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.

Deck Exodia Master Duel

Created by: YGO Mod (20517634)

Created On: 05/31/2026

 
 


Official AI Deck Power Analysis
Alternate Win Condition / Draw MillConfidence: MediumEvaluated May 31, 2026
28± 8/ 100
Power Score
Structural 35
Reliability 32
Going First 38
Going Second 46

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.
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

More Master Duel Info

Exodia

Exodia Breakdown

 
 

 

 

 

 

 

 
 

 

 
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