Vaalmonica Deck #734529 — Yu-Gi-Oh! Master Duel
40 Main, 15 Extra, incl. Selettrice Vaalmonica x3, Spenta, the Magistus Sealer x3, Angello Vaalmonica x3. Created Jul 21, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 07/21/2026
Main Deck (40)
- Crowley, the Gifted Magistus x1
- Droll & Lock Bird x2
- Performage Trick Clown x1
- Rilliona, the Magistus of Verre x2
- Selettrice Vaalmonica x3
- Spenta, the Magistus Sealer x3
- Witchcrafter Genni x1
- Angello Vaalmonica x3
- Dimonno Vaalmonica x3
- Ash Blossom & Joyous Spring x3
- Zoroa, the Magistus of Flame x1
- Vaalmonica Disarmonia x1
- Vaalmonica Invitare x1
- Vaalmonica Scelta x3
- Vaalmonica Versare x1
- Vaalmonica, the Agathokakological Voice x3
- Verre Magic - Lacrima of Light x2
- Infinite Impermanence x3
- Vaalmonica Chosen Melody x1
- Vaalmonica Ereditare x1
- Vaalmonica Followed Rhythm x1
Extra Deck (15)
- Aiwass, the Magistus Spell Spirit x1
- Magistus Chorozo x1
- Zoroa, the Magistus Verethragna x1
- Artemis, the Magistus Moon Maiden x2
- Duralume, Vaalmonican Heathen Hallow x1
- Endymion, the Crescent Magistus x1
- I:P Masquerena x1
- S:P Little Knight x1
- Sorcerer of Sebek x1
- Varar, Vaalmonican Concord x1
- Zebufera, Vaalmonican Hallow Heathen x2
- Ninaruru, the Magistus Glass Goddess x1
- Number 103: Ragnazero x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 57/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 58 |
| Going First | 60 |
| Going Second | 58 |
| Meta Power | provisional |
| Tournament Reliability | 55 |
- Primary strategy: Control
- Secondary strategies: Toolbox
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Establish Vaalmonica Link monsters and control the opponent's board with hand traps and removal.; Leverage Magistus and generic toolbox cards for additional disruption and extra‑deck power.
- Turn 1 (going first): Set Pendulum Zones, draw/search with Vaalmonica spells, and activate hand traps to protect while building Resonance Counters for Link summons.
- Turn 2 (going second): Use the dense hand‑trap suite to stall opponent, then Link Summon high‑ATK Vaalmonica links and finish with removal.
- Recovery: Stall with Infinite Impermanence, Droll & Lock Bird, and draw power; retrieve key monsters via searchers and graveyard recursion.
- After siding: No side deck; rely on flexible hand‑trap chain and extra‑deck options to adapt after side‑step.
Why it scores here
The deck reliably opens with a solid hand‑trap suite and multiple searchers, giving consistent early protection and card advantage. Its engine can generate Resonance Counters to link‑summon powerful Vaalmonica monsters, but the pendulum setup is moderately fragile, keeping the median output modest. Strong interaction and removal options provide good resilience and closing power, while low archetype purity and the lack of a side deck limit adaptability and overall efficiency.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 60 | P(at least one core starter in opening 5) ≈ 0.694; 3 copies of key Pendulum monsters each ≈0.338 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | Hand contains 8 three‑copy cards and 10 singletons, giving a moderate brick risk with overlapping Pendulum options (Inferred) |
| D3 | Combo Conversion & Ceiling | 70 | Potential full board with multiple Vaalmonica Link monsters and high‑ATK Varar suggests a ceiling around 70 (Inferred) |
| D4 | Combo Floor & Median Output | 45 | Typical games resolve only hand traps and a single Link summon, yielding a median output near 45 (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 70 | Eight hand traps (Infinite Impermanence, Ash Blossom, Droll, etc.) provide layered disruption, giving resilience ~70 (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 65 | 17 searcher cards and LP‑gain effects enable resource recovery, supporting a resource score of 65 (Inferred) |
| D7 | End-Board & Interaction Quality | 68 | Interaction density is high with 9 negation and 14 removal tags, plus powerful bosses like Varar, scoring ~68 (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 60 | Hand‑trap density for going‑second is 0.764, and removal options allow board breaking around 60 (Inferred) |
| D9 | Offensive Pressure & Closing Power | 65 | Link monsters such as Varar (3000 ATK) and Zebufera (2500 ATK) give closing power ~65 (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 45 | Only 45% archetype purity and 21 distinct main cards make the deck less compact (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 55 | 15‑slot Extra Deck holds 13 distinct cards, many generic links, yielding efficiency ~55 (Inferred) |
| D12 | Side Deck Adaptability | 30 | No side deck present, limiting adaptability after side‑step (Inferred) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament data; meta fit is provisional and estimated low at 40 (Provisional) |
| D14 | Pilotability & Error Tolerance | 50 | Complex pendulum counter mechanics and many options lower pilotability to ~50 (Inferred) |
How the score was computed
Strategy profile: Control. Structural ≈ 58, Going First ≈ 60, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: none. Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.69 · key two-card combo ≈ — · full-brick estimate ≈ 0.31 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Strong hand‑trap suite for disruption
- High interaction density with many removal and negation options
- Flexible extra‑deck with powerful Vaalmonica links
Weaknesses
- Low archetype purity; many off‑archetype cards dilute core
- No side deck limits post‑side adaptability
- Complex pendulum counter requirements create brick risk
Critical choke points
- Need 3 Resonance Counters to summon Vaalmonica Link monsters
- Reliance on specific Pendulum combos for engine activation
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Some generic extra‑deck links (e.g., I:P Masquerena) that do not support the Vaalmonica engine | More Vaalmonica core Pendulum monsters or cards that place Resonance Counters | Increase starter consistency and reduce brick risk |
| 2 | None | A side deck with anti‑meta floodgates (e.g., Dimensional Barrier) and extra removal | Improve post‑side adaptability and matchup coverage |
Evidence & confidence
- Verified: Legality status and copy limits; Card text excerpts for hand traps and searchers
- Inferred: Probability calculations for starter consistency; Brick risk estimation from copy histogram; Engine ceiling and floor based on card effects; Interaction density from role_tag_counts; Resource economy from searcher and LP‑gain cards; Closing power from high‑ATK Link monsters; Main‑deck efficiency from archetype purity; Extra‑deck efficiency from breakdown; Pilotability from pendulum complexity
- Provisional: Matchup format fit due to missing 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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