Psy-Frame Deck #698206 — Yu-Gi-Oh! Master Duel
45 Main, 15 Extra, incl. Radiant Typhoon Eldam x3, Radiant Typhoon Krosea x3, Radiant Typhoon Swen x3. Created May 4, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 05/04/2026
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
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 38.8 |
| Going First | 40 |
| Going Second | 45 |
| Meta Power | provisional |
| Tournament Reliability | 35 |
- Primary strategy: Toolbox
- Secondary strategies: Control, Stun
- Format: master-duel
Legality
Main 45 / Extra 15 / Side 0 — status: Illegal. 1 violation(s).
Identity & game plan
- Win condition: Control / Disruption; Board Control via Hand Traps and Tech
- Turn 1 (going first): Set up hand traps (Ash Blossom, Maxx C, PSY-Framegear Gamma) and search for key tech like Super Polymerization or Runick spells; use early removal to disrupt opponent.
- Turn 2 (going second): Utilize hand traps and Quick‑Play board‑breakers (Runick Flashing Fire, Freezing Curses) to break opponent board, then special‑summon Radiant Typhoon or Runick monsters.
- Recovery: Draw and search effects (Radiant Typhoon Vision, Mandate, Runick Fountain) replenish hand after discarding for tech.
- After siding: No side deck; cannot adapt post‑side.
Why it scores here
The deck relies on a dense suite of hand traps and quick‑play tech to disrupt opponents, but it lacks a coherent engine and suffers from high duplicate risk. Its draw/search tools give moderate resource recovery, yet the absence of recorded combos and an empty side deck limit both ceiling potential and adaptability. Illegal status from an over‑copy of Super Polymerization further caps its practical power, resulting in a low overall score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 40 | No single starter engine; the highest per‑card opening probability is ~0.30 for 3‑copy cards, giving only ~40% chance to have a functional starter (Inferred). |
| D2 | Opening-Hand Quality & Brick Management | 35 | 45‑card main deck with many 3‑copy searchers and hand traps creates high duplicate risk; estimated brick rate ~78% (Inferred). |
| D3 | Combo Conversion & Ceiling | 20 | Combos evidence reports zero recorded boards, so the deck lacks a proven high‑output combo (Observed zero, Inferred ceiling low). |
| D4 | Combo Floor & Median Output | 25 | Without recorded combos, median output is inferred from card effects and is modest, around 25–30 (Inferred). |
| D5 | Interruption Resilience & Route Redundancy | 45 | Hand traps (Ash Blossom, Maxx C, PSY‑Framegear Gamma) and multiple removal spells give some redundancy, but no alternate engine, yielding ~45 resilience (Inferred). |
| D6 | Resource Economy, Recovery & Grind | 50 | Draw/search spells (Radiant Typhoon Vision, Mandate, Runick Fountain) offset discarding for tech, giving moderate resource economy (~50) (Inferred). |
| D7 | End-Board & Interaction Quality | 55 | The deck packs 9 negation‑text cards and 18 removal‑text cards, providing decent interaction density (~55) (Inferred). |
| D8 | Going-Second & Board-Breaking Power | 50 | Going‑second hand trap probability is 0.53 and board‑breakers like Runick Flashing Fire exist, but they skip the Battle Phase, limiting pressure to ~50 (Inferred). |
| D9 | Offensive Pressure & Closing Power | 45 | Highest ATK monster is 3000 (Fonix) but requires multiple special summons; overall closing power is modest (~45) (Inferred). |
| D10 | Main Deck Efficiency & Flexibility | 30 | Main deck size 45 with many 3‑copy staples reduces efficiency; score ~30 (Inferred). |
| D11 | Extra Deck Efficiency & Coverage | 40 | Extra deck fills all 15 slots with many generic links/fusions, but limited synergy; score ~40 (Inferred). |
| D12 | Side Deck Adaptability | 20 | Side deck is empty, so no post‑side adaptation; score 20 (Verified). |
| D13 | Matchup Coverage & Format Fit | 30 | No tournament data; meta fit cannot be measured, provisional low score ~30 (Provisional). |
| D14 | Pilotability & Error Tolerance | 35 | Complex tech list and many skip‑battle‑phase effects raise error tolerance; pilotability estimated ~35 (Inferred). |
How the score was computed
Strategy profile: Toolbox. Structural ≈ 38.8, Going First ≈ 40, Going Second ≈ 45, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: Illegal status penalty (-10). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ — · key two-card combo ≈ — · full-brick estimate ≈ 0.79 (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).
- Good draw/search engine via Radiant Typhoon Vision, Mandate, Runick Fountain.
- Flexible extra‑deck with many generic links/fusions.
Weaknesses
- Illegal due to Super Polymerization over copy limit.
- No clear combo engine; high duplicate/bricks risk.
- Empty side deck limits post‑side adaptation.
- Complex tech list raises error tolerance.
Critical choke points
- Super Polymerization copy violation prevents legal play.
- Lack of core Psy‑Frame engine cards (e.g., One for One) reduces consistency.
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Super Polymerization (reduce to 2 copies) | One for One, Crossout Designator, or other Psy‑Frame core cards | Brings deck into legal range and adds a reliable starter engine. |
Evidence & confidence
- Verified: Side deck count 0 (Verified); Legality status Illegal (Verified); Card text excerpts are verified (Verified)
- Observed: Combos evidence reports zero recorded boards (Observed); Role tag counts (hand_trap 5, negation 9, removal 18) (Observed)
- Inferred: Opening hand probabilities for 3‑copy cards (~0.30) (Inferred); Brick estimate 0.7879 from archetype core group (Inferred); Dimension scores derived from card roles and probabilities (Inferred); Resource economy from draw/search spells (Inferred); Interaction density from negation/removal counts (Inferred); Pilotability from tech complexity (Inferred)
- Provisional: Meta fit cannot be measured without tournament data (Provisional)
- 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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