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

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Jul 7, 2026
54± 6/ 100
Power Score
Structural 61
Reliability 45
Going First 60
Going Second 55

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
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

More Master Duel Info

Legendary Knight

Legendary Knight Breakdown

 
 

 

 

 

 

 

 
 

 

 
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