Infernoble Knight Deck #736249 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Imperial Bower x3, Infernoble Knight - Roland x3, Joker's Knight x3. Created Jul 25, 2026 by YGO Mod.

Deck Infernoble Knight Master Duel

Created by: YGO Mod (20517634)

Created On: 07/25/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
52± 8/ 100
Power Score

Deck — Deck Power Evaluation

Final Contextual Deck Power: 52/100 (Confidence: Low)

  • Primary strategy: Midrange
  • Secondary strategies: Trap Control, Warrior Toolbox
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Resource advantage through trap activation and warrior synergy, converting into board pressure via Knight tutoring and XYZ sumons; Fusion access via Flame Swordsdance to sumon Flame Swordsman and apply removal with board manipulation
  • Turn 1 (going first): Establish trap density and activate early removal (Torrential, Paleozoic Dinomischus) while tutoring Knight searchers to maintain hand; layer multiple traps to protect field
  • Turn 2 (going second): Leverage trap-activated special sumons (Paleozoic, Flame Swordsdance) to clear opponent's board while maintaining resource generation through Expendable Dai and Dark Factory
  • Recovery: Use GY recursion from trap cards and banish mechanics (D.D. Post) to rebuild; leverage Joker's Knight and Infernoble Knight Roland as recurring tutors
  • After siding: No side deck present; post-side plan unavailable

Why it scores here

This Infernoble Knight list attempts trap-centric midrange strategy with warrior synergy but sufers from critical structural weaknesses. The deck runs zero archetype-core cards (Chronomaly Vimana, Triple Tactics Talent, Super Quantum Red Layer all missing), indicating severe deviation from proven Infernoble builds. Consistency is undermined by competing trap activation conditions and a lack of dedicated combo lines—no parseable boards exist in the evidence, and the engine lacks coherent synergy between its diverse components (Knight tutors, Paleozoic, Flame Swordsman, D.D. mechanics, and generic removal traps). While trap redundancy provides some grind value and going-second board-breaking potential, the deck's opening reliability is poor, brick risk is elevated (three Normal Monsters, 21 traps competing for activation), and offensive closing power is minimal. The absence of a side deck and missing core staples further reduce adaptability and format fit. This is a near-complete departure from the archetype's proven engine—not a refined variant.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 42
D2 Opening-Hand Quality & Brick Management 38
D3 Combo Conversion & Ceiling 35
D4 Combo Floor & Median Output 40
D5 Interruption Resilience & Route Redundancy 48
D6 Resource Economy, Recovery & Grind 54
D7 End-Board & Interaction Quality 52
D8 Going-Second & Board-Breaking Power 58
D9 Offensive Pressure & Closing Power 35
D10 Main Deck Efficiency & Flexibility 45
D11 Extra Deck Efficiency & Coverage 48
D12 Side Deck Adaptability 0
D13 Matchup Coverage & Format Fit 40
D14 Pilotability & Error Tolerance 44

How the score was computed

Modifiers: none.


More Master Duel Info

Infernoble Knight

Infernoble Knight Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top