Zombies Deck #66396 — Yu-Gi-Oh! Master Duel
Created by: YGO Mod (20517634)
Created On: 04/29/2023
Main Deck (60)
- Agido the Ancient Sentinel x2
- Alghoul Mazera x2
- Changshi the Spiridao x3
- Doomking Balerdroch x1
- Gozuki x2
- Kelbek the Ancient Vanguard x2
- Keldo the Sacred Protector x2
- Maxx "C" x3
- Mezuki x3
- Mudora the Sword Oracle x3
- Necroworld Banshee x1
- Noh-P.U.N.K. Deer Note x1
- Noh-P.U.N.K. Foxy Tune x2
- Noh-P.U.N.K. Ogre Dance x1
- Shiranui Solitaire x2
- Ash Blossom & Joyous Spring x1
- Glow-Up Bloom x1
- Mad Mauler x1
- Noh-P.U.N.K. Ze Amin x3
- Plaguespreader Zombie x1
- Shinobi Necro x1
- Uni-Zombie x3
- Called by the Grave x1
- Card Destruction x1
- Foolish Burial x1
- Forbidden Droplet x2
- One for One x1
- Reasoning x3
- Super Polymerization x2
- That Grass Looks Greener x2
- Zombie World x3
- Rivalry of Warlords x1
- Shiranui Style Swallow's Slash x2
Extra Deck (15)
- Dragonecro Nethersoul Dragon x1
- Mudragon of the Swamp x1
- Starving Venom Fusion Dragon x1
- Apollousa, Bow of the Goddess x1
- Avendread Savior x1
- I:P Masquerena x1
- Vampire Fascinator x1
- Vampire Sucker x1
- Yuki-Onna, the Absolute Zero Mayakashi x1
- Baronne de Fleur x1
- Chaos Ruler, the Chaotic Magical Dragon x1
- Red-Eyes Zombie Dragon Lord x1
- Swordsoul Supreme Sovereign - Chengying x1
- Immortal Dragon x1
- The Zombie Vampire x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 20/100 (Confidence: Low)
- Primary strategy: Midrange
- Secondary strategies: Combo, Toolbox
- Format: master-duel
Legality
Main 60 / Extra 15 / Side 0 — status: Illegal. 9 violation(s).
Identity & game plan
- Win condition: Extra Deck boss monsters (Red-Eyes Zombie Dragon Lord, Dragonecro Nethersoul Dragon, Swordsoul Supreme Sovereign - Chengying, The Zombie Vampire) built through Zombie-tribe Link/Synchro/Fusion summons; Zombie World recursion engine (Necroworld Banshee, Changshi, Gozuki, Glow-Up Bloom) producing repeated Special Summons
- Turn 1 (going first): Open a Zombie starter (Changshi, Gozuki, Mezuki, Uni-Zombie) and dump a Zombie into the GY to reach Link or Synchro material; Zombie World as a field-level engine. Cannot be fully verified: no recorded boards and 9 of the deck's runs are over the Master Duel limit.
- Turn 2 (going second): Use Maxx "C" and Ash Blossom as hand traps to draw or negate, then rebuild a Zombie board. Hand traps are only 4 cards, so the plan depends on hitting them.
- Recovery: Glow-Up Bloom and Mezuki recover monsters from the GY; Necroworld Banshee and Zombie World let the engine restart after a disruption. Not measured.
- After siding: Not available: the deck runs an empty Side Deck (0 of 15 slots), so there is no post-side plan.
Why it scores here
The deck is capped low because its list is illegal in Master Duel: nine runs are over the copy limit or Forbidden, including Kelbek, Agido, Called by the Grave, Chaos Ruler and Apollousa. Structurally it is a Zombie-tribe Link/Synchro/Fusion shell with a Zombie World recursion engine and four hand traps, and it can reach strong Extra Deck boss monsters. Consistency is only moderate: the three-copy starters have about a 23% chance of appearing in a 5-card opening hand, and the archetype core is present at only 5 of 25 standard cards. The deck has no sideboard, no recorded combo boards and no tournament record, so floor and median output cannot be measured. Popularity and archetype usage were not counted toward the score, and card scores were not averaged.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 42 | P(>=1 three-copy starter in 5-card hand) ~0.23; archetype core covers 5 of 25 standard cards (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 40 | Eleven tech cards and 75 off-archetype copies raise brick risk; hypergeometric estimate only (Inferred) |
| D3 | Combo Conversion & Ceiling | 45 | Ceiling read from card text: Zombie World, Changshi, Gozuki and Glow-Up Bloom loops; no parseable boards (Inferred) |
| D4 | Combo Floor & Median Output | 30 | No recorded boards, so median output is unknown; scored conservatively (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 40 | Recursion through Mezuki, Glow-Up Bloom and Necroworld Banshee, but few independent routes (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 40 | Recursion present (Glow-Up Bloom, Mezuki); spend-versus-regenerate not measured (Inferred) |
| D7 | End-Board & Interaction Quality | 45 | Four hand traps and five negation-text cards; interaction breadth is moderate (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 40 | Going-second relies on hand traps and Maxx "C"; no going-second split data (Inferred) |
| D9 | Offensive Pressure & Closing Power | 45 | Several 2800-3000 ATK Extra Deck bosses; closing power depends on reaching them (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 38 | Main Deck is at the 60-card maximum, with 14 singletons and Forbidden or over-limit slots (Verified) |
| D11 | Extra Deck Efficiency & Coverage | 55 | Six Link, five Synchro, three Fusion and one XYZ Extra Deck card; good coverage (Verified) |
| D12 | Side Deck Adaptability | 10 | Side Deck is empty (0 of 15 slots); no post-side plan (Verified) |
| D13 | Matchup Coverage & Format Fit | 30 | No tournament link or dated meta sample; matchup fit is provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 40 | Multi-step Zombie-tribe lines with several summon steps; moderate pilot load (Inferred) |
How the score was computed
Strategy profile: Midrange primary, Combo secondary, 80/20 weighting. Modifiers: none.
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