Memento Deck #687283 — Yu-Gi-Oh! Master Duel
40 Main, 15 Extra, incl. Mementotlan Angwitch x3, Mementotlan Tatsunootoshigo x3, Mulcharmy Fuwalos x3. Created Apr 16, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 04/16/2026
Main Deck (40)
- Droll & Lock Bird x2
- Mementoal Tecuhtlica - Combined Creation x1
- Mementotlan Akihiron x1
- Mementotlan Angwitch x3
- Mementotlan Dark Blade x2
- Mementotlan Ghattic x1
- Mementotlan Goblin x2
- Mementotlan Mace x1
- Mementotlan Shleepy x1
- Mementotlan Tatsunootoshigo x3
- Mementotlan-Horned Dragon x1
- Mulcharmy Fuwalos x3
- Nibiru, the Primal Being x1
- Ash Blossom & Joyous Spring x3
- Forbidden Droplet x3
- Goblin Biker Grand Breakout x1
- Mementomictlan x1
- Mementotlan Bone Party x3
- Mementotlan Fusion x3
- One for One x1
- Reinforcement of the Army x1
- Super Polymerization x2
Extra Deck (15)
- Dragon Knight Draco-Equiste x1
- Earth Golem @Ignister x1
- Garura, Wings of Resonant Life x1
- Guardian Chimera x1
- Magnum the Reliever x1
- Mementomictlan Tecuhtlica - Creation King x3
- Mementotlan Twin Dragon x1
- Mudragon of the Swamp x1
- Predaplant Dragostapelia x1
- Predaplant Triphyoverutum x1
- Sea Monster of Theseus x1
- Starving Venom Fusion Dragon x1
- World Chalice Guardragon Almarduke x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 71/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 71.85 |
| Going First | 70 |
| Going Second | 78 |
| Meta Power | provisional |
| Tournament Reliability | 68 |
- Primary strategy: Toolbox
- Secondary strategies: Control
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Fusion Summon high-ATK Memento Fusion monsters as bosses; Control board with hand traps and removal
- Turn 1 (going first): Search for a Memento monster, set up Fusion materials, protect setup with hand traps
- Turn 2 (going second): Deploy hand traps (Ash Blossom, Droll, Nibiru) to disrupt opponent, then Fusion summon a boss monster
- Recovery: Recycle GY monsters via Memento effects, use Forbidden Droplet and searchers to rebuild resources
- After siding: Rely on remaining hand traps and flexible plays; no side deck adjustments
Why it scores here
The deck opens reliably thanks to a 98.7% chance of drawing a core starter, and can quickly assemble Fusion monsters that serve as powerful win conditions. Hand traps and floodgate effects give it solid going‑second board‑breaking and resilience against disruption. Resource recursion and abundant searchers keep the engine running, while its Fusion suite supplies strong offensive pressure. However, the lack of a side deck and moderate archetype purity lower consistency and adaptability, preventing higher overall power.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 94 | P(at least one core starter in opening 5) = 0.987, indicating almost certain engine start (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 70 | Full‑brick probability ≈1.3% and 33 off‑archetype cards create occasional dead draws (Inferred) |
| D3 | Combo Conversion & Ceiling | 80 | Potential to Fusion‑summon 3000‑ATK boss monsters like Creation King in a single turn gives high ceiling (Inferred) |
| D4 | Combo Floor & Median Output | 55 | Without recorded combos, typical turn‑two board is modest, estimate median output around 55 (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 78 | Multiple independent lines (hand traps, searchers, recursion via Memento effects) provide redundancy (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 80 | Searchers (Forbidden Droplet, Reinforcement, Droll) and recycle effects give good resource economy (Inferred) |
| D7 | End-Board & Interaction Quality | 75 | Fusion monsters possess removal/negation effects and the deck runs 6 hand‑traps, yielding solid interaction (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 78 | Hand‑trap suite (Ash Blossom, Droll, Nibiru, etc.) and board‑breakers like Goblin Biker give strong going‑second power (Inferred) |
| D9 | Offensive Pressure & Closing Power | 70 | Boss monsters (Creation King 3000 ATK, Twin Dragon 2800 ATK) provide offensive pressure (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 60 | 40‑card main deck with 22 distinct cards and 40% archetype purity reduces compactness (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 70 | All 15 Extra slots filled with relevant Fusion monsters, though some are off‑archetype, yielding decent coverage (Inferred) |
| D12 | Side Deck Adaptability | 40 | Side deck is empty, limiting post‑side adaptability (Inferred) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament context or dated meta data; matchup fit is provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 65 | Many options increase complexity, but hand traps mitigate mistakes, yielding moderate error tolerance (Inferred) |
How the score was computed
Strategy profile: Toolbox. Structural ≈ 71.85, Going First ≈ 70, Going Second ≈ 78, Meta = provisional, Tournament Reliability ≈ 68. Modifiers: Side deck empty (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.99 · key two-card combo ≈ — · full-brick estimate ≈ 0.01 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Very high engine start consistency (≈98.7% chance)
- Strong hand‑trap suite for going‑second disruption
- Robust resource recursion via Memento effects
- Flexible Fusion options with high‑ATK boss monsters
Weaknesses
- No side deck limits post‑side adaptability
- Only 40% archetype purity leads to occasional dead draws
- Combo floor is modest; many steps needed to reach boss
- Higher complexity may increase pilot error
Critical choke points
- Need a Memento monster in hand to begin Fusion line
- Reliance on searchers (Forbidden Droplet, Reinforcement) for key pieces
- Limited side options to answer specific match‑up threats
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Effect Veiler | Adds a reliable hand trap to improve going‑second disruption without sacrificing deck space | |
| 2 | Twin Twisters | Provides backrow removal and extra consistency against trap‑heavy decks |
Evidence & confidence
- Verified: Legality status Legal; Card text fields resolved and copy limits within banlist
- Inferred: Engine start probability 0.987; Brick estimate 0.013; Fusion boss potential; Median output estimate; Redundancy of lines; Resource economy via searchers; Interaction layer from Fusion effects and hand traps; Going‑second power from hand trap suite; Offensive pressure from high‑ATK bosses; Main deck compactness assessment; Extra deck coverage assessment; Side deck emptiness impact; Pilotability assessment
- Provisional: Meta power lacks dated metagame 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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