
- Multiple high‑ATK finishers in Extra Deck
Weaknesses
- Large main deck with low archetype purity increases brick risk
- No side deck limits post‑side adaptation
- Complex multi‑archetype interactions raise pilot error tolerance
Critical choke points
- Opening hand lacking core Lightsworn cards (≈43% chance)
- Reliance on limited cards (e.g., Tearlaments Kitkallos) for Fusion summons
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Tearlaments Kitkallos (Limited Fusion) and other limited Tearlaments pieces | More Lightsworn staples such as Judgment Dragon or Lightsworn Aegis | Increase archetype purity and reduce brick risk |
| 2 | Side‑deck slots (currently empty) | A few flexible tech cards (e.g., Cosmic Cyclone, Twin Twisters) for board‑breakers | Improve side‑deck adaptability |
Evidence & confidence
- Verified: Legality status and copy limits; Extra‑Deck card counts and types
- Inferred: Engine accessibility from core probability 0.571; Brick estimate from missing core probability 0.429; Resource economy from Lightsworn draw cards; Interaction density from hand‑trap count; Going‑second power from hand‑trap group probability 0.5812; Pilotability from multi‑archetype complexity
- Provisional: Matchup coverage due to absent tournament data
- 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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