Spright Deck #667010 — Yu-Gi-Oh! Master Duel
40 Main, 15 Extra, incl. Kuriboh x3, Live☆Twin Ki-sikil x3, Live☆Twin Lil-la x3. Created Mar 19, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 03/19/2026
Main Deck (40)
- Kuriboh x3
- Live☆Twin Ki-sikil x3
- Live☆Twin Ki-sikil Frost x2
- Live☆Twin Lil-la x3
- Live☆Twin Lil-la Sweet x2
- Sphere Kuriboh x3
- Spright Blue x3
- Spright Carrot x1
- Spright Jet x3
- Spright Red x1
- Winged Kuriboh x3
- Winged Kuriboh LV10 x1
- Live☆Twin Sunny's Snitch x3
- Secret Password x3
- Spright Gamma Burst x1
- Spright Smashers x1
- Spright Starter x3
- Spright Double Cross x1
Extra Deck (15)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 70/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 70.15 |
| Going First | 68 |
| Going Second | 70 |
| Meta Power | provisional |
| Tournament Reliability | 68 |
- Primary strategy: Combo
- Secondary strategies: Midrange
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Swarm Level‑2 monsters and link‑summon high‑ATK Spright or Evil★Twin link monsters; Control the board with quick‑effect negations and LP‑gain loops
- Turn 1 (going first): Use Spright Starter or Spright Jet to special summon a Spright monster, add a Spright Spell/Trap, then link‑summon Spright Elf or Sprind for a strong board.
- Turn 2 (going second): With six cards, aim to have multiple Level‑2 monsters, use Spright Double Cross or Spright Smashers to generate board, then link‑summon a high‑ATK link monster.
- Recovery: If disrupted, use Kuriboh effects for LP gain and protection, and revive monsters via Live☆Twin links or extra‑deck recycling effects.
- After siding: No side deck; rely on flexible extra‑deck links and hand resources to adapt after side swaps.
Why it scores here
The deck reliably opens with a core Level‑2 monster in most hands (≈88% chance), allowing it to swarm Sprights and link‑summon powerful monsters. Its multiple independent starters and quick‑effect negations give it good resilience against disruption, while searchers and recursion provide decent resource recovery. High‑ATK link monsters and board‑wide buffs give strong closing power, but the low archetype purity, lack of a side deck, and moderate resource cost limit overall efficiency.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 85 | Core starter group (13 copies) appears in opening hand with 87.7% chance, giving reliable T1‑T2 engine start (Inferred). |
| D2 | Opening-Hand Quality & Brick Management | 70 | Brick risk low (~12% no core) but many duplicate Level‑2 effects can cause redundancy, giving moderate hand quality (Inferred). |
| D3 | Combo Conversion & Ceiling | 80 | Best possible line can swarm Level‑2 monsters and link‑summon Spright Elf or A Bao A Qu for a strong board, indicating high ceiling (Inferred). |
| D4 | Combo Floor & Median Output | 60 | Typical games likely achieve a modest board of several Level‑2 monsters and a link monster, reflecting a median output around 60 (Inferred). |
| D5 | Interruption Resilience & Route Redundancy | 75 | Multiple independent starters (Spright Jet, Starter, Live☆Twin) and several quick‑effect negations provide redundancy against disruption (Inferred). |
| D6 | Resource Economy, Recovery & Grind | 65 | Searchers (Secret Password, Spright Starter) and recursion via Kuriboh give decent resource recovery, though LP loss from Spright Starter limits economy (Inferred). |
| D7 | End-Board & Interaction Quality | 70 | Negation cards (Spright Carrot, Red, Blue, Lil‑la Sweet) and board‑control links supply solid interaction quality (Inferred). |
| D8 | Going-Second & Board-Breaking Power | 68 | Going‑second hand of six improves starter odds; board‑breakers like Spright Smashers and removal spells add second‑turn pressure (Inferred). |
| D9 | Offensive Pressure & Closing Power | 75 | High‑ATK link monsters (A Bao A Qu 2800, Underworld Goddess 3000) and swarm of 2‑ATK Sprights give strong closing power (Inferred). |
| D10 | Main Deck Efficiency & Flexibility | 55 | 40‑card main deck with 34.5% archetype purity and many off‑archetype cards reduces efficiency and flexibility (Inferred). |
| D11 | Extra Deck Efficiency & Coverage | 70 | 15‑card extra deck packs many links covering the engine, but some slots are redundant, yielding decent coverage (Inferred). |
| D12 | Side Deck Adaptability | 30 | No side deck limits post‑side adaptability, scoring low (Inferred). |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament data; meta relevance is unknown, so provisional low score (Provisional). |
| D14 | Pilotability & Error Tolerance | 60 | Many once‑per‑turn effects and decision points raise complexity, lowering pilotability (Inferred). |
How the score was computed
Strategy profile: Combo. Structural ≈ 70.15, Going First ≈ 68, Going Second ≈ 70, Meta = provisional, Tournament Reliability ≈ 68. Modifiers: Low archetype purity (-4); No side deck (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.88 · key two-card combo ≈ — · full-brick estimate ≈ 0.12 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High starter consistency
- Multiple independent engines
- Strong closing monsters
Weaknesses
- Low archetype purity
- No side deck
- Moderate resource cost from Spright Starter
Critical choke points
- Reliance on Spright Starter LP loss
- Need specific Level‑2 monsters for link summons
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Ash Blossom & Joyous Spring | Adds hand‑trap disruption and improves consistency against opponent searches. | |
| 2 | Droll & Lock Bird | Helps mitigate opponent deck‑searching and improves control. |
Evidence & confidence
- Verified: legality status; card text excerpts
- Inferred: engine accessibility; brick management; combo ceiling; combo floor; interruption resilience; resource economy; interaction quality; going‑second power; offensive closing power; main deck efficiency; extra deck coverage; side deck adaptability; pilotability
- Provisional: matchup coverage
- 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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