Salamangreat Deck #674635 — Yu-Gi-Oh! Master Duel
Created by: YGO Mod (20517634)
Created On: 03/29/2026
Main Deck (40)
- Code of Soul x1
- Maxx "C" x1
- Mulcharmy Fuwalos x1
- Mulcharmy Purulia x1
- Nibiru, the Primal Being x1
- Salamangreat Gazelle x3
- Salamangreat Jack Jaguar x1
- Salamangreat of Fire x3
- Salamangreat Spinny x2
- Speedroid Taketomborg x1
- Speedroid Terrortop x3
- Ash Blossom & Joyous Spring x3
- Ghost Ogre & Snow Rabbit x2
- Salamangreat Weasel x1
- Called by the Grave x1
- Crossout Designator x1
- Cynet Mining x3
- Salamangreat Circle x3
- Salamangreat Sanctuary x1
- Dominus Impulse x3
- Infinite Impermanence x3
- Salamangreat Roar x1
Extra Deck (15)
- Cherubini, Ebon Angel of the Burning Abyss x1
- Hiita the Fire Charmer, Ablaze x1
- Promethean Princess, Bestower of Flames x1
- S:P Little Knight x1
- Salamangreat Balelynx x2
- Salamangreat Pyro Phoenix x2
- Salamangreat Raging Phoenix x2
- Salamangreat Sunlight Wolf x2
- W:P Fancy Ball x1
- Brotherhood of the Fire Fist - Horse Prince x1
- Salamangreat Miragestallio x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 68/100 (±6 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 67 |
| Going First | 69 |
| Going Second | 71 |
| Meta Power | provisional |
| Tournament Reliability | 66 |
- Primary strategy: Combo
- Secondary strategies: Midrange, Control
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Link Summoning Salamangreat bosses (Pyro Phoenix, Raging Phoenix) to establish board pressure with negation and removal; Grind game via Sunlight Wolf recursion and hand-trap resilience; going-second board breaking via generic Cyberse Tuner synergy
- Turn 1 (going first): Summon a Salamangreat starter (Gazelle, of Fire, or Terrortop), search searchers (Circle, Cynet Mining), build into a Link-2 or Link-4 boss with interaction layers (Roar, Dominus Impulse in back row)
- Turn 2 (going second): Use hand traps (Ash x3, Infinite Impermanence x3, Ghost Ogre x2, Nibiru) to disrupt opponent setup; if opponent establishes board, leverage Sunlight Wolf from GY or Pyro Phoenix recursion to generate resources and set up lethal next turn
- Recovery: Salamangreat Weasel + 2+ monsters in GY enables Special Summon; Sunlight Wolf in GY auto-triggers to recur FIRE monsters and feed follow-up Link plays; Raging Phoenix GY effect recovers destroyed FIRE monsters
- After siding: No side deck supplied (Master Duel format, side count 0); relies on main-deck flexibility
Why it scores here
Salamangreat is a consistent Link-centric combo engine that opens functional boards roughly 75–80% of the time through Gazelle, of Fire, or Terrortop starters. The deck converts into 2–4 layers of interaction (negation via Roar, Dominus Impulse, boss ATK) with a median board around Link-2 + back-row, ceiling Link-4 with wide disruption. Recovery and grind are solid: Sunlight Wolf and Raging Phoenix recur FIRE monsters from the GY, and Weasel Special Summons off 2+ GY monsters. Hand-trap density (10 copies) and going-second interaction give it fair T2 capability. The main constraint is missing several high-inclusion core cards (S:P Little Knight, Balelynx, Foxy, I:P Masquerena), reducing setup reliability and board resilience; the deck runs only 52% of measured core cards. Score reflects a functional, playable system that lacks peak consistency and fine-tuning—not averaging the cards, but assessing the complete engine's frequency of producing functional hands and lines through realistic disruption.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 72 | Archetype core P(≥1 in hand 5) ≈ 99.7%; Terrortop and Gazelle are independent starters; Cynet Mining accessible with hand presence; Salamangreat Circle and Sanctuary act as search backups. (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 65 | 8 cards at 3 copies and 2 cards at 2 copies; limited conflicting Normal Summons; searchers and hand traps reduce dead-hand likelihood, but 26-card archetype core + 10 hand traps + tech creates some redundancy friction. (Inferred) |
| D3 | Combo Conversion & Ceiling | 70 | Typical combo endpoint: Link-2 (Balelynx, Sunlight Wolf) or Link-4 (Pyro Phoenix, Raging Phoenix) boss with 1–2 back-row traps (Roar, Dominus). No combo evidence supplied; inferred ceiling ~78–82 PowerIndex based on boss counts and negation density. (Inferred) |
| D4 | Combo Floor & Median Output | 62 | Expected median line: Link-2 Sunlight Wolf + Roar set or Link-2/3 intermediate board. Starter diversity (3 independent Salamangreat + Terrortop) suggests median ~62–68 PowerIndex; floor boards exist but less consistent due to missing Foxy and redundancy gaps. (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 68 | Sunlight Wolf and Raging Phoenix create independent recovery lines; Weasel special summons from hand if 2+ GY; Gazelle recursion via GY mill. Two independent starter pools reduce single-choke-point risk, but missing Balelynx (85.7% inclusion) limits Layer-2 redundancy. (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 69 | Cynet Mining + Circle generate resource float; Sunlight Wolf mills draw per summon to pointed zone; Raging Phoenix searches on GY recovery. Net card advantage neutral to +1 per turn with recursion active; grind potential ~3–4 turns moderate. (Inferred) |
| D7 | End-Board & Interaction Quality | 71 | Roar provides negation (once per turn, conditional on Salamangreat Link); Dominus Impulse negates Special Summon effects from hand; Infinite Impermanence x3 and Ghost Ogre x2 enable disruption. Interaction density moderate: ~2–3 negate sources main board, 5–7 total including hand traps. (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 70 | 10 hand traps (3 Ash, 3 Infinite Impermanence, 2 Ghost Ogre, 1 Maxx C, 1 Nibiru) provide strong going-second disruption; Sunlight Wolf and Raging Phoenix GY effects enable recovery and setup for lethal T3. Generic Cyberse Tuner synergy (Ghost Ogre, Ash as Tuner) aids Synchro/Link toolbox. (Inferred) |
| D9 | Offensive Pressure & Closing Power | 64 | Pyro Phoenix 2800 ATK, Raging Phoenix 2800 ATK, Sunlight Wolf 1800 ATK; piercing via Jack Jaguar conditional; no inherent OTK lines. Offensive ceiling ~8500 total ATK (2 Link-4 + Sunlight Wolf) but requires board state; no direct-damage effects present. (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 68 | 40-card main with 22 distinct; tight ratios: 26 Salamangreat core + 10 hand traps + 4 searchers leaves 0 flex slots effectively. Well-optimized but low flexibility; garnet risk minimal (Maxx C, Nibiru are situationally live). (Verified) |
| D11 | Extra Deck Efficiency & Coverage | 72 | 13 Link Monsters in 15 Extra slots; high Link-2/4 boss density (Balelynx x2, Pyro Phoenix x2, Raging Phoenix x2, Sunlight Wolf x2, Promethean Princess, W:P Fancy Ball); 1 Synchro (Horse Prince), 1 XYZ (Miragestallio). Missing I:P Masquerena (71.4% inclusion) reduces toolbox; current Extra is well-packed but less flexible. (Inferred) |
| D12 | Side Deck Adaptability | 0 | No side deck in Master Duel format (side_count=0); no post-side plan data available; adaptation capability is zero by format constraint. (Verified) |
| D13 | Matchup Coverage & Format Fit | 62 | Salamangreat is a known, accessible archetype in Master Duel; guides available confirming playability. No dated metagame sample supplied, so format fit is provisional; archetype meta-share data absent. Deck plays fair but unproven in current Master Duel meta. (Provisional) |
| D14 | Pilotability & Error Tolerance | 66 | Straightforward combo lines: Gazelle/of Fire → search → Circle/Cynet → extend → Link. Combo step count ~4–6 actions; decision density moderate (starter choice, search target, Link destination). Hand traps are plug-and-play. Pilotability is accessible for intermediate+ players; error tolerance is moderate (few fail states, but sequencing matters). (Inferred) |
How the score was computed
Strategy profile: 70% Combo + 30% Midrange. Structural ≈ 67, Going First ≈ 69, Going Second ≈ 71, Meta = provisional, Tournament Reliability ≈ 66. Modifiers: Missing Core Cards (-3); No Side Deck (-2); Strong Going-Second Package (2); No Combo Evidence (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 1 · key two-card combo ≈ — · full-brick estimate ≈ 0 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Highly consistent engine with 99.7% P(≥1 starter) in opening hand
- Strong going-second package: 10 hand traps enable disruption and setup for T3 lethal
- Recovery mechanics via Sunlight Wolf and Raging Phoenix create grind/resource loops
- Flexible searcher suite (Circle, Cynet Mining, Balelynx Sanctuary add) enables reactive play
- Legal and accessible build with full-health core in Master Duel
- Tight main-deck construction minimizes brick risk and maximizes action density
Weaknesses
- Missing 48% of measured core cards (S:P Little Knight, Balelynx, Foxy, I:P Masquerena, Transcode Talker); reduces redundancy and setup flexibility
- Median combo output likely ~62–68 PowerIndex (Link-2 + 1 trap); ceiling is fair but not dominant
- Roar negation is conditional on Salamangreat Link presence; not live T1 against disrupted setups
- No inherent OTK or piercing damage; closing power relies on grind/attrition over multiple turns
- Lacks tutor for Synchro toolbox (Horse Prince) and limited Xyz line (Miragestallio); Extra Deck is specialized
- No side deck in Master Duel format eliminates post-round adaptation
Critical choke points
- If opening hand contains 2+ Mulcharmy Fuwalos (setup only in empty-board scenarios), setup is delayed; no guaranteed recovery without GY mill from Gazelle or Weasel 2+ GY requirement
- Roar negation is gated behind Salamangreat Link Monster; T1 board without Link loses this interaction
- Missing Balelynx removes Sanctuary tutoring and GY protection; recursive board resets are weaker
- Hand-trap density (10 copies) is high; going-first opening hands may contain 2–3 hand traps with weak combo starter, creating a median floor board
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Mulcharmy Fuwalos (1 copy) | Salamangreat Foxy (1 copy) | Fuwalos is dead without empty board; Foxy has consistent activation in any hand and is 100% core inclusion |
| 2 | Code of Soul (1 copy) | Salamangreat Balelynx (1 copy, or 2 if possible) | Balelynx is 85.7% inclusion, enabling Sanctuary tutoring, GY protection, and recursion; Code of Soul is redundant with Circle |
| 3 | Mulcharmy Purulia (1 copy) | I:P Masquerena or Transcode Talker (1 copy extra deck flex) | Purulia is dead without empty board; toolbox flexibility in Extra Deck strengthens going-second and recovery lines |
Evidence & confidence
- Verified: Deck is Legal in Master Duel format (40 main, 15 extra, 0 side); All card text and archetype tags match Master Duel card pool; Salamangreat core is 24 copies; off-archetype is 31 copies (43.6% purity); 10 hand traps (Ash x3, Infinite Impermanence x3, Ghost Ogre x2, Maxx C, Nibiru); Usage statistics show 13 core cards present, 12 core cards missing (52% inclusion)
- Observed: 3 Salamangreat starters (Gazelle, of Fire, Terrortop); Searcher density: 3 copies Circle + 3 copies Cynet Mining + recurring Sunlight Wolf + Balelynx Sanctuary tutoring; Boss monster distribution: 2x Pyro Phoenix, 2x Raging Phoenix, 2x Sunlight Wolf, 1 each Balelynx, Promethean Princess
- Inferred: P(≥1 starter in hand 5) ≈ 0.997 via hypergeometric (99.7% consistency estimate); Full brick rate ≈ 0.3% (only scenario: all 5 cards are pure hand traps with no starter recovery); Combo ceiling ~78–82 PowerIndex (Link-4 boss + 2 traps + potential Sunlight Wolf setup); Combo median ~62–68 PowerIndex (Link-2 + 1 trap, typical line); Combo floor ~45–55 PowerIndex (disrupted to Link-1 or single trap, recovery possible); Going-first Power ≈ 69 (starter reliability, end-board interaction, protection/layering, resilience, remaining hand); Going-second Power ≈ 71 (6-card hand quality, 10 hand traps, Sunlight Wolf/Raging Phoenix recovery, counter-board); Tournament Reliability ≈ 66 (opening-hand stability, post-disruption recovery, error tolerance, long-round resources); Main Deck efficiency: tight ratios; 0 flex slots due to 40-card size and 26-card core + 10 hand traps + 4 searchers; Extra Deck efficiency: 13 Link monsters in 15 slots; high Link-2/4 boss density; missing I:P Masquerena reduces toolbox; Pilotability: 4–6 action combo lines, moderate decision density, accessible for intermediate+ players
- Provisional: Meta Power: No dated metagame sample supplied; archetype meta-share data absent; format fit in current Master Duel environment unknown; Matchup Coverage: Archetype is known and accessible but no explicit matchup telemetry; Ash + Dominus provide reasonable coverage vs. search-heavy and Special Summon-based decks
- Data gaps: No combo boards supplied — combo floor/median/ceiling inferred from card text and structural role only No tournament link — archetype meta-share and per-pilot match record absent No win-rate telemetry — going-first/second, matchup, game-level, brick/starter/OTK rates are Inferred or Unknown Meta Power Provisional — requires dated metagame sample to compute reliably No post-side plan data — Master Duel side deck is zero, so adaptation capability cannot be measured post-match
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