Dragunity Deck #709883 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Dragunity Quirinus x3, Kashtira Fenrir x3, Ash Blossom & Joyous Spring x3. Created May 29, 2026 by YGO Mod.

Deck Dragunity Master Duel

Created by: YGO Mod (20517634)

Created On: 05/29/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: MediumEvaluated Jul 22, 2026
56± 7/ 100
Power Score
Structural 61
Reliability 55
Going First 58
Going Second 65

Deck — Deck Power Evaluation

Final Contextual Deck Power: 56/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 61
Going First 58
Going Second 65
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Toolbox
  • Secondary strategies: Control
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Dragunity engine + board control; Hand‑trap disruption
  • Turn 1 (going first): Search Dragon Ravine, summon Dragunity Quirinus, equip Dragunity monsters and protect with hand traps while building a mid‑range board
  • Turn 2 (going second): Deploy hand traps and board‑breakers to disrupt opponent, then launch Dragunity Synchro/Link monsters for pressure
  • Recovery: Use searchers (Dragon Ravine, Quirinus) and draw engines (Maxx C, Mulcharmy) to rebuild after disruption
  • After siding: No side deck; rely on flexible hand‑trap play and alternative extra‑deck summons

Why it scores here

The deck reliably opens with at least one Dragunity core piece (~82% chance) and can quickly search key engine cards, giving decent early consistency. Hand traps and a rich suite of negation/removal provide strong interaction and resilience against disruption. However, missing several core Dragunity cards limits the typical combo floor, and the absence of a side deck reduces adaptability, keeping overall power moderate.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 65 P(at least one core starter in opening 5) ≈ 0.82, giving solid early engine access (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Full‑brick chance ≈ 18% and many tech cards increase hand variance (Inferred)
D3 Combo Conversion & Ceiling 70 Potential to summon 3300‑ATK Dragunity Ascalon or similar gives a high combo ceiling (Inferred)
D4 Combo Floor & Median Output 55 Typical lines produce mid‑range boards around 2000‑2500 ATK (Inferred)
D5 Interruption Resilience & Route Redundancy 70 Hand traps, several independent extra‑deck summons, and recursion provide good interruption resilience (Inferred)
D6 Resource Economy, Recovery & Grind 65 Searchers (Dragon Ravine, Quirinus) and draw engines (Maxx C, Mulcharmy) support recovery (Inferred)
D7 End-Board & Interaction Quality 75 15 negation‑text cards and 20 removal‑text cards give strong end‑board interaction (Observed)
D8 Going-Second & Board-Breaking Power 70 90% chance to have a hand trap in a 6‑card hand and multiple board‑breakers boost second‑player power (Inferred)
D9 Offensive Pressure & Closing Power 60 Extra‑deck includes 3300‑ATK Dragunity Ascalon and 2400‑ATK Georgius for closing pressure (Inferred)
D10 Main Deck Efficiency & Flexibility 50 Only 43.6% exact‑name purity and 23 distinct cards make the deck somewhat unfocused (Inferred)
D11 Extra Deck Efficiency & Coverage 60 15 extra‑deck slots are fully utilized across links, synchros and xyz (Observed)
D12 Side Deck Adaptability 30 No side deck limits adaptability after the first game (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament or meta data available, so matchup fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 45 Heavy hand‑trap and tech choices increase complexity, lowering error tolerance (Inferred)

How the score was computed

Strategy profile: Toolbox. Structural ≈ 61, Going First ≈ 58, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: Side deck absence (-2); Low archetype purity (-1); Missing core Dragunity cards (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.82 · key two-card combo ≈ — · full-brick estimate ≈ 0.18 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • High hand‑trap density
  • Strong interaction suite with many negation/removal cards
  • Flexible extra‑deck options covering links, synchros and xyz

Weaknesses

  • Low core Dragunity engine consistency
  • No side deck limits post‑side adaptability
  • Mixed archetype reduces overall focus

Critical choke points

  • Missing core Dragunity cards (Whirlwind, Gae Dearg, etc.)
  • Reliance on hand‑trap draw engines for recovery
Priority Remove Add Reason
1 Some generic tech cards (e.g., Pressured Planet Wraitsoth, Bystial Magnamhut) Core Dragunity pieces such as Dragunity Whirlwind, Dragunity Knight – Gae Dearg, and Forbidden Droplet Improves engine consistency and reduces reliance on side‑deck substitutes
2 Excess non‑Dragunity monsters Additional Dragunity tuners (e.g., Dragunity Dux) and searchers Boosts starter reliability and streamlines the deck

Evidence & confidence

  • Verified: Legality status Legal; Side deck count 0
  • Observed: 15 negation‑text cards and 20 removal‑text cards; 15 extra‑deck slots fully utilized
  • Inferred: P(at least one core starter ≈ 0.82); Full‑brick chance ≈ 0.18; High‑ATK extra‑deck monsters provide ceiling; Typical mid‑range board output; Redundancy from hand traps and extra‑deck options; Searchers and draw engines support resource economy; 90% hand‑trap presence in 6‑card hand; High‑ATK monsters for closing pressure; Low archetype purity and many distinct cards reduce efficiency; Missing core Dragunity cards lower consistency; Complexity from many hand traps lowers pilotability
  • Provisional: No tournament or meta data available
  • 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

More Master Duel Info

Dragunity

Dragunity Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
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