Mayakashi Shiranui Deck #694222 — Yu-Gi-Oh! Master Duel
60 Main, 15 Extra, incl. Eldlich the Golden Lord x3, Hajun, the Winged Mayakashi x3, Imsety, Glory of Horus x3. Created Apr 26, 2026 by YGO Mod.
Deck Mayakashi Shiranui Master Duel
Created by: YGO Mod (20517634)
Created On: 04/26/2026
Main Deck (60)
- Alghoul Mazera x1
- Doomking Balerdroch x1
- Droll & Lock Bird x2
- Eldlich the Golden Lord x3
- Hajun, the Winged Mayakashi x3
- Hapi, Guidance of Horus x1
- Imsety, Glory of Horus x3
- Maxx "C" x1
- Mezuki x2
- Necroworld Banshee x1
- Tearlaments Havnis x1
- Tearlaments Scheiren x2
- Yuki-Musume, the Ice Mayakashi x1
- Ash Blossom & Joyous Spring x3
- Dakki, the Graceful Mayakashi x1
- Glow-Up Bloom x1
- Called by the Grave x1
- Cursed Eldland x3
- Delta of Invitation x1
- Eldlixir of Black Awakening x1
- Eldlixir of White Destiny x1
- Foolish Burial x1
- Harpie's Feather Duster x1
- King's Sarcophagus x2
- Mayakashi Return x3
- One for One x1
- That Grass Looks Greener x1
- Triple Tactics Talent x1
- Triple Tactics Thrust x3
- Zombie World x2
- Conquistador of the Golden Land x3
- Eldlixir of Scarlet Sanguine x3
- Eldlixir of the Glorious Golden Land x1
- Ghost Meets Girl - A Masterful Mayakashi Shiranui Saga x1
- Golden Land Forever! x1
- Huaquero of the Golden Land x2
Extra Deck (15)
- Eldlich the Mad Golden Lord x1
- Fallen Angel of the Golden Land x1
- Avendread Savior x1
- S:P Little Knight x1
- Vampire Fascinator x1
- Vampire Sucker x1
- Yuki-Onna, the Absolute Zero Mayakashi x1
- Yuki-Onna, the Ice Mayakashi x1
- Yuki-Onna, the Icicle Mayakashi x1
- Gashadokuro, the Skeletal Mayakashi x1
- Oboro-Guruma, the Wheeled Mayakashi x1
- Tengu, the Winged Mayakashi x1
- Tsuchigumo, the Poisonous Mayakashi x1
- Yoko, the Graceful Mayakashi x1
- The Zombie Vampire x1
Couldn't load the deck
Deck — Deck Power Evaluation
Final Contextual Deck Power: 59/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 63 |
| Going First | 60 |
| Going Second | 65 |
| Meta Power | provisional |
| Tournament Reliability | 60 |
- Primary strategy: Control
- Secondary strategies: Toolbox
- Format: master-duel
Legality
Main 60 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Establish a Zombie‑centric board with Mayakashi links and Eldlich monsters, then lock the opponent with hand traps and floodgates.; Turn‑2 OTK via Mayakashi link monsters or Fusion boss with massive ATK.
- Turn 1 (going first): Open with a hand trap (Ash Blossom, Droll & Lock Bird, Maxx "C"). Use Mayakashi Return or Triple Tactics Thrust to fetch a key Mayakashi monster, summon Hajun to search more Mayakashi, then build a link or synchro for board presence while protecting with Zombie World.
- Turn 2 (going second): Use the larger hand (6 cards) to stack hand traps, activate Golden Land Forever! or Harpie’s Feather Duster to break opponent boards, then deploy Mayakashi links and Eldlich field control.
- Recovery: If disrupted, recycle via Mayakashi Return, Necroworld Banshee, or Zombie World to resummon Zombies from the GY and re‑establish control.
- After siding: No side deck; the deck relies on in‑deck redundancy.
Why it scores here
The deck opens reliably thanks to a 93 % chance of drawing a core starter and a low brick probability, letting it launch a Mayakashi‑Zombie board quickly. Its dense suite of hand traps, negations and removal sustains pressure and survives typical disruption, while multiple independent lines (Mayakashi links, Eldlich field, Zombie World) give good resilience. Resource generators and searchers keep the engine fed, but the 60‑card main list is filler‑heavy and the lack of a side deck hurts adaptability, pulling the overall score down.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 85 | P(at least one core starter in opening hand) ≈ 0.931; low brick proxy 0.069 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 70 | Full‑brick estimate 0.069; many interchangeable tech cards keep redundancy high (Inferred) |
| D3 | Combo Conversion & Ceiling | 65 | No recorded combo boards; best plausible turn‑2 board with Mayakashi link ≈70 PowerIndex (Inferred) |
| D4 | Combo Floor & Median Output | 55 | Typical play yields a 1‑2 turn board of ~3‑4 Zombies; median PowerIndex ≈55 (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 75 | Multiple independent lines (Mayakashi links, Eldlich, Zombie World, hand traps) provide redundancy (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 70 | Searchers (Mayakashi Return, Triple Tactics Thrust) and recycle (Necroworld Banshee) give net card advantage (Inferred) |
| D7 | End-Board & Interaction Quality | 70 | 6 hand traps, 6 negations and 20 removal cards give high interaction density (Observed) |
| D8 | Going-Second & Board-Breaking Power | 65 | Hand‑trap density (6) and board‑breakers like Harpie’s Feather Duster and Golden Land Forever! give strong going‑second pressure (Inferred) |
| D9 | Offensive Pressure & Closing Power | 60 | Link monsters up to 2900 ATK and Fusion boss 3800 ATK provide decent closing power (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 45 | 60‑card main deck with only 13 % exact‑name copies lowers efficiency (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 65 | 15‑card Extra Deck uses 7 Mayakashi links and mixed synchro/fusion, covering needed summons (Observed) |
| D12 | Side Deck Adaptability | 30 | Side deck is empty, so no post‑side adaptability (Observed) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament data; meta fit is provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Complex decision tree with many interchangeable options reduces error tolerance (Inferred) |
How the score was computed
Strategy profile: Control. Structural ≈ 63, Going First ≈ 60, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: low archetype purity (-2); no side deck (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.93 · key two-card combo ≈ — · full-brick estimate ≈ 0.07 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Very high opening‑hand consistency (≈93 % core presence)
- Rich suite of hand traps, negations and removal
- Multiple independent win paths (Mayakashi links, Eldlich field, Zombie World)
- Good resource generation through searchers and recycle effects
Weaknesses
- Low exact‑archetype purity; many filler cards
- No side deck limits post‑side adaptability
- Complex decision tree can cause errors
- Reliance on specific starters (e.g., Hajun) for optimal play
Critical choke points
- Missing the first Mayakashi starter (Hajun, Mayakashi Return) limits early board development
- Eldlich field control without Eldlich the Golden Lord reduces end‑game power
- No side deck to answer unexpected meta decks
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Some generic tech spells (e.g., That Grass Looks Greener) | More targeted side‑deck cards such as Cosmic Cyclone, Solemn Judgment, or Twin Twisters | Improves side adaptability and reduces filler |
| 2 | Redundant extra‑deck links that overlap functionality | A compact Mayakashi link like Yuki‑Onna, the Ice Mayakashi for extra negation | Sharpens extra‑deck efficiency |
Evidence & confidence
- Verified: Legality status and copy limits; Card text excerpts for each card; Extra‑deck breakdown counts
- Observed: role_tag_counts showing 6 hand traps, 6 negations, 20 removals; extra_deck_breakdown showing 7 links, 5 synchros, 2 fusions, 1 xyz
- Inferred: P(at least one core starter) ≈0.931 from probabilities; Brick estimate 0.069 from composition; Engine accessibility and consistency assessment; Combo ceiling and floor estimations; Interruption resilience via multiple lines; Resource economy from searcher counts; Interaction quality from hand trap/negation counts; Going‑second board‑breaking potential; Offensive closing power from ATK values; Main‑deck efficiency from archetype purity; Pilotability from decision complexity
- Provisional: Matchup and meta‑fit assessment
- 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
Couldn't load the combos





