P.U.N.K. Deck #691990 — Yu-Gi-Oh! Master Duel
42 Main, 15 Extra, incl. K9-17 Izuna x3, Nibiru, the Primal Being x3, Noh-P.U.N.K. Foxy Tune x3. Created Apr 22, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 04/22/2026
Main Deck (42)
- Droll & Lock Bird x2
- K9-17 Izuna x3
- K9-66a Jokul x2
- K9-ØØ Lupis x1
- Mulcharmy Fuwalos x2
- Mulcharmy Purulia x1
- Nibiru, the Primal Being x3
- Noh-P.U.N.K. Deer Note x1
- Noh-P.U.N.K. Foxy Tune x3
- Noh-P.U.N.K. Ogre Dance x3
- Noh-P.U.N.K. Rising Scale x2
- Ash Blossom & Joyous Spring x3
- Gagaku-P.U.N.K. Wa Gon x1
- Ghost Belle & Haunted Mansion x2
- Ghost Ogre & Snow Rabbit x2
- Hop Ear Squadron x2
- Noh-P.U.N.K. Ze Amin x3
- Ukiyoe-P.U.N.K. Sharakusai x1
- "A Case for K9" x1
- Emergency Teleport x3
- P.U.N.K. JAM Extreme Session x1
Extra Deck (15)
- Adamancipator Risen - Dragite x1
- Baronne de Fleur x1
- Black Rose Dragon x1
- Black Rose Moonlight Dragon x1
- Crimson Blader x1
- Crossmind Archfiend x2
- Enigmaster Packbit x1
- Juraishin, the Cursed Thunder God x1
- P.U.N.K. JAM Dragon Drive x2
- Psychic End Punisher x1
- Scarlight Red Dragon Archfiend x1
- Ukiyoe-P.U.N.K. Amazing Dragon x2
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 62/100 (±7 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 63 |
| Going First | 66 |
| Going Second | 68 |
| Meta Power | provisional |
| Tournament Reliability | 60 |
- Primary strategy: Synchro Combo
- Secondary strategies: Midrange, Hand-Trap Control
- Format: master-duel
Legality
Main 42 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Synchro summon multiple Level 8/11 Psychic Synchro monsters (P.U.N.K. JAM Dragon Drive, Ukiyoe-P.U.N.K. Amazing Dragon, Baronne de Fleur) to establish layered negation and removal-based board.; Grind game via LP recovery and draw effects; accumulate hand advantage through Gagaku-P.U.N.K. Wa Gon and P.U.N.K. JAM Extreme Session.
- Turn 1 (going first): Synchro summon into Baronne de Fleur or Amazing Dragon using Psychic Tuners (Ash Blossom, Ghost Ogre, Ze Amin, Sharakusai) and non-Tuner bodies. Set up 1-2 negations/removal layers and protection.
- Turn 2 (going second): Use hand traps (Ash, Ghost Belle, Ghost Ogre, Nibiru, Droll) to disrupt opponent's setup; Hop Ear Squadron enables surprise Synchro via opponent's Main Phase. Emergency Teleport fetches Psychic monsters for follow-up Synchro or board extension.
- Recovery: P.U.N.K. JAM Extreme Session recycles banished P.U.N.K. cards; Noh-P.U.N.K. Rising Scale and Deer Note resurrect from GY. Gagaku-P.U.N.K. draws when targeted. Mulcharmy Fuwalos/Purulia replace cards when hand empty, enabling resource refill.
- After siding: No side deck supplied; cannot assess post-side transformations. Likely side tech: additional hand traps, floodgates, or engine flexibility, but not verifiable from current list.
Why it scores here
This P.U.N.K. Synchro deck reliably opens one Psychic Tuner + non-Tuner combo line (P(≥1 core starter) ≈ 86% going first), summoning Baronne de Fleur or Amazing Dragon for negation and soft bounce. Median output includes layered interaction (negate + draw/search) rather than raw board pressure, and the deck regenerates through GY recursion and hand refill. However, it runs only 24% of the archetype's top-tier core cards (missing Infinite Impermanence, Dominus Purge, and key Psychic tech), limiting consistency and setup reliability. Opening hand quality suffers from scattered 1-ofs and off-archetype splash (K9, Mulcharmy, Archfiend), raising brick risk. Going-second disruption is solid via hand traps and Hop Ear Squadron, but closing power is modest (low ATK bosses, reliant on control not pressure). The 42-card main is slightly over-bloated; the Extra Deck is efficient for Synchro summoning but underutilizes Synchro toolboxing. No tournament data or post-side plan available; Meta Power is provisional.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 72 | P(≥1 P.U.N.K. Tuner or combo starter in opening hand) ≈ 86% from archetype core; Emergency Teleport at 3 copies and 7 Level 3 Psychics provide consistent bootstrap into Synchro lines (Inferred). |
| D2 | Opening-Hand Quality & Brick Management | 60 | Hand contains multiple redundant 3-ofs (Ash, Ze Amin, Foxy Tune, Emergency Teleport, Ogre Dance) and scattered 1-ofs (Deer Note, Sharakusai, Gagaku, P.U.N.K. JAM), raising multi-card brick risk despite Mulcharmy fallback; 42-card deck size adds variance (Inferred). |
| D3 | Combo Conversion & Ceiling | 68 | Best recorded Synchro ceiling involves Baronne de Fleur (negate + destroy) + Amazing Dragon (bounce up to 3) with remaining hand; no combo data supplied but card text supports 2-3 interaction pieces T1 (Inferred from text). |
| D4 | Combo Floor & Median Output | 58 | Median game opens 1-2 Synchro bosses with one negation + search/draw; starter diversity (Ze Amin, E-Tele, K9, Mulcharmy) limits guaranteed ceiling but enables fallback (Inferred). |
| D5 | Interruption Resilience & Route Redundancy | 64 | Multiple independent Tuner starters and GY recursion (Rising Scale, Deer Note, JAM Extreme) allow continuation after disruption; however, single chokepoint on E-Tele availability and Limited Droll restricts route count (Inferred). |
| D6 | Resource Economy, Recovery & Grind | 70 | JAM Extreme and Gagaku-P.U.N.K. provide draw; Rising Scale and Deer Note recycle; net card advantage ≈ neutral to +1 per cycle; LP cost (600 LP multiple times per turn) is sizable but managed by Foxy Tune LP gain (Inferred from text). |
| D7 | End-Board & Interaction Quality | 66 | End boards feature Baronne (negate + destroy) and/or Amazing Dragon (bounce) plus one Level 11 Psychic; interaction density modest (1-2 effects live), layering present but not redundant; many Extra Deck choices are situational rather than core (Inferred). |
| D8 | Going-Second & Board-Breaking Power | 68 | Hand traps (Ash ×3, Ghost Belle ×2, Ghost Ogre ×2, Nibiru ×3, Droll ×2 = 12 copies) provide 88.7% going-second access to at least one; Hop Ear Squadron enables opponent's-turn Synchro summon for board piercing; solid going-second interaction but limited removal (Inferred). |
| D9 | Offensive Pressure & Closing Power | 55 | Boss monsters (Baronne 3000 ATK, Amazing Dragon 3000 ATK, Psychic End Punisher 3500 ATK) lack piercing or direct effects; closing requires multiple turns or disruption-stall; offensive value modest compared to control output (Verified from card stats). |
| D10 | Main Deck Efficiency & Flexibility | 65 | Main Deck: 42 cards (2 over minimum), 21 distinct, 7×3-copy, 7×2-copy, 7×1-copy split; composition coherent within Psychic Tuner shell but diluted by splash archetypes (K9 ×7, Mulcharmy ×3, Archfiend ×2); ~33% archetype purity limits compactness (Verified). |
| D11 | Extra Deck Efficiency & Coverage | 70 | 15 Extra Deck slots: 15 Synchro (all 8-level or 11-level Psychic/generic tools); high utilization ratio; all are main-deck-accessible via Tuner routes; no dead or mandatory-only slots (Verified). |
| D12 | Side Deck Adaptability | 0 | Zero side deck supplied; cannot evaluate post-side transformation, flexibility, or meta tech swaps; this is a major gap for best-of-3 assessment (Data Gap). |
| D13 | Matchup Coverage & Format Fit | 60 | P.U.N.K. archetype is established and niche-playable in Master Duel; guides confirm it has draw/recursion and engine compatibility, suggesting moderate format positioning; no dated metagame sample; score is provisional based on archetype niche, not this specific deck's meta fit (Provisional). |
| D14 | Pilotability & Error Tolerance | 62 | Synchro routes are moderately complex (5-7 summon steps per line); Tuner and non-Tuner gating is clear; however, multiple LP payment decision points, GY/hand/field cycling, and 1-of tech selection increase pilot execution burden; error tolerance moderate (Inferred). |
How the score was computed
Strategy profile: Combo. Structural ≈ 63, Going First ≈ 66, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: Missing Core Cards (-3); No Side Deck (-2); LP Payment Burden (-1); Competent Going-Second Plan (2). Final formula: 0.80*Structural (63) + 0.20*TournamentReliability (60) = 62.4 → 62 (Meta provisional, no dated sample)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.86 · key two-card combo ≈ — · full-brick estimate ≈ 0.14 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Consistent Psychic Tuner shell: 14 Tuners and Emergency Teleport at 3 copies enable reliable Synchro bootstrap (P ≈ 86%).
- Layered interaction: Baronne de Fleur + Amazing Dragon + removal/draw provides multi-faceted going-first board.
- Strong going-second package: 12 hand traps (88.7% access) + Hop Ear Squadron surprise Synchro summon allow disruption and counterplay.
- Resource recovery: P.U.N.K. JAM Extreme Session, Rising Scale, Deer Note, and Gagaku-P.U.N.K. Wa Gon enable GY recursion and draw.
- Flexible Extra Deck: All 15 Synchro slots are accessible and have clear utility (negation, bounce, removal, stat tools).
Weaknesses
- Significant core-card deviations: Only 24% of archetype usage-stat core present; missing Infinite Impermanence, Dominus Purge, and key Psychic techs (Silent Magician, Serene Sorceress, etc.) reduces setup speed and consistency.
- Median combo output modest: Typical boards feature 1 negation + 1 search/draw rather than overwhelming pressure; ceiling-floor gap is present.
- Brick risk elevated: 42-card main, scattered 1-ofs, and off-archetype splash raise redundancy; true brick ~8–10%, which is moderate-to-high for a Combo deck.
- Offensive closing power weak: Boss monsters lack piercing, direct effects, or ATK scaling; deck relies on control and grind rather than lethal conversion.
- LP payment burden: Repeated 600 LP costs can reduce long-game resources; gains are present (Foxy Tune, draws) but management is risky under heavy disruption.
- No side deck supplied: Cannot assess post-side flexibility or best-of-3 resilience; a critical gap for tournament play.
Critical choke points
- Emergency Teleport availability: If E-Tele is negated or hand-trapped turn 1, consistency dips significantly; only 3 copies and no redundant searcher in most opening lines.
- Droll & Lock Bird at Semi-Limited (2 copies only): Reduces draw-disruption defense and searchable access; opponent Droll locks this deck effectively.
- Single P.U.N.K. core piece in hand: Many turns require at least 1 exact P.U.N.K. body (Ze Amin, Foxy Tune, Ogre Dance) to start; if that 1-of is already used, backup lines are weaker.
- GY dependency: Rising Scale, Deer Note, JAM Extreme recovery requires at least 1 card in GY and a live Psychic monster; if GY is banished or field is clear, recursion stalls.
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | K9-17 Izuna (3), K9-66a Jokul (2), K9-ØØ Lupis (1), A Case for K9 (1) | Infinite Impermanence (3), Dominus Purge (2), Serene Psychic Girl (1), Serene Psychic Sorceress (1) | K9 splash (7 copies) dilutes Psychic Tuner consistency and adds minimal combo value. Archetype data shows these core cards are in 100% of top-tier P.U.N.K. lists. Infinite Impermanence and Dominus Purge provide negation without field clutter; Serene cards support Psychic synergy and Extra Deck access. |
| 2 | Mulcharmy Fuwalos (2), Mulcharmy Purulia (1) | Psychic Nightmare (1), Hyper Psychic Riser (1), Ghost Ogre & Snow Rabbit (1, upgrade from 2) | Mulcharmy (3 copies) has narrow activation (no cards on field) and low utility density. Psychic Nightmare, Hyper Psychic Riser, and extra Ghost Ogre improve consistency, hand-trap density, and board presence without field constraints. |
| 3 | Hop Ear Squadron (2), Noh-P.U.N.K. Deer Note (1) | PSY-Framelord Zeta (1), Cyber Slash Harpie Lady (1), Leo, the Keeper of the Sacred Tree (1) | Hop Ear Squadron is a luxury tech with niche value (opponent's-turn Synchro). Extra Deck slots and main-deck real estate are better spent on Psychic toolbox monsters that support multiple lines and interaction density. |
| 4 | Zero side deck (current) | Construct a 15-card side deck with: Floodgates (Ghost Reaper & Winter Cherub, Mistake), additional hand traps (Impermanence, Ash Blossom 1 copy), and engine flex (e.g., Bystial Sigils if format warrants). | Post-side plan is currently unmeasurable (0/15 side). Best-of-3 competence requires clear matchup tech and transformation strategy. |
Evidence & confidence
- Verified: Legality: 42 main, 15 extra, 0 side; all cards resolved and legal in Master Duel.; Card text: All card excerpts match YGOProDeck database for resolved P.U.N.K., K9, Mulcharmy, hand-trap, and Synchro entries.; Banlist status: Droll & Lock Bird is Semi-Limited (2 legal copies); deck runs 2 copies (legal).; Composition: 21 distinct main, 12 distinct extra; 14 Tuners, 15 Synchro Extra Deck.; Usage statistics: P.U.N.K. archetype core stats available; 25 top-deck core cards identified; this deck runs 6/25 (24%).
- Observed: Archetype guides (Vietnamese) confirm P.U.N.K. is a coherent Psychic Synchro shell with draw/recursion and LP-payment patterns.; Guide snippets describe Emergency Teleport at 3 as enabling smooth combos and P.U.N.K. as a flex engine (can support other decks).
- Inferred: D1 (Consistency): P(≥1 starter) ≈ 86% from archetype core hypergeometric; Emergency Teleport + 14 Tuners provide reliable bootstrap.; D2 (Brick management): Multiple 3-ofs + scattered 1-ofs + 42-card main → estimated full brick ~8–10%; Mulcharmy fallback reduces true brick.; D3–D4 (Combo ceiling/floor): No boards supplied; inferred from card text (Baronne negate+destroy, Amazing Dragon bounce, searchers) that median is 1-2 effects, ceiling is 2-3 with hand float.; D5 (Interruption resilience): Multiple starter types (7 Tuner distinct names) allow independent lines; GY recursion (Rising Scale, Deer Note, JAM Extreme) supports recovery.; D6 (Resource economy): LP costs (600 multiple times, 1500 optional) vs. draws (Gagaku, JAM Extreme 2x per turn) and gains (Foxy Tune) → net neutral to +1 per cycle; grind moderate.; D7 (End-board interaction): Baronne + Amazing Dragon + float = 2-3 interaction pieces; interaction density modest; not redundant or overwhelming.; D8 (Going-second power): Hand-trap density (12 copies, 88.7% opening access) + Hop Ear Squadron surprise = solid disruption and recovery, inferred from card role tags.; D9 (Offensive power): Boss ATK 2700–3500; no piercing or direct effects; closing is control-based, not pressure-based.; D10 (Main efficiency): 42-card main (2 over minimum); coherent Psychic shell but diluted by K9 ×7, Mulcharmy ×3, Archfiend ×2 splash.; D11 (Extra efficiency): All 15 Synchro are level 7–11 Psychic or generic; every slot has clear utility; no wasted space.; D12 (Side adaptability): Zero side cards; cannot infer post-side plans; scoring is null.; D13 (Matchup fit): P.U.N.K. is established niche in Master Duel; archetype guides confirm relevance; no dated meta sample for format-specific fit.; D14 (Pilotability): Synchro routes 5–7 steps per line; LP decisions and GY cycling add burden; complexity moderate–high.
- Provisional: Meta Power: Archetype meta-share is context (niche, established); without a dated metagame sample (top-deck list by play frequency or tournament top-8 representation), Meta Power remains Provisional.; D13 (Matchup format fit): Master Duel metagame context would sharpen this; currently inferred from guides alone.
- Data gaps: No combo boards supplied: combo data is empty. All D3–D5 assessments are text-role inference, not empirical board data. No tournament link: tournament data.available = false. No per-pilot match record, archetype meta-share frequency, or dated metagame sample. No side deck: The deck provides 0/15 side cards. Cannot evaluate post-side transformations, meta-tech, or best-of-3 resilience. No win-rate telemetry: YGOVN does not track going-first/second, brick, starter, matchup, or OTK rates for this deck. All performance estimates are Inferred. Limited guide depth: 4 guides are attached (Vietnamese), but snippets are brief and do not detail full combo sequences, matchup notes, or specific tech choices for this exact list.
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