Primite Deck #726366 — Yu-Gi-Oh! Master Duel
42 Main, incl. Labrynth Archfiend x3, Dark Doriado x3, Archfiend's Usurpation x3.
Created by: YGO Mod (20517634)
Created On: 06/27/2026
Main Deck (42)
- Labrynth Archfiend x3
- Jerry Beans Man x1
- Oppressed People x2
- People Running About x2
- United Resistance x2
- Dark Doriado x3
- Archfiend's Usurpation x3
- Enchanting Fitting Room x3
- White Elephant's Gift x3
- Archfiend Playtime x3
- Dark Factory of More Production x2
- Farewelcome Labrynth x3
- Fuh-Rin-Ka-Zan x1
- Huge Revolution x3
- Lost Wind x2
- Primite Howl x3
- Torrential Tribute x3
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 48/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 52 |
| Going First | 45 |
| Going Second | 65 |
| Meta Power | provisional |
| Tournament Reliability | 55 |
- Primary strategy: Stun
- Secondary strategies: Control
- Format: master-duel
Legality
Main 42 / Extra 0 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Control the board with mass removal and win by attrition; Special Summon declared Normal monsters for chip damage
- Turn 1 (going first): Set up multiple traps (Torrential Tribute, Lost Wind, Farewelcome Labrynth) and use Enchanting Fitting Room to summon Normal monsters, then Primite Howl to Special Summon a declared Normal monster for damage.
- Turn 2 (going second): Utilize six‑card hand to activate board‑wipes like Huge Revolution and Lost Wind, then follow up with draw engines to rebuild.
- Recovery: Draw cards with White Elephant's Gift, Dark Factory of More Production, and Fuh‑Rin‑Ka‑Zan; recycle resources via Lost Wind and continue trap deployment.
- After siding: No side deck; rely on remaining traps and draw effects to adapt after side‑step.
Why it scores here
The deck reliably opens a board‑wipe engine thanks to a 76% chance of drawing at least one core card, and its many removal and negation traps give strong interaction. However, the reliance on specific Normal monsters and the lack of high‑ATK finishers keep average pressure low. Draw engines mitigate resource loss, but a 24% brick risk and no side deck limit adaptability. Overall the system is consistent enough for control play but lacks offensive punch, yielding a moderate contextual power.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 70 | P(at least one core card in opening 5) ≈ 0.76, giving a ~70% chance to start the engine (Inferred). |
| D2 | Opening-Hand Quality & Brick Management | 55 | Full‑brick probability is 0.24 and many duplicate normals create redundancy, yielding a hand quality around 55 (Inferred). |
| D3 | Combo Conversion & Ceiling | 65 | The best possible turn can field several Normal monsters and a Primite Howl summon, estimated ceiling ~65 (Inferred). |
| D4 | Combo Floor & Median Output | 45 | Typical games only achieve modest board presence, median power around 45 (Inferred). |
| D5 | Interruption Resilience & Route Redundancy | 60 | Multiple independent trap lines and draw effects give moderate resilience, scored ~60 (Inferred). |
| D6 | Resource Economy, Recovery & Grind | 65 | Draw engines (White Elephant's Gift, Dark Factory, Fuh‑Rin‑Ka‑Zan) provide decent card economy, rated ~65 (Inferred). |
| D7 | End-Board & Interaction Quality | 70 | High count of removal/negation traps (15 removal, 5 negation) gives strong interaction quality ~70 (Verified for counts, Inferred for quality). |
| D8 | Going-Second & Board-Breaking Power | 75 | Six‑card hand and board‑wipes like Huge Revolution and Torrential Tribute give strong going‑second breaking power ~75 (Inferred). |
| D9 | Offensive Pressure & Closing Power | 40 | Lacks high‑ATK monsters; offensive pressure limited to low‑ATK normals, score ~40 (Verified ATK values, Inferred pressure). |
| D10 | Main Deck Efficiency & Flexibility | 45 | 42‑card list with only 7% archetype purity and many filler cards reduces efficiency to ~45 (Inferred). |
| D11 | Extra Deck Efficiency & Coverage | 30 | No Extra Deck slots used, limiting flexibility, score ~30 (Verified). |
| D12 | Side Deck Adaptability | 30 | No Side Deck present, limiting adaptability, score ~30 (Verified). |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament data; matchup fit provisional, scored ~40 (Provisional). |
| D14 | Pilotability & Error Tolerance | 45 | Complex trap combos and lack of clear sequence lower pilotability to ~45 (Inferred). |
How the score was computed
Strategy profile: Stun. Structural ≈ 52, Going First ≈ 45, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: High brick risk (-2); No side deck (-2); Low archetype purity (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.76 · key two-card combo ≈ — · full-brick estimate ≈ 0.24 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Robust board‑wipe suite (Torrential Tribute, Huge Revolution, Lost Wind)
- Decent draw engine with multiple draw cards
- Multiple independent trap lines provide redundancy
Weaknesses
- Low offensive pressure due to weak monsters
- High brick probability without core engine in opening hand
- No side deck limits matchup adaptation
- Very low archetype purity; many filler cards
Critical choke points
- Reliance on Enchanting Fitting Room and Primite Howl to generate monster presence
- Need specific Normal monsters for engine activation
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Some duplicate Normal monsters | Hand traps (e.g., Infinite Impermanence) and a few higher‑ATK monsters | Improve early disruption and increase offensive pressure |
| 2 | Excess filler spells | Side deck cards targeting meta‑common strategies | Boost adaptability and side‑step capability |
Evidence & confidence
- Verified: Card counts and types from cards list; Removal count 15, negation count 5; Extra deck count 0, side deck count 0; ATK/DEF values of monsters
- Inferred: Engine accessibility from core probability 0.76; Brick risk from 0.24 none‑core probability; Combo ceiling and floor estimates based on card text; Resilience from multiple trap lines; Resource economy from draw cards; Interaction quality from trap density; Going‑second power from board‑wipe suite; Offensive pressure limited by low ATK monsters; Deck efficiency from archetype purity; Pilotability from combo 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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