Psy-Frame Deck #698106 — Yu-Gi-Oh! Master Duel
45 Main, 15 Extra, incl. Radiant Typhoon Eldam x3, Radiant Typhoon Krosea x3, Radiant Typhoon Swen x3. Created May 3, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 05/03/2026
Main Deck (45)
- Maxx "C" x1
- Radiant Typhoon Eldam x3
- Radiant Typhoon Fonix, the Great Flame x1
- Radiant Typhoon Krosea x3
- Radiant Typhoon Meghala x1
- Radiant Typhoon Swen x3
- Radiant Typhoon Varuroon, the Vibrant Vortex x1
- PSY-Frame Driver x1
- Ash Blossom & Joyous Spring x3
- PSY-Framegear Gamma x1
- Called by the Grave x1
- Mystical Space Typhoon x3
- Radiant Typhoon Chant x3
- Radiant Typhoon Vision x3
- Runick Destruction x1
- Runick Dispelling x1
- Runick Flashing Fire x3
- Runick Fountain x1
- Runick Freezing Curses x2
- Runick Slumber x2
- Runick Smiting Storm x1
- Runick Tip x2
- Super Polymerization x3
- Radiant Typhoon Mandate x1
Extra Deck (15)
- Garura, Wings of Resonant Life x1
- Geri the Runick Fangs x1
- Hugin the Runick Wings x2
- Mudragon of the Swamp x1
- Predaplant Triphyoverutum x1
- Sea Monster of Theseus x1
- Sleipnir the Runick Mane x1
- Radiant Typhoon Varuroon, the Marine Eidolon x2
- S:P Little Knight x1
- Underworld Goddess of the Closed World x1
- Wynn the Wind Charmer, Verdant x1
- Super Starslayer TY-PHON - Sky Crisis x1
- Totem Bird x1
Couldn't load the deck
Deck — Deck Power Evaluation
Final Contextual Deck Power: 29/100 (±10 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 35.45 |
| Going First | 32 |
| Going Second | 38 |
| Meta Power | provisional |
| Tournament Reliability | 30 |
- Primary strategy: Combo
- Secondary strategies: Toolbox
- Format: master-duel
Legality
Main 45 / Extra 15 / Side 0 — status: Illegal. 1 violation(s).
Identity & game plan
- Win condition: Fusion Summon via Super Polymerization and Runick extra‑deck monsters
- Turn 1 (going first): Aim to open with a hand trap (Ash Blossom or Maxx C) and a Quick‑Play spell (MST) to protect a Radiant Typhoon monster, then set up a Super Polymerization fusion.
- Turn 2 (going second): Use six‑card hand to flood the field with Quick‑Play spells and hand traps, then activate Super Polymerization or Runick removal to break the opponent’s board.
- Recovery: Utilize Runick Fountain and Runick Flashing Fire to recycle spells and summon extra‑deck monsters after disruption.
- After siding: No side deck present; the deck relies on its main‑deck flexibility.
Why it scores here
The deck tries to open with hand traps and Quick‑Play spells to protect a Radiant Typhoon monster, then fuse a powerful monster with Super Polymerization. Its engine is fragile: the core starter probability is only ~21% and the over‑copy of Super Polymerization makes the list illegal, heavily penalising consistency. Interaction is decent thanks to many removal and negation spells, but the lack of a side deck and the high brick risk keep overall power low. Because the list is illegal and lacks recorded combo data, the evaluation is theoretical and confidence is low.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 30 | P(at least one core starter in opening 5) ≈ 0.212 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 25 | High 3‑copy redundancy across many Quick‑Play spells raises brick risk (Inferred) |
| D3 | Combo Conversion & Ceiling | 50 | Potential 2‑card fusion via Super Polymerization + Runick monster gives a ceiling ~50 (Inferred) |
| D4 | Combo Floor & Median Output | 30 | Typical hand lacks both starter and fusion material, median output ~30 (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 40 | Hand traps (Ash Blossom, Maxx C, PSY‑Framegear) provide some resilience but engine is single‑path (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 35 | Many effects skip the Battle Phase and banish opponent's deck, limiting resource recovery (Inferred) |
| D7 | End-Board & Interaction Quality | 40 | Runick removal and Radiant Typhoon board‑breakers give interaction density ~40 (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 45 | Six‑card hand includes multiple Quick‑Play spells, giving decent going‑second pressure (Inferred) |
| D9 | Offensive Pressure & Closing Power | 40 | Highest ATK monster (Radiant Typhoon Fonix 3000) requires multiple conditions, closing power modest (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 30 | 45‑card main deck with 58 off‑archetype copies reduces efficiency (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 35 | 15‑card extra deck spread over 13 distinct cards, many situational (Inferred) |
| D12 | Side Deck Adaptability | 0 | No side deck entries → zero adaptability (Verified) |
| D13 | Matchup Coverage & Format Fit | 20 | No tournament context or meta‑share data available (Provisional) |
| D14 | Pilotability & Error Tolerance | 30 | Complex chain of Quick‑Play spells, hand traps and fusion effects raises error tolerance (Inferred) |
How the score was computed
Strategy profile: Combo. Structural ≈ 35.45, Going First ≈ 32, Going Second ≈ 38, Meta = provisional, Tournament Reliability ≈ 30. Modifiers: Illegal overcopy (-5). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.21 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Strong hand‑trap suite (Ash Blossom, Maxx C, PSY‑Framegear Gamma)
- Varied removal and banish effects from Runick spells
Weaknesses
- Illegal over‑copy of Super Polymerization
- High brick probability due to many 3‑copy Quick‑Play spells
- Lack of a side deck limits adaptability
Critical choke points
- Super Polymerization copy limit violation
- Reliance on a single fusion starter
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Super Polymerization (3 copies) | Super Polymerization (2 copies) or alternative fusion like Polymerization | Brings deck into legal range and reduces brick risk |
| 2 | Some 3‑copy Quick‑Play spells (e.g., Radiant Typhoon Vision) | More searchers or consistent starters (e.g., One for One, Crossout Designator) | Improves starter consistency and core engine accessibility |
Evidence & confidence
- Verified: Super Polymerization over‑copy violation; Side deck count = 0
- Inferred: Starter probability 0.2121; Brick risk from 3‑copy redundancy; Potential fusion ceiling; Median floor estimate; Resilience from hand traps; Resource cost of skip‑battle effects; Interaction density from Runick removal; Going‑second pressure from six‑card hand; Closing power limited by conditional summons; Main deck inefficiency from off‑archetype copies; Extra deck spread over many situational cards; Pilotability complexity
- Provisional: Matchup and meta fit lacking
- 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





