Artmage Deck #718042 — Yu-Gi-Oh! Master Duel

Created by: YGO Mod (20517634)

Created On: 06/11/2026

 
 


Official AI Deck Power Analysis
ControlConfidence: Medium
63± 5/ 100
Power Score
Structural 64
Reliability 60
Going First 73
Going Second 68

Deck — Deck Power Evaluation

Final Contextual Deck Power: 63/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 64.1
Going First 73
Going Second 68
Meta Power provisional
Tournament Reliability 60
  • Primary strategy: Control
  • Secondary strategies: Combo
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Fusion Summon Artmage Fusion monsters (e.g., Diactorus, Non-Finito) to control the board and win; Hand‑trap disruption to stall and win via attrition
  • Turn 1 (going first): Search for a core starter (Artmage Vandalism, Power Patron) and set hand traps, then Fusion Summon on turn 2
  • Turn 2 (going second): Use hand traps (Infinite Impermanence, Ash Blossom, Maxx C) to disrupt opponent, then Fusion Summon on turn 2
  • Recovery: Medius recursion and Artmage Litera retrieve resources; Droll & Lock Bird limits opponent draws
  • After siding: No side deck; rely on in‑game flexibility and extra‑deck options

Why it scores here

The deck reliably opens with a core Artmage starter (≈99.98% chance) and a suite of hand traps that protect the early game. It can convert that starter into a powerful Fusion monster, giving solid mid‑range pressure, while multiple disruption tools provide resilience against opponent interference. Resource loops from Medius and Litera help recover after disruption, but the lack of a side deck and missing core extra‑deck cards limit flexibility and matchup coverage, keeping the overall power moderate.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 78 Core starter appears in 99.98% of opening hands and searchers 96% ensure engine launch (Inferred)
D2 Opening-Hand Quality & Brick Management 70 Full‑brick chance 0.02% and hand‑trap presence 80.8% give strong opening quality (Inferred)
D3 Combo Conversion & Ceiling 70 Fusion engine can produce 2800‑3300 ATK monsters; potential ceiling high despite no recorded combos (Inferred)
D4 Combo Floor & Median Output 55 Typical boards lack recorded combos; median output expected moderate around mid‑range (Inferred)
D5 Interruption Resilience & Route Redundancy 75 Multiple hand traps and several Fusion options provide route redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 68 Medius recursion and Litera GY retrieval give resource recovery loops (Inferred)
D7 End-Board & Interaction Quality 72 16 negation tags and 14 removal tags indicate dense interaction (Observed)
D8 Going-Second & Board-Breaking Power 65 Hand‑trap group 80.8% supports strong going‑second disruption (Inferred)
D9 Offensive Pressure & Closing Power 60 Fusion monsters such as Diactorus (2800 ATK) give decent closing power (Observed)
D10 Main Deck Efficiency & Flexibility 55 Archetype purity 49% and 21 distinct cards show moderate deck efficiency (Observed)
D11 Extra Deck Efficiency & Coverage 65 15‑slot extra deck holds 13 distinct summons, but missing key core fusions (Inferred)
D12 Side Deck Adaptability 30 Side deck empty, limiting adaptability after side (Observed)
D13 Matchup Coverage & Format Fit 45 No tournament data; meta fit provisional (Provisional)
D14 Pilotability & Error Tolerance 55 Complex multi‑step engine with many tech cards raises error tolerance (Inferred)

How the score was computed

Strategy profile: Control. Structural ≈ 64.1, Going First ≈ 73, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: Missing core extra‑deck cards (-4); No side deck (-6). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

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

Strengths

  • Very high chance to draw a core starter
  • Abundant hand‑trap and negation tools
  • Multiple Fusion options for flexible win conditions

Weaknesses

  • Missing several core Fusion monsters
  • No side deck reduces adaptability
  • Deck purity under 50% leads to some filler cards

Critical choke points

  • Reliance on specific Fusion summons (e.g., Power Patron) to close games
  • Lack of side‑deck options against decks that can bypass hand traps
Priority Remove Add Reason
1 Generic filler spells (e.g., Illusion Gate) that do not support the Artmage engine Nerva the Power Patron of Creation or other high‑impact Artmage Fusion monsters Improves engine completeness and closing power
2 None (retain current hand‑trap suite) A small side deck with cards like Cosmic Cyclone and Twin Twisters Adds post‑side flexibility against backrow‑heavy decks

Evidence & confidence

  • Verified: legality status; copy counts; role_tag_counts; extra_deck_breakdown; composition spreads
  • Observed: negation and removal tag counts; fusion monster ATK values; archetype purity percentage
  • Inferred: core starter probability 0.9998; brick estimate 0.0002; engine accessibility and consistency; combo ceiling and floor estimates; interruption resilience via hand traps; resource loops from Medius and Litera; going‑second disruption strength; closing power from Fusion ATK; main‑deck efficiency assessment; extra‑deck coverage gaps; pilotability error tolerance
  • Provisional: matchup format fit 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

More Master Duel Info

Artmage

Artmage Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top