Exodia Deck #710342 — Yu-Gi-Oh! Master Duel
40 Main, 15 Extra, incl. Heart of the Blue-Eyes x3, Sengenjin Wakes from a Millennium x3, Shield of the Millennium Dynasty x3. Created May 31, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 05/31/2026
Main Deck (40)
- Dimension Shifter x1
- Exodia the Forbidden One x1
- Golem that Guards the Millennium Treasures x2
- Heart of the Blue-Eyes x3
- Maxx "C" x1
- Mulcharmy Fuwalos x1
- Sengenjin Wakes from a Millennium x3
- Shield of the Millennium Dynasty x3
- Left Arm of the Forbidden One x1
- Left Leg of the Forbidden One x1
- Right Arm of the Forbidden One x1
- Right Leg of the Forbidden One x1
- Ash Blossom & Joyous Spring x3
- Millennium Ankh x3
- Obliterate!!! Blaze x1
- Super Polymerization x3
- Triple Tactics Talent x3
- Wedju Temple x2
- Angel Statue - Azurune x1
- Exxod Fires of Rage x2
- Infinite Impermanence x3
Extra Deck (15)
- Garura, Wings of Resonant Life x1
- Mudragon of the Swamp x1
- The Unstoppable Exodia Incarnate x3
- Yubel - The Loving Defender Forever x1
- Aussa the Earth Charmer, Immovable x1
- Knightmare Cerberus x1
- Knightmare Phoenix x1
- Moon of the Closed Heaven x1
- Predaplant Verte Anaconda x1
- S:P Little Knight x1
- Silhouhatte Rabbit x1
- Underworld Goddess of the Closed World x1
- Psychic End Punisher x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 28/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 35 |
| Going First | 38 |
| Going Second | 46 |
| Meta Power | provisional |
| Tournament Reliability | 32 |
- Primary strategy: Alternate Win Condition / Draw Mill
- Secondary strategies: Toolbox, Control
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).
Identity & game plan
- Win condition: Assemble all five Exodia pieces (Exodia the Forbidden One + four limbs) in hand to instantly win the duel; Summon The Unstoppable Exodia Incarnate and use its negation and LP-scaling ATK to control and grind out the opponent
- Turn 1 (going first): Place Millennium monsters in Spell/Trap zones via Shield/Sengenjin effects to set up searches and board stall; protect Exodia assembly pieces with interaction
- Turn 2 (going second): Use hand traps (Ash, Impermanence, Dimension Shifter) to disrupt opponent; attempt to assemble pieces in hand or pivot to Exodia Incarnate if Millennium engines stall
- Recovery: Millennium Ankh and Golem provide redundant Millennium card placement; Exxod Fires in GY can be banished to search Forbidden One pieces; limited graveyard recursion means recovery window is narrow
- After siding: No side deck provided; unable to analyze post-side transformation or tech swaps
Why it scores here
This deck attempts to combine a Millennium-engine board stall with Exodia hand-assembly as its primary win condition. While the ceiling—assembling all five pieces or resolving Millennium Ankh into The Unstoppable Exodia Incarnate—is genuine, the deck suffers from severe structural conflicts. The 40-card main deck dilutes consistency; three copies of 3-ofs (Millennium starters, hand traps, tech) create redundancy and brick risk. The median line rarely assembles pieces before turn 3–4, leaving the deck vulnerable to early disruption. Interaction is present but modest; the board rarely establishes unbreakable locks. No side deck is provided, eliminating post-side adaptation. Most critically, the deck is illegal in Master Duel format (Super Polymerization ×3 / Golem ×2), which caps its structural score and makes any final contextual rating theoretical. Popularity and archetype recognition did not contribute to the score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 32 | P(≥1 Millennium starter in opening 5) ≈ 0.80 but distributed across 8 distinct cards at 1–3 copies each; archetype core group consistency ≈ 0.9996 but that core includes interchangeable pieces; P(Exodia pieces in hand without search) ≈ 0.15 going first (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 28 | Hard garnet density (four Exodia limbs at 1 copy each, plus Exodia head at 1 copy) means 2/40 draws are purely dead; redundant Millennium effects (three each of Shield/Sengenjin) create conflicting Normal Summon attempts; no segregation of these roles (Inferred) |
| D3 | Combo Conversion & Ceiling | 65 | Best recorded line: Millennium Ankh search into Exodia Incarnate boards a Level-10 boss with triple negation and ATK scaling; alternative: assemble five pieces in hand via searches and stall. Ceiling PowerIndex ≈ 75–80 when uninterrupted (Inferred from card text) |
| D4 | Combo Floor & Median Output | 35 | Median board: one or two Millennium Continuous Spells + hand-trap protection; most games do not resolve Ankh (requires reveal + five pieces live on field/hand/field, rarely met by T2). Median PowerIndex ≈ 45 (Inferred from composition and starter diversity) |
| D5 | Interruption Resilience & Route Redundancy | 22 | Single critical choke point: Millennium Ankh resolve. Ash/Impermanence can negate it; once negated or milled, the line collapses. Exxod recursion is a one-time banish-from-GY effect; deck has no redundant tutors for the core five pieces. Board stall without Ankh is fragile (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 38 | Millennium Ankh pay-effect (reveal hand pieces) generates no card draw; Golem/Shield tutors (search from Deck) net +0 in card economy. Hand traps and Knightmare/Silhouette Link effects draw incidentally. Resource math is near-zero; grind window is 2–3 turns before hand empties (Inferred) |
| D7 | End-Board & Interaction Quality | 45 | End-board negation: Exodia Incarnate (3 copies, triple negate) or Underworld Goddess (1 copy, effect negate all opp monsters). Interaction density is modest; most boards lack a second layered interaction. Floodgate count = 1 (Dimension Shifter, one-of) (Inferred from card text and role-tag counts) |
| D8 | Going-Second & Board-Breaking Power | 48 | Going-second hand is 6 cards. P(hand trap ≥1 in 6) ≈ 0.76 (8 total copies). Super Polymerization (3 copies, over-limit in Master Duel) is one of few board-breakers; Knightmare links can pop Spell/Trap but require Extra-Deck resource commitment. Going-second power is real but fragile (Inferred) |
| D9 | Offensive Pressure & Closing Power | 52 | Exodia Incarnate ATK = opponent's LP; ends duel outright via Exodia assembly. Psychic End Punisher (1 copy Synchro, 3500 ATK) is a secondary boss. Most non-boss monsters are utility (0–2000 ATK). Closing power depends on Incarnate Summon or piece assembly, not chip damage (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 35 | 40-card main deck is legal for Master Duel but not optimized for consistency. 21 distinct cards with skew toward 3-ofs (8 cards at ×3). Five Exodia pieces locked at 1 copy each (format rules) are sunk slots. Slot efficiency is poor; many Millennium effects overlap (Shield = Sengenjin = Golem effect placement) (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 42 | 15-card Extra Deck: 6 Fusion (3× Exodia Incarnate mandatory; others tech), 8 Link, 1 Synchro. Exodia Incarnate is mandatory but leaves only 12 flex slots. Fusion-centric design (Super Polymerization unlock via Verte) but limited redundancy for non-Ankh lines. Synchro access (one card, Psychic End Punisher) is minimal (Inferred) |
| D12 | Side Deck Adaptability | 0 | No side deck provided. Best-of-3 analysis impossible. Post-side transformation and tech flexibility are unknown. Rated 0 (Unknown) |
| D13 | Matchup Coverage & Format Fit | 32 | Exodia is a novelty/alternate-win archetype with niche representation in Master Duel meta. Deck runs 73.7% of archetype-core cards (14/19), so it follows the archetype standard. Tournament meta-share data unavailable. Archetype fit is moderate but format matchups are speculative (Provisional) |
| D14 | Pilotability & Error Tolerance | 38 | Millennium effect placements (Shield/Sengenjin/Golem → Spell/Trap Zone as face-up Continuous) require multi-step sequencing and decision trees. Ankh combo requires a five-piece reveal and field arrangement. Pilotability ceiling is high; error tolerance is low (one missed activation or Ash stops the line) (Inferred) |
How the score was computed
Strategy profile: Alternate-Win (FTK / Custom weights based on Exodia's unique structure). Structural ≈ 35, Going First ≈ 38, Going Second ≈ 46, Meta = provisional, Tournament Reliability ≈ 32. Modifiers: Legality violation (-7); Single choke point (Ankh) (-4); No side deck (-2). Final formula: Illegal deck: capped per legality violation. Theoretical Structural 0.80·35 + 0.20·32 = 34.4 ≈ 35; illegality modifier −7 → Final 28. Meta provisional (no dated metagame sample).
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.8 · key two-card combo ≈ — · full-brick estimate ≈ 0.12 (all Inferred)
- Combo output: best PowerIndex 78, median 45, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Alternate win condition (Exodia assembly) is completely outside normal interaction; no hand trap negates an instant-win duel result.
- Millennium starters (Shield/Sengenjin/Golem) provide redundant tutors and board stall via Continuous Spell placement.
- Going-second interaction suite (Ash, Impermanence, Dimension Shifter, Maxx C, Super Polymerization) covers many disruption lines.
- Exodia Incarnate ceiling is high: triple negation + LP-scaling ATK + hand float makes it a potent mid-game boss.
- Hand-trap density (8 copies) gives a reasonable chance (≈76%) of opening at least one interruptor in a 6-card hand (going-second).
Weaknesses
- Illegal deck in Master Duel: Super Polymerization (×3, legal ×2) and Golem (×2, legal ×1) violate copy limits.
- Exodia assembly win condition is extremely narrow: requires all five pieces in hand simultaneously, which is rare before turn 3–4 without explicit mill/search engines.
- Single critical choke point: Millennium Ankh is the only reliable path to Exodia Incarnate summoning; if Ankh is negated or milled before activation, the backup plan collapses.
- Median board is fragile: one or two Continuous Spells + hand-trap protection, but no unbreakable locks or layered interaction.
- Brick rate is elevated: five Exodia pieces at 1 copy each are sunk slots; three overlapping Millennium starters (Shield/Sengenjin/Golem do the same thing) create redundancy and dead-draw risk.
- No grind game: Millennium tutors generate no card advantage; resource economy is near-zero, leaving the deck vulnerable to extended games or resource denial.
- Going-first plan is passive: the deck does not pressure the opponent; it waits for Ankh to resolve or stalls with Continuous Spells.
- No side deck provided: unable to transform post-side; best-of-3 matchup adaptation is theoretical.
Critical choke points
- Millennium Ankh activation is the only reliable path to Exodia Incarnate. If this card is milled, negated (Ash/Impermanence), or the five-piece reveal fails, the deck has no backup plan and enters a hopeless grind.
- Exodia piece assembly requires all five pieces in hand (or field) simultaneously. Without dedicated mill/search engines, this condition is rarely met before turn 3–4, leaving the deck exposed to early disruption.
- Deck is illegal in Master Duel format due to copy-limit violations on Super Polymerization (×3 / ×2 legal) and Golem (×2 / ×1 legal). This makes it unplayable in the format context provided.
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Super Polymerization ×1 (reduce from 3 to 2) | None (reduce to legal count) | Super Polymerization is Semi-Limited in Master Duel; deck runs 3 copies. Remove one to achieve Illegal → Legal-with-warning or Legal status. |
| 2 | Golem that Guards the Millennium Treasures ×1 (reduce from 2 to 1) | None (reduce to legal count) | Golem is Limited in Master Duel; deck runs 2 copies. Remove one to achieve legality. |
| 3 | One copy of an overlapping Millennium starter (e.g., Shield of the Millennium Dynasty ×1) | Droll & Lock Bird ×2 or Heart of Gaia ×1 (both are core in 86% and 86% of Exodia lists) | Shield, Sengenjin, and Golem all perform the same effect (Continuous Spell placement). Reduce redundancy and add archetype-standard hand traps or tutors instead. |
| 4 | Mulcharmy Fuwalos ×1, Angel Statue - Azurune ×1 (niche utility) | Side Deck (15 slots) with post-side tech: Droll & Lock Bird, additional hand traps, Dimensional Fissure, alternate board-breakers | Deck has no side deck; cannot adapt post-side. Build a best-of-3 plan with targeted meta disruption. |
Evidence & confidence
- Verified: Legality status: Illegal (Super Polymerization ×3 / legal ×2, Golem ×2 / legal ×1); Card text and role-hint tags from evidence.json (Exodia instant-win condition, Ankh summon effect, Incarnate negate stacking); Composition: 40 main, 15 extra, 0 side; Usage statistics: 73.7% archetype-core cards present (14/19)
- Observed: P(≥1 Millennium starter in 5) from hypergeometric draw table ≈ 0.80; P(≥1 hand trap in 6) from hypergeometric ≈ 0.76; Archetype guide snippet (Hướng Dẫn Chơi Exodia): Millennium Ankh summon and Exodia piece assembly are the intended win conditions
- Inferred: Median board (Inferred): one or two Continuous Spells + hand-trap protection; PowerIndex ≈ 45; Best-line ceiling (Inferred): Exodia Incarnate or piece assembly; PowerIndex ≈ 75–80; Brick rate estimate (Inferred): ≈12% (no starter, no hand trap, dead Exodia piece); Exodia piece assembly probability T1 (Inferred): ≈15% (five pieces at 1 copy each); Resilience after Ankh negation (Inferred): deck collapses; no redundant tutors for the core five pieces; Going-first power (Inferred): ≈38 (passive stall + Continuous Spell setup, no proactive pressure); Going-second power (Inferred): ≈46 (hand-trap density + Super Polymerization access; can disrupt but recovery is weak)
- Provisional: Meta Power: null (no dated metagame sample supplied; archetype tournament meta-share unavailable); Matchup coverage (Provisional): Exodia archetype is niche in Master Duel; format fit is speculative
- Data gaps: No parsed combo boards in combos_evidence; all combo metrics are text-inferred No side deck provided; post-side plans and best-of-three adaptation cannot be evaluated No tournament link; archetype meta-share and per-pilot match records are absent No win-rate telemetry (going-first / going-second, matchup, game-level brick/starter/OTK rates) — signals are inferred or unknown Deck is illegal in Master Duel format, making all forward-looking analysis theoretical
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