Enneacraft Deck #723800 — Yu-Gi-Oh! Master Duel
40 Main, 15 Extra, incl. Deftero Enneacraft - 'alazoneIA' x3, Ekto Enneacraft - 'tromarIA' x3, Enato Enneacraft - 'oknirIA' x3. Created Jun 24, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 06/24/2026
Main Deck (40)
- Dimension Shifter x1
- Maxx "C" x1
- Deftero Enneacraft - "alazoneIA" x3
- Ekto Enneacraft - "tromarIA" x3
- Enato Enneacraft - "oknirIA" x3
- Enneacraft - Asta.PIXEA x3
- Enneacraft - Atori.MAR x3
- Proto Enneacraft - "orgIA" x3
- Trito Enneacraft - "exapatisIA" x3
- Called by the Grave x1
- Dimensional Fissure x3
- Enneacraft Release x3
- Enneacraft Reset x2
- Enneacraft Reverth x3
- Enneapolis x2
- Triple Tactics Talent x1
- Triple Tactics Thrust x1
- Dimensional Barrier x1
Extra Deck (15)
- Accesscode Talker x1
- Exceed the Pendulum x1
- Heavymetalfoes Electrumite x1
- Knightmare Phoenix x1
- Linkuriboh x1
- S:P Little Knight x1
- Psychic End Punisher x1
- Cooky★Yummy Way x1
- Divine Arsenal AA-ZEUS - Sky Thunder x1
- Downerd Magician x1
- Giant Mimighoul x1
- K9-X "Werewolf" x1
- Lyrilusc - Assembled Nightingale x1
- Phantom Fortress Enterblathnir x1
- Super Starslayer TY-PHON - Sky Crisis x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 68/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 67.25 |
| Going First | 65 |
| Going Second | 60 |
| Meta Power | provisional |
| Tournament Reliability | 70 |
- Primary strategy: Control
- Secondary strategies: none
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Burn damage via Enneacraft Reset counters and control the board with floodgates; Board control and monster removal
- Turn 1 (going first): Open with a Pendulum Flip monster, place E.C. counters, flip‑destroy a low‑ATK monster, set up Pendulum Zones and start the burn line with Enneacraft Reset
- Turn 2 (going second): Utilize hand traps (Maxx "C", Dimension Shifter) and floodgates to lock the opponent, then continue burn and control
- Recovery: Use Enneacraft Reverth to shuffle and draw, Enneacraft Release to retrieve Pendulum monsters, and searchers to refill resources
- After siding: No side deck; rely on in‑game resource loops and floodgate lock
Why it scores here
Enneacraft control reliably opens with a Pendulum monster that flips, places counters and can destroy a weaker opponent monster, establishing the core engine in almost every hand (p≈0.9999). The abundant floodgate and negation cards give the deck strong resilience to disruption and multiple routes to maintain board control. Burn damage from Enneacraft Reset and the ability to recycle resources with Reverth keep pressure steady through the mid‑game. However, the lack of a side deck and modest raw offensive power limit its closing ability, keeping the overall power in the high‑sixties. Popularity or meta‑share does not contribute to the score; the evaluation is based on the system’s consistency, interaction and resource loops.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 90 | Core engine cards appear in the opening hand with probability 0.9999, ensuring a starter almost always (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 70 | With 21 Pendulum Flip monsters the hand can contain redundant copies, giving a moderate brick risk (Inferred) |
| D3 | Combo Conversion & Ceiling | 65 | The deck can flip‑destroy a monster and start a burn line on turn 1, but lacks deep multi‑turn combos (Inferred) |
| D4 | Combo Floor & Median Output | 60 | Typical games settle into a control board with 2–3 monsters and steady damage, reflecting average output (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 80 | Multiple floodgates (Dimensional Fissure, Dimension Shifter, Dimensional Barrier) and 13 negation cards provide strong resilience to disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 70 | Enneacraft Reverth and Release recycle monsters and pendulums, while searchers keep resources flowing (Inferred) |
| D7 | End-Board & Interaction Quality | 75 | The board features many removal and negation effects (24 removal, 13 negation), giving a dense interaction layer (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 65 | Hand‑trap group (Maxx C, Dimension Shifter) appears in a 6‑card hand with ~28% chance, offering solid going‑second board‑break potential (Inferred) |
| D9 | Offensive Pressure & Closing Power | 55 | Damage is dealt mainly through the Reset burn mechanic and occasional monster attacks, limiting raw closing power (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 65 | 40‑card main deck with 18 distinct cards yields decent compactness but 24 off‑archetype cards dilute focus (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 60 | 15‑card Extra Deck mixes generic links and XYZs; only a few are essential, giving moderate coverage (Inferred) |
| D12 | Side Deck Adaptability | 30 | No side deck is present, so post‑side adaptation is unavailable (Inferred) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament data is provided; matchup fit cannot be measured (Provisional) |
| D14 | Pilotability & Error Tolerance | 55 | The deck relies on managing counters and many similar effects, raising decision complexity (Inferred) |
How the score was computed
Strategy profile: Control. Structural ≈ 67.25, Going First ≈ 65, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 70. Modifiers: none. 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
- Almost guaranteed engine start
- Heavy floodgate and negation suite
- Burn damage mechanic
- Resource recycling with Reverth and Release
Weaknesses
- No side deck limits adaptability
- Moderate brick risk from many similar Pendulum monsters
- Low raw offensive power
- Dependence on counters for burn
Critical choke points
- If Enneacraft Reset cannot place counters, burn line stalls
- Removal of Pendulum monsters disrupts engine
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Cosmic Cyclone | Adds backrow removal without clogging the hand | |
| 2 | Twin Twisters | Improves side‑deck flexibility and can clear opponent's backrow | |
| 3 | Ash Blossom & Joyous Spring | Additional hand trap to increase going‑second disruption |
Evidence & confidence
- Verified: Legality status Legal; Card text excerpts for each card; Hypergeometric probabilities from evidence
- Inferred: Engine accessibility from core probability 0.9999; Brick risk from Pendulum count; Combo ceiling and floor from textual analysis; Resilience from floodgate count; Resource economy from Reverth and Release; Interaction density from role tags; Going‑second board‑break from hand‑trap probability; Closing power from burn mechanic; Main deck efficiency from copy histogram and purity; Extra deck coverage from extra deck breakdown; Pilotability from counter management complexity
- Provisional: Matchup coverage due to lack of 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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