Primite Deck #713067 — Yu-Gi-Oh! Master Duel
60 Main, 15 Extra, incl. Primite Dragon Ether Beryl x3, Primite Lordly Lode x3, Reasoning x3. Created Jun 3, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 06/03/2026
Main Deck (60)
- Laundry Dragonmaid x1
- Primite Dragon Ether Beryl x3
- Guardragon Justicia x1
- Magicolloidal Sol x1
- Primite Drillbeam x1
- Primite Lordly Lode x3
- Reasoning x3
- That Grass Looks Greener x1
- Triple Tactics Thrust x3
- Balance of Judgment x1
- Destructive Daruma Karma Cannon x3
- Evenly Matched x2
- Exchange of the Spirit x1
- Fiend Comedian x1
- Magical Hats x2
- Needlebug Nest x3
- Paleozoic Canadia x2
- Paleozoic Dinomischus x2
- Paleozoic Leanchoilia x3
- Paleozoic Marrella x3
- Paleozoic Olenoides x2
- Primite Howl x3
- Rise to Full Height x3
- Spiritual Swords of Revealing Light x1
- The Black Goat Laughs x1
- Titanocider x1
- Transaction Rollback x3
- Trap Holic x3
- Trap Trick x3
Extra Deck (15)
- Hieratic Seal of the Heavenly Spheres x1
- Marincess Coral Anemone x1
- Paleozoic Cambroraster x1
- S:P Little Knight x1
- Spright Elf x1
- Spright Sprind x1
- Worldsea Dragon Zealantis x1
- Divine Arsenal AA-ZEUS - Sky Thunder x2
- Gigantic Spright x1
- Number 2: Ninja Shadow Mosquito x1
- Paleozoic Anomalocaris x1
- Paleozoic Opabinia x2
- Super Starslayer TY-PHON - Sky Crisis x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 35/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 36 |
| Going First | 30 |
| Going Second | 35 |
| Meta Power | provisional |
| Tournament Reliability | 30 |
- Primary strategy: Control
- Secondary strategies: Toolbox
- Format: master-duel
Legality
Main 60 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Trap‑based board control with Paleozoic special summons and Primite protection; Board breaking via hand traps (Evenly Matched) and mass flip effects (Destructive Daruma)
- Turn 1 (going first): Set multiple Paleozoic traps, activate Primite Howl to protect and summon a Normal monster, then lock the opponent with trap chains.
- Turn 2 (going second): Use hand traps like Evenly Matched, flip the board with Destructive Daruma, and summon Paleozoic monsters from the GY to regain field presence.
- Recovery: Recursion through Paleozoic traps in the GY, Reasoning excavations, and Primite Lordly Lode searches to rebuild resources.
- After siding: No side deck; relies on in‑deck flexibility and graveyard recursion.
Why it scores here
The deck opens by trying to set a suite of Paleozoic traps and use Primite Howl for protection, but the probability of drawing a functional starter is low, leading to frequent brick hands. When it does start, it can generate modest board presence through trap‑based special summons and occasional combo lines, yet the median output remains limited. Interaction density is decent thanks to many removal and negation traps, but the lack of a side deck and heavy reliance on specific trap draws reduce resilience and consistency, resulting in a low overall structural score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 30 | Core group (5 copies) appears in opening hand with P≈0.363, giving low starter reliability (Inferred). |
| D2 | Opening-Hand Quality & Brick Management | 25 | 43 traps and many unrelated cards create a high brick probability (p_none≈0.637) (Inferred). |
| D3 | Combo Conversion & Ceiling | 40 | No recorded combo boards; best plausible line (Primite Howl → Lordly Lode → Reasoning) yields modest board (Inferred). |
| D4 | Combo Floor & Median Output | 30 | Typical games rely on single‑trap effects; median board size stays small (Inferred). |
| D5 | Interruption Resilience & Route Redundancy | 45 | Multiple Paleozoic traps can resurrect from the GY, providing some redundancy (Inferred). |
| D6 | Resource Economy, Recovery & Grind | 40 | Many cards are one‑time effects; limited self‑recursion means resource grind is moderate (Inferred). |
| D7 | End-Board & Interaction Quality | 55 | Removal text hints count 33, negation 3, giving decent interaction density (Observed from role_tag_counts). |
| D8 | Going-Second & Board-Breaking Power | 45 | Hand‑trap Evenly Matched and board‑flip Destructive Daruma give going‑second breaking potential (Inferred). |
| D9 | Offensive Pressure & Closing Power | 35 | End‑board monsters are low‑ATK Normal monsters; no high‑ATK boss (Inferred). |
| D10 | Main Deck Efficiency & Flexibility | 30 | 60‑card main deck with only 13% archetype purity and many filler traps reduces efficiency (Inferred). |
| D11 | Extra Deck Efficiency & Coverage | 40 | 15‑card Extra Deck mixes relevant Paleozoic links with unrelated tools, offering moderate coverage (Inferred). |
| D12 | Side Deck Adaptability | 0 | Side deck is empty, so no post‑side adaptability (Observed). |
| D13 | Matchup Coverage & Format Fit | 20 | No tournament context; archetype meta‑share unavailable, making matchup fit unknown (Provisional). |
| D14 | Pilotability & Error Tolerance | 30 | Complex trap chain and many decision points lower pilotability (Inferred). |
How the score was computed
Strategy profile: Control. Structural ≈ 36, Going First ≈ 30, Going Second ≈ 35, Meta = provisional, Tournament Reliability ≈ 30. Modifiers: High brick probability (-5); No side deck (-3); Low archetype purity (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.36 · key two-card combo ≈ — · full-brick estimate ≈ 0.64 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Strong trap‑based interaction and removal suite
- Recursion via Paleozoic monsters from the GY
Weaknesses
- Very high opening‑hand brick rate
- Low archetype purity and many filler cards
- No side deck for matchup adaptation
Critical choke points
- Drawing at least one core Paleozoic/Primite trap
- Access to Primite Howl for early monster presence
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Excess generic Normal traps (e.g., Trap Holic, Trap Trick) | More consistent searchers or hand traps (e.g., Infinite Impermanence) | Reduce brick risk and improve early consistency. |
Evidence & confidence
- Verified: legality status; card text excerpts; probability table; copy counts
- Observed: role_tag_counts for removal/searcher/hand_trap
- Inferred: engine accessibility from core group probability; brick estimate from p_none; combo potential from card text; resource economy from card effects; interaction quality from role tags; going‑second breaking from hand traps; offensive power from monster ATK values; main deck efficiency from archetype purity; extra deck coverage from extra deck list; pilotability from complexity of trap chains
- Provisional: matchup coverage due to missing tournament data
- 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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