Centur-Ion Deck #698232 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Blue-Eyes White Dragon x3, Ash Blossom & Joyous Spring x3, Maiden of White x3. Created May 4, 2026 by YGO Mod.

Deck Centur-Ion Master Duel

Created by: YGO Mod (20517634)

Created On: 05/04/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: Low
42± 8/ 100
Power Score
Structural 44
Reliability 38
Going First 48
Going Second 46

Deck — Deck Power Evaluation

Final Contextual Deck Power: 42/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 44
Going First 48
Going Second 46
Meta Power provisional
Tournament Reliability 38
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Synchro-centric
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Synchro summon high-level dragon boards (Lv 12 Synchros or Fusion payoffs) to apply pressure through multiple negation/removal layers; Grind advantage via Blue-Eyes recursion and Centur-Ion field-trap conversion mechanics
  • Turn 1 (going first): Open a Synchro starter (Sage/Maiden/Kaibaman), Synchro into Blue-Eyes Spirit Dragon or mid-level board; layer protection via True Light and Centur-Ion trap placement
  • Turn 2 (going second): Hand traps (Ash, Infinite Impermanence) to disrupt opponent's setup; board-break via removal stack (Burst Stream, Roar of Blue-Eyed Dragons); limited OTK capability without additional setup
  • Recovery: Recursion through Blue-Eyes monster recovery (Wishes, Roar), GY access via Centur-Ion Trudea/Primera trap effects, Synchro Rumble revival for Lv7/8 Dragons
  • After siding: Unknown; no side deck present in the list

Why it scores here

This deck mixes a diluted Centur-Ion shell (only 6 exact-archetype cards, 29% core presence) with a Blue-Eyes overlay running hand traps and removal tools. The core starters (Sage, Maiden, Kaibaman) open reasonably well ~34% T1, but the deck bricks on hands lacking both a Synchro starter and a Synchro target, exacerbated by triple Blue-Eyes White Dragon (vanilla payoff requiring setup). No combo data exists; boards are inferred to reach mid-tier Synchros (Spirit Dragon, Ancient Fairy) but lack consistency redundancy—one disruption often ends lines. The deck has genuine going-second removal (Burst Stream, Roar, hand traps) but cannot reliably convert to lethal. Extra Deck is well-constructed for Synchro access (8 slots) but several Fusions are conditional luxuries. The absence of a side deck and missing core staples (Maxx C, Centur-Ion Auxila, Crimson Dragon, Emblema Oath) place this squarely below competitive baseline.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 48 P(≥1 Synchro starter in hand 5) ≈ 0.60 (Sage/Maiden/Kaibaman at 3/3/1 copies); archetype core (Centur-Ion) only 6 copies total, diluted by Blue-Eyes overlay; missing Maxx C and key Centur-Ion tutors (Verified/Observed)
D2 Opening-Hand Quality & Brick Management 38 Triple vanilla Blue-Eyes White Dragon creates conflict with searchable Level-1 Tuner density; copy histogram shows 7×3-ofs but conflicting Normal Summon roles; no dedicated hard-garnet tech observed (Inferred)
D3 Combo Conversion & Ceiling 55 Best-line inferred from Extra-Deck access: Blue-Eyes Spirit Dragon (Lv 9, negate + Special Summon loop), Stardust Sifr Divine Dragon (Lv 12, destruction immunity + negate), or high-ATK Fusions (Dragon Master Magia Lv 12); ceiling estimated 72 PowerIndex assuming uninterrupted combo (Inferred)
D4 Combo Floor & Median Output 42 Median output estimated as Lv 7–9 Synchro (Ancient Fairy, Spirit Dragon) with 1–2 layers of disruption; missing second independent line per starter; observed in guides as 'a few bodies + synchro' but no quantified board frequency (Inferred)
D5 Interruption Resilience & Route Redundancy 35 Single-line dependency: most lines thread through one Synchro summon gate; interruption of that Synchro Summon or the starter often ends the turn; recursion available via Synchro Rumble but requires GY setup and is conditional (Inferred)
D6 Resource Economy, Recovery & Grind 50 Resource signature unclear (no combo boards); estimated medium grind via Blue-Eyes recursion (Wishes, Roar GY access, Kaibaman recovery) but no net card advantage generator observed; Centur-Ion Trudea/Primera trap-field placement offers follow-up but requires field presence (Inferred)
D7 End-Board & Interaction Quality 52 End-board interaction estimated 2–3 negations/removals: Spirit Dragon's GY negate + Special Summon loop, potential True Light protection, Centur-Ion True Awakening counter-trap; lacking layered hand-trap immunity or go-second removal stacking (Inferred)
D8 Going-Second & Board-Breaking Power 48 Hand traps present in force (Ash 3×, Infinite Impermanence 3×, Droll 2×) for T2 disruption; removal suite (Burst Stream, Roar, Majesty) available; no inherent engine-through-boards (e.g., Centur-Ion Auxila board-breaker missing); estimated 45–50 going-second output (Inferred)
D9 Offensive Pressure & Closing Power 40 Closing power limited: Blue-Eyes 3000 ATK requires protection to deal lethal; Fusions reach 4500–5000 ATK but conditional (Dragon Master Magia needs 4+ monsters, Neo Ultimate needs 3×BEWD); no piercing or direct-damage synergy observed (Inferred)
D10 Main Deck Efficiency & Flexibility 44 Main Deck is 40 cards (legal min); 24 distinct cards suggest moderate flexibility; Centur-Ion core only 6 copies (10.9% purity) heavily diluted by Blue-Eyes (17 copies) and generic hand traps (8 copies); high copy variance (7×3-ofs, 2×2-ofs, 15×1-ofs) indicates inefficient packing (Verified/Inferred)
D11 Extra Deck Efficiency & Coverage 58 Extra Deck (15 slots): 8 Synchro (efficient, all Dragon-typed), 5 Fusion (Dragon Master Magia 12, Neo Ultimate 12, Tyrant Dragon 8, Ultimate Dragon 12, Last Warrior 7—mixed usability), 2 Link (Hieratic 2-star, Spirit 1-star); Synchro access excellent, Fusions redundant/conditional; no dead slots observed (Verified)
D12 Side Deck Adaptability 0 Side Deck missing (0/15 cards); post-side strategy completely unknown; unable to adapt to metagame or sideboard plans; this is a critical structural weakness (Verified)
D13 Matchup Coverage & Format Fit 38 Archetype meta-share unknown (no tournament link); Centur-Ion is archetype-level format representation ~30% core present suggests rogue/off-meta positioning; Blue-Eyes overlay is stable but not cutting-edge in Master Duel meta; matchup fit provisional without dated metagame data (Provisional)
D14 Pilotability & Error Tolerance 35 Combo complexity moderate: Sage search → Normal Summon Tuner → Synchro is 2–3 steps; multiple decision points (which Synchro? which removal?); error tolerance low due to single-line dependency—a wrong choice or disruption often ends the turn; deck requires pilot familiarity with Centur-Ion field-trap mechanics (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 44, Going First ≈ 48, Going Second ≈ 46, Meta = provisional, Tournament Reliability ≈ 38. Modifiers: No side deck (-8); Diluted archetype core (-3); Missing key staples (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional; no side deck imposes −8 modifier)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.6 · key two-card combo ≈ — · full-brick estimate ≈ 0.15 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Solid hand-trap density (Ash 3×, Infinite Impermanence 3×, Droll 2×) for disruption
  • Well-constructed Extra Deck with efficient Synchro access (8 Dragon Synchros) and multiple end-board options
  • Blue-Eyes recursion (Wishes, Roar, Kaibaman) provides grind value and follow-up capability
  • Going-second removal suite (Burst Stream, Roar, Majesty, Synchro Rumble recovery) functional for board-breaking
  • Infinite Impermanence and Called by the Grave offer going-second interaction flexibility

Weaknesses

  • No side deck; cannot adapt to metagame post-game-1, critical in best-of-3 format
  • Heavily diluted archetype core (only 6 Centur-Ion cards, 29% of meta core present); missing Maxx C, Auxila, Emblema Oath
  • Single-line dependency: most lines thread through one Synchro Summon gate; interruption often ends turn
  • Vanilla Blue-Eyes White Dragon (3 copies) conflicts with Synchro Tuner density and creates redundancy/brick risk
  • No quantified board data; estimated median output (Lv 7–9 Synchros) lacks ceiling consistency to pressure competitively
  • Limited offensive closing power; no piercing, direct damage, or ATK-pump synergy beyond base monster stats
  • Centur-Ion field-trap mechanics underdeveloped (only Trudea 2×, Primera 1×, True Awakening 1×); core cards missing

Critical choke points

  • Synchro Summon gate: one negation or disruption of Synchro Summon often terminates the T1 line
  • Starter hand: absence of both a Synchro starter and a Synchro target (e.g., hand with only Blue-Eyes + removal) bricks hard
  • Extra Deck monster dependency: several Fusions require multiple specific monsters (Dragon Master Magia needs 4+ materials); conditional payoffs
  • Post-game-1 adaptation: zero side deck means no pivot against unfavorable matchups
Priority Remove Add Reason
1 Blue-Eyes White Dragon (reduce to 2) Centur-Ion Auxila or Maxx C Triple vanilla BEWD creates inconsistency; archetype core is severely underpowered (29% present). Auxila is 100% inclusion in Centur-Ion; Maxx C is 100% staple.
2 Kaibaman the Legend Centur-Ion Primera Primus or increase Centur-Ion Phalanx Kaibaman is niche Blue-Eyes support; Primera Primus is 100% Centur-Ion core and offers better field-trap synergy.
3 Roar of the Blue-Eyed Dragons, Ultimate Fusion, Mausoleum of White Emblema Oath (3×), Centur-Ion Legatia, Centur-Ion Gargoyle II Current Blue-Eyes support slots are low-impact; Emblema Oath is 100% Centur-Ion core searcher; current list is only 29% core-complete.
4 Crimson Dragon from Extra Deck (keep 2 slots) Cosmic Blazar Dragon or Ghost Belle & Haunted Mansion (if sideboard added) Crimson Dragon is 100% archetype core but currently underutilized (no Centur-Ion setup to access it). Reserve sideboard space for post-game-1 adaptation.
5 None (add 15 side cards) Side Deck construction (15 cards): anti-meta hand traps, banish-resistant grind tools, board-breaker alternatives Current list has 0/15 side deck; this is game-losing structural weakness. Recommend tech against likely Master Duel meta (approx. 50% combo, 25% control, 25% other).

Evidence & confidence

  • Verified: Deck is Legal in Master Duel format (40 Main, 15 Extra, 0 Side); Copy limits respected: Called by the Grave ×1 (Limited), Crossout Designator ×1 (Limited), Droll & Lock Bird ×2 (Semi-Limited); Card text read from evidence.json for all 36 distinct main + extra cards; Archetype_purity: 6/55 Centur-Ion exact-name copies; 10.9% purity verified; Extra Deck breakdown: 8 Synchro, 5 Fusion, 2 Link verified; Hand-trap group: 8 copies (Ash ×3, Infinite Impermanence ×3, Droll ×2) verified; Searcher/tutors: 9 cards with 'searcher' text hint verified (Sage, Wishes, Kaibaman, Centur-Ion Primera, etc.)
  • Observed: Usage stats show Centur-Ion core cards: Trudea (100% incl, 2 copies in deck), Primera (100% incl, 1 copy in deck), Wake Up & Stand Up Centur-Ion (100% incl, 1 each in deck); Usage stats show Ash Blossom (100% incl, 3 in deck), Called by Grave (100% incl, 1 in deck), Infinite Impermanence (50% incl, 3 in deck) present
  • Inferred: P(≥1 Synchro starter in T1 hand 5) ≈ 0.60 from hypergeometric; hand-trap P(≥1 in T2 hand 6) ≈ 0.76; Median board output estimated Lv 7–9 Synchro (Ancient Fairy, Spirit Dragon) with 1–2 interaction layers, based on Extra Deck access and card-text role analysis; Best-line ceiling estimated 72 PowerIndex (Stardust Sifr or Dragon Master Magia Lv 12 uninterrupted) inferred from boss monster stats and negation text; Brick rate estimated ~15% (hands with no Synchro starter + no Synchro target) from copy histogram and conflict analysis; Interruption resilience scored 35/100: single-line dependency, limited secondary route, recursion conditional on GY state; Going-second power scored 46/100: hand traps functional, removal present, but no inherent board-break engine (Auxila missing); OTK unlikely without additional setup; Pilotability estimated 35/100: 2–3 decision points per turn, Centur-Ion field-trap mechanics require familiarity, error tolerance low due to choke points
  • Provisional: Meta Power is null (provisional) — no dated metagame sample supplied; archetype meta-share and per-pilot tournament record absent; Matchup fit is provisional without format context; Master Duel meta assumed to be combo-heavy (~30–40% share) but no hard data provided; Post-game-1 strategy is provisional: side deck is absent (0/15), so best-of-3 adaptation unknown
  • Data gaps: No combo boards exist in combos_evidence; all combo floor/median/ceiling estimates are text-role inference No tournament link; archetype meta-share percentage unknown; per-pilot match record absent No win-rate telemetry in YGOVN (going-first %, going-second %, brick rate, starter consistency frequency, OTK rate) No dated metagame sample provided; Meta Power cannot be computed (stays provisional/null) Post-side strategy completely unknown: side deck is 0/15; unable to infer post-game-1 adaptability No quantified going-second performance data; going-second power score is inferred from hand-trap + removal presence Guides present (2 Vietnamese guides) but no detailed board examples or step-by-step combo sequence; archetype-level strategy intent only

More Master Duel Info

Centur-Ion

Centur-Ion Breakdown

 
 

 

 

 

 

 

 
 

 

 
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