Dracotail Deck #730677 — Yu-Gi-Oh! Master Duel

42 Main, 15 Extra, incl. Dracotail Faimena x3, Dracotail Mululu x3, Mulcharmy Fuwalos x3. Created Jul 8, 2026 by YGO Mod.

Deck Dracotail Master Duel

Created by: YGO Mod (20517634)

Created On: 07/08/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Jul 9, 2026
58± 5/ 100
Power Score
Structural 70
Reliability 62
Going First 77
Going Second 62

Dracotail — Deck Power Evaluation

Final Contextual Deck Power: 58/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 70
Going First 77
Going Second 62
Meta Power provisional
Tournament Reliability 62
  • Primary strategy: Combo
  • Secondary strategies: Control, Midrange
  • Format: master-duel

Legality

Main 42 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Fusion Summon multiple boss monsters with layered negation and interaction, grind resource advantage through Dracotail spell/trap recursion; Hand-trap disruption into going-second board-breaker via draw engines and removal
  • Turn 1 (going first): Activate Ketu Dracotail or Natural Summon core to search, chain Fusion summons, set Dracotail Spell/Trap for turn-2 response
  • Turn 2 (going second): Hand-trap disruption (Ash, Droll, Ghost Belle, Maxx C), then use Super Polymerization or The Fallen & The Virtuous to remove threats and grind via Mulcharmy draws
  • Recovery: Recycle Dracotail from GY via Phryxul, recover spell/traps via Flame/Horn/Sting draw-and-place effects, return threats via Arthalion bounces from GY
  • After siding: None (0-card side deck; no adaptability for games 2–3)

Why it scores here

This Dracotail deck opens with exceptional consistency (99.65% core starter, 88/100 D1), reliably deploying multiple Fusion summons turn-1 and setting Dracotail recursion spell/traps that generate card advantage and interaction through the game. Its grind game is strong via resource loops (Flame/Horn/Sting cycle, Phryxul resurrection) and adaptive hand traps (seven copies covering different disruption angles), enabling solid going-second play despite moderate board-breaking capacity. However, the 0-card side deck eliminates any post-side adaptation in best-of-3 format, and the going-second game relies more on hand advantage and attrition than offensive pressure—making the deck better suited to game-1-only or single-game environments. The 42-card main deck is a deliberate consistency choice that works well here, but the non-standard size and missing high-usage flex cards (notably Predaplant Verte) cap the structural score. Popularity or meta-share did not earn points; this evaluation scores the deck's system design, not its archetype frequency.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 88 Archetype core group (27 copies) P(≥1 in hand 5) = 0.9965; triple-copy starters (Faimena, Ketu, Mululu) ensure backup entry points (Verified)
D2 Opening-Hand Quality & Brick Management 75 42-card main deck with 7 hand traps and 3 copies of each core starter reduces brick density; Ketu/Branded Fusion can act as go-second tools even if drawn (Inferred)
D3 Combo Conversion & Ceiling 71 Multiple independent Fusion enablers (Ketu search + summon, Faimena discard + set, Rahu direct summon, Branded Fusion) generate multi-summon turn-1 boards; Extra Deck bosses (3000 ATK Secreterion, Albion, Arthalion) provide ceiling value (Inferred)
D4 Combo Floor & Median Output 64 Single Ketu line reliably produces 2–3 interactions plus a beater; Dracotail recursion spell/traps (Flame, Horn, Sting) sustain median board across turns but no combo data provided (Inferred)
D5 Interruption Resilience & Route Redundancy 69 Four independent Fusion starters (Ketu, Faimena, Mululu, Rahu) plus Branded Fusion and Super Polymerization create redundancy within the Fusion line; Phryxul and Arthalion recover from GY; limited diversity if Fusion itself shut down (Inferred)
D6 Resource Economy, Recovery & Grind 76 Flame, Horn, Sting all cycle: place Dracotail card on bottom, draw; Phryxul bounces Dracotail from GY; Mulcharmy Fuwalos draws on opponent special summon; strong net-card-advantage loops (Inferred)
D7 End-Board & Interaction Quality 71 Mirrorjade banish removal (quick effect), Secreterion blocks opponent special-summon effects, Albion target protection; Dracotail traps set via Faimena/Lukias/Phryxul/Urgula provide layered interaction; no Ecclesia Synchro limits turn-2 response (Inferred)
D8 Going-Second & Board-Breaking Power 62 Seven hand traps (Ash ×3, Droll ×2, Ghost Belle ×1, Maxx C ×1) provide go-second disruption; Super Polymerization and The Fallen & The Virtuous offer removal; lacks dedicated board-breaker tool like Verte (Inferred)
D9 Offensive Pressure & Closing Power 58 Three 3000-ATK fusion bosses (Secreterion, Albion, Arthalion, Dragon that Devours, Mirrorjade) available; deck is interaction-focused control, not OTK-oriented; closure depends on multi-turn grind (Inferred)
D10 Main Deck Efficiency & Flexibility 68 42-card main deck (vs 40-standard) is a +2 consistency sacrifice; 24 distinct cards with 1–3 copy spread; high tech density (10 tech, 7 hand trap) shows good flexibility in slot choices (Inferred)
D11 Extra Deck Efficiency & Coverage 78 15 Extra Deck slots: 13 Fusion (Arthalion ×2, Alba-Lenatus, Garura, Albion Sanctifire, Mirrorjade, Mudragon, Khaos, Dragon that Devours, Gulamel, Albion Branded, Secreterion, Theseus), 1 Synchro (Ecclesia), 1 Link (Hieratic); comprehensive toolbox covering removal, lock, search, recursion; only missing Verte (91% archetype usage) (Verified)
D12 Side Deck Adaptability 15 Zero-card side deck eliminates any game-2/3 adaptability in best-of-3 format; deck is optimized for game-1-only play (Verified)
D13 Matchup Coverage & Format Fit 55 No tournament meta-share provided; archetype is recognized in Master Duel; hand-trap density (16.7%) and grind elements suggest meta awareness, but no dated metagame sample to anchor score (Provisional)
D14 Pilotability & Error Tolerance 65 Multiple Fusion summons with targeting and GY-cycling decision points; Dracotail effects are opt (once-per-turn) limiting error; hand traps are straightforward; moderate complexity requiring sequencing knowledge (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 70, Going First ≈ 77, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 62. Modifiers: Zero-card side deck (-6); Non-standard 42-card main (vs 40-card baseline) (-2); Missing Verte Anaconda (91% archetype inclusion) (-2). Final formula: 0.80·Structural(70) + 0.20·TournamentReliability(62) − 10 modifiers = 58 (Meta provisional, no dated metagame sample)

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

  • Exceptional core starter consistency (99.65% P(≥1 in hand 5)); triple-redundant entry points (Faimena, Ketu, Mululu)
  • Strong resource grind via Dracotail spell/trap cycling (Flame, Horn, Sting: place on bottom, draw) and Phryxul resurrection
  • Well-stocked Extra Deck (15/15 filled with boss monsters covering removal, lock, search, recursion)
  • Balanced hand-trap suite (seven copies, diverse negation targets) for going-second resilience
  • Built-in layered interaction (Fusion bosses + set traps + spell/trap recursion) enables multi-turn attrition game

Weaknesses

  • Zero-card side deck: no adaptability for best-of-3 games 2–3; deck is game-1-only
  • Going-second game relies on hand traps + grind, not board-breaking offense; low D8 (62) and D9 (58) scores indicate moderate T2 power
  • 42-card main deck (non-standard) trades slight consistency for redundancy; +2 deck size vs 40-card baseline
  • Missing high-usage flex cards (Predaplant Verte 91%, Ecclesia Synchro 100%); Verte would unlock additional Fusion stack lines
  • Single-choke-point risk: all lines route through Fusion; complete Fusion negation/lock shuts down most recovery paths

Critical choke points

  • Fusion enablers: if all Fusion outlets (Ketu search, Faimena, Mululu, Branded Fusion, Rahu, Super Poly) are negated simultaneously, deck struggles to adapt
  • Extra Deck depletion: sending multiple Fusion materials to GY in quick succession can empty the Extra Deck mid-turn, stranding starters
  • Tuner shortage on turn-2: only three Tuners in main deck (Ash ×3); if all three discarded/used for Fusion, Ecclesia Synchro line unavailable (though 1 copy is run, not 3)
Priority Remove Add Reason
1 Consider cutting +2 cards to hit 40-card baseline Predaplant Verte Anaconda (91% core usage) for Super Poly stacking and Extra Deck flexibility Verte unlocks conditional Fusion access and Anaconda's own Fusion options; 42-card build is functional but 40-card improves consistency
2 0-card side deck 15-card side for best-of-3 metagame tuning (tech Kaiju, Lancea, Imperm, Ash copies, Skill Drain variants based on meta) Mandatory for competitive best-of-3 format; game-1-only deck cannot adapt to expected archetypes in games 2–3
3 Evaluate redundancy in Fallen of the White Dragon ×2 Tech slot (second Ecclesiastia Synchro, second Mulcharmy, or format-specific counter) White Dragon can be situational; secondary tuner line (Blazing Cartesia already present) may be overkill

Evidence & confidence

  • Verified: Legality: Legal (42 main, 15 extra, 0 side; no violations; all restricted cards within copy limits); Card text: all 38 distinct main-deck cards and 14 distinct Extra-Deck cards resolved with full text; Archetype composition: 20 Dracotail exact-name cards, 27-card core group, 35.1% purity; Extra Deck inventory: 13 Fusion, 1 Synchro, 1 Link; 15/15 slots filled; Usage statistics: core cards present 60% (15/25 listed core); deck is non-standard (missing Verte, Ecclesia Synchro reported as missing but present)
  • Observed: Opening-hand probabilities: P(≥1 starter in hand 5) = 0.9965 (archetype core 27 copies); Searcher availability: 9 copies, P(≥1 in hand 5) = 0.721; Hand-trap density: 7 copies (16.7% of 42-card main), P(≥1 in hand 6 going-second) = 0.6906; Copy histogram: 13 singletons, 4 doubletons, 7 tripletons (redundancy-focused build)
  • Inferred: Consistency estimate: 42-card deck size increases starter redundancy but marginally reduces single-card hit rates; Brick rate (D2): ~3.5% full brick (proxy), managed by high starter density and flexible Fusion outlets; Combo ceiling (D3): multiple Fusion summons + set Dracotail spell/trap per turn; inferred from card text (no board data); Combo floor (D4): Ketu baseline produces search + Fusion + set; median likely 2–3 interactions per turn; Interruption resilience (D5): four independent Fusion starters plus recursion; limited if Fusion completely shut down; Resource loops (D6): Dracotail spell/trap cycling (place-on-bottom + draw) plus Phryxul bounce sustain advantage; Going-second power (D8): hand traps + Mulcharmy draw are primary T2 tools; lacks dedicated board-breaker like Verte; Pilotability (D14): moderate complexity; sequencing and GY management require archetype knowledge
  • Provisional: Meta Power: no dated metagame sample provided; archetype meta-share unknown; hand-trap density (7 copies) suggests meta-aware tuning but unverified; Matchup coverage (D13): no tournament link, no per-archetype performance data; format fit is speculative
  • Data gaps: No combo boards examined (scored combos = 0): combo floor, median, ceiling, and board-per-starter are text-only inferences No tournament data: archetype meta-share, per-pilot match record (going-first win %, going-second win %), metagame context absent No win-rate telemetry: YGOVN does not track going-first/second win rates, matchup records, brick rates, or OTK frequencies No post-side plan: 0-card side deck means no game-2/3 tuning data; post-side strategy unknown Meta Power is Provisional: dated metagame sample required to anchor matchup coverage and format fit scores

More Master Duel Info

Dracotail

Dracotail Breakdown

 
 

 

 

 

 

 

 
 

 

 
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