Legendary Knight Deck #730658 — Yu-Gi-Oh! Master Duel
40 Main, 15 Extra, incl. Apprentice Illusion Magician x3, Hecahands Ibtel x3, Hecahands Yadel x3. Created Jul 7, 2026 by YGO Mod.
Deck Legendary Knight Master Duel
Created by: YGO Mod (20517634)
Created On: 07/07/2026
Main Deck (40)
- Apprentice Illusion Magician x3
- Dark Magician Girl x1
- Hecahands Breus x1
- Hecahands Gaigas x1
- Hecahands Godos x1
- Hecahands Ibtel x3
- Hecahands Mankibuel x1
- Hecahands Yadel x3
- Magician's Rod x1
- Magicians' Souls x3
- Maxx "C" x1
- Timaeus the United Dragon x1
- Dark Magician x2
- Illusion of Chaos x1
- Ash Blossom & Joyous Spring x1
- Called by the Grave x1
- Hecahands Tartaros x2
- Magician's Salvation x1
- Metamorphosis x3
- Preparation of Rites x1
- Soul Servant x2
- The Gaze of Timaeus x2
- The Hidden Hecahands x1
- Eternal Soul x1
- Infinite Impermanence x2
Extra Deck (15)
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Legendary Knight / Hecahands / Dark Magician hybrid — Deck Power Evaluation
Final Contextual Deck Power: 54/100 (±6 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 61.2 |
| Going First | 60 |
| Going Second | 55 |
| Meta Power | provisional |
| Tournament Reliability | 45 |
- Primary strategy: Combo
- Secondary strategies: Toolbox
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Fusion summon large Hecahands/Dark Magician bosses and attack for game; Steal opponent monsters with Dandalos and disrupt with hand traps
- Turn 1 (going first): Open with Hecahands or Dark Magician starters, fusion summon board with interaction
- Turn 2 (going second): Use hand traps and removal to break board then fusion summon pressure
- Recovery: Recursion via Eternal Soul, Magician's Salvation, and draw triggers
- After siding: No side deck; cannot adapt in best-of-3
Why it scores here
This deck is a hybrid Fusion combo system mixing Hecahands and Dark Magician engines, with multiple 3-copy starters giving high opening consistency (Inferred). Its median output is modest—usually one or two fusion summons plus some hand-trap interaction—while the ceiling includes big bosses like Hecahands Xeno and Red-Eyes Dark Dragoon. The deck suffers from a few garnet cards (e.g., Illusion of Chaos without a Ritual Spell) and a complete lack of side deck, hurting best-of-3 reliability. The score reflects the connected system’s consistency, redundancy, and interaction quality, not the individual power of cards like Dark Magician or the archetype’s popularity, and we did not average card scores.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 75 | P(≥1 of five 3-copy starters in 5-card hand) ≈ 0.87 (Inferred); archetype core open rate 0.995 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 60 | Few dead cards (Illusion of Chaos w/o Ritual Spell, Last Warrior mismatch) but mostly functional (Inferred) |
| D3 | Combo Conversion & Ceiling | 70 | Ceiling board includes Lv9 Xeno (3400/3500) and Dragoon negate, but no recorded combos (Inferred) |
| D4 | Combo Floor & Median Output | 55 | Median expected one fusion summon + hand trap, lacking combo data (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 60 | Redundant Hecahands/DM starters provide alternate lines if one interrupted (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 65 | Draw via Magicians' Souls, Soul Servant, and trigger effects from Breus/Godos (Inferred) |
| D7 | End-Board & Interaction Quality | 55 | Interaction from 4 hand traps + Dragoon/Dandalos effects, modest layering (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 50 | Going-second aided by removal spells and big summons but weak dedicated breakers (Inferred) |
| D9 | Offensive Pressure & Closing Power | 65 | Multiple 2800-3400 ATK fusion bosses with battle immunity enable kills (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 65 | 40-card main compact but includes off-engine ritual/last warrior mismatch (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 60 | 15 Extra cards cover Fusion/XYZ but Last Warrior often dead (Inferred) |
| D12 | Side Deck Adaptability | 5 | Side deck count 0, no post-side adaptation in best-of-3 (Verified) |
| D13 | Matchup Coverage & Format Fit | 50 | No dated metagame sample; format fit provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 50 | Multiple engines and fusion timing create moderate pilot complexity (Inferred) |
How the score was computed
Strategy profile: 0.8 Combo / 0.2 Toolbox. Structural ≈ 61.2, Going First ≈ 60, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: hard-garnet burden (-2); engine conflict (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.87 · key two-card combo ≈ — · full-brick estimate ≈ 0.05 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Multiple 3-copy starters across two engines
- Strong fusion boss lineup with battle immunity
- Decent hand trap density
Weaknesses
- No side deck
- Illusion of Chaos garnet without ritual spell
- Last Warrior extra deck mismatch
- No combo records to verify ceiling
Critical choke points
- Fusion summon dependent on specific names
- Lack of generic negation on board
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Illusion of Chaos | Chaos Form or extra Hecahands | Illusion of Chaos is dead without Ritual Spell |
| 2 | The Last Warrior from Another Planet | More consistent fusion or XYZ | Requires absent materials and self-locks |
Evidence & confidence
- Verified: Legality status Legal; Side count 0; Restricted cards counts (Called by Grave 1, Maxx C 1)
- Inferred: Starter consistency probabilities; Brick estimates; Combo ceiling from card text; Redundant lines from dual engines
- Provisional: Matchup format fit (no dated meta)
- 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 — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied
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