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.

Deck P.U.N.K. Master Duel

Created by: YGO Mod (20517634)

Created On: 04/22/2026

 
 


Official AI Deck Power Analysis
Synchro ComboConfidence: MediumEvaluated Apr 22, 2026
62± 7/ 100
Power Score
Structural 63
Reliability 60
Going First 66
Going Second 68

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.
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.

More Master Duel Info

P.U.N.K.

P.U.N.K. Breakdown

 
 

 

 

 

 

 

 
 

 

 
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