Mermail Atlantean Deck #721273 — Yu-Gi-Oh! Master Duel

Created by: YGO Mod (20517634)

Created On: 06/17/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Medium
69± 6/ 100
Power Score
Structural 70
Reliability 62
Going First 68
Going Second 70

Deck — Deck Power Evaluation

Final Contextual Deck Power: 69/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 70
Going First 68
Going Second 70
Meta Power provisional
Tournament Reliability 62
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: master-duel

Legality

Main 50 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Build a board of high‑ATK WATER monsters (e.g., Poseidra, Moulinglacia, Superancient Deepsea King) using discard‑search engines.; Disrupt opponent with hand traps and floodgate effects while refilling hand with draw engines.
  • Turn 1 (going first): Play hand traps (Ash Blossom, Maxx C, Droll) to stall, then use discard‑search monsters (Mermail Abyssteus, Abysspike) to add key WATER monsters and summon a boss monster.
  • Turn 2 (going second): With a 6‑card hand, activate hand traps and floodgate (Barrier Statue), then discard‑search or special‑summon engines (Mulcharmy, Deep Sea) to break the opponent’s board and bring out a high‑ATK boss.
  • Recovery: Use Maxx C, Droll & Lock Bird, Mulcharmy Purulia/Fuwalos and other draw effects to replenish hand and GY, then re‑activate discard‑search monsters to regain board presence.
  • After siding: No side deck; rely on flexible extra‑deck summons (XYZ, Synchro, Link) to adapt to the opponent’s board after the first turn.

Why it scores here

The deck reliably opens with at least one core WATER monster in almost every hand, giving it a strong start. Its many draw and discard‑search engines keep resources flowing, while hand traps and a floodgate protect the board. Interaction density is high thanks to multiple negation and removal tools, and the extra deck offers flexible win‑conditions. However, the lack of a side deck and a modest combo floor keep the overall power from reaching the top tier.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 92 Core group (29 copies) P(at least one in opening 5) = 0.9904 (Inferred)
D2 Opening-Hand Quality & Brick Management 85 Full‑brick probability only 0.0096; hand‑trap and searcher density high (Inferred)
D3 Combo Conversion & Ceiling 70 Potential to summon 2800‑ATK bosses (Moulinglacia, Superancient) but no recorded combo boards (Inferred)
D4 Combo Floor & Median Output 55 Typical turn‑1 board consists of a few WATER monsters and hand traps; no median data (Inferred)
D5 Interruption Resilience & Route Redundancy 78 Multiple hand traps (Ash, Maxx C, Droll) and draw engines give redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 80 Draw cards (Maxx C, Droll, Mulcharmy) and discard‑search effects provide net resource gain (Inferred)
D7 End-Board & Interaction Quality 75 Interaction cards: Dominus Impulse, Called by the Grave, Crossout Designator, floodgate (Inferred)
D8 Going-Second & Board-Breaking Power 70 Hand‑trap group P(at least one in hand6) = 0.5558; floodgate and board‑breakers present (Inferred)
D9 Offensive Pressure & Closing Power 68 High‑ATK boss monsters (2800+) available; pressure moderate‑high (Inferred)
D10 Main Deck Efficiency & Flexibility 65 50‑card main deck with 28 distinct cards; some tech redundancy (Inferred)
D11 Extra Deck Efficiency & Coverage 70 15‑card extra deck covering XYZ, Synchro, Link; many situational options (Inferred)
D12 Side Deck Adaptability 0 Side deck count = 0 (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament data; meta fit provisional (Provisional)
D14 Pilotability & Error Tolerance 55 Many decision points (hand traps, discard effects, extra‑deck choices) increase error tolerance demand (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 70, Going First ≈ 68, Going Second ≈ 70, Meta = provisional, Tournament Reliability ≈ 62. Modifiers: none. Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.99 · key two-card combo ≈ — · full-brick estimate ≈ 0.01 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Very high opening consistency
  • Strong draw and discard‑search engines
  • Robust hand‑trap and floodgate suite
  • Flexible extra‑deck with many WATER options

Weaknesses

  • No side deck limits adaptability
  • Combo floor is modest; no guaranteed high‑damage turn
  • Reliance on many tech cards raises decision complexity

Critical choke points

  • Moulinglacia requires exactly 5 WATER in GY
  • Some key monsters need specific discards (e.g., One for One)
  • Hand‑trap activation timing can be fragile against fast decks
Priority Remove Add Reason
1 Infinite Impermanence Adds a versatile hand‑trap that works on opponent's turn and covers extra‑deck summons.

Evidence & confidence

  • Verified: Legality status and size counts; Side deck count = 0
  • Inferred: Core group hypergeometric probabilities; Hand‑trap and draw engine counts; Interaction card list; Extra‑deck composition
  • Provisional: Matchup and meta fit
  • 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

Mermail Atlantean

Mermail Atlantean Breakdown

 
 

 

 

 

 

 

 
 

 

 
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