Eldlich Deck #736385 — Yu-Gi-Oh! Master Duel
50 Main, 15 Extra, incl. Eldlich the Golden Lord x3, Hajun, the Winged Mayakashi x3, Cursed Eldland x3.
Created by: YGO Mod (20517634)
Created On: 07/28/2026
Main Deck (50)
- Doomking Balerdroch x1
- Droll & Lock Bird x2
- Eldlich the Golden Lord x3
- Hajun, the Winged Mayakashi x3
- Mezuki x2
- Necroworld Banshee x1
- Vampire Fraulein x1
- Wandering Titan of Tartarus x1
- Yuki-Musume, the Ice Mayakashi x1
- Ash Blossom & Joyous Spring x2
- Dakki, the Graceful Mayakashi x1
- Ghost Belle & Haunted Mansion x1
- Glow-Up Bloom x1
- Book of Life x1
- Cursed Eldland x3
- Delta of Invitation x2
- Eldlixir of Black Awakening x3
- Foolish Burial x1
- Harpie's Feather Duster x1
- Mayakashi Return x2
- One for One x1
- That Grass Looks Greener x1
- Triple Tactics Thrust x2
- Zombie World x1
- Angel Statue - Azurune x1
- Conquistador of the Golden Land x2
- El Dorado Adelantado x1
- Eldlixir of Scarlet Sanguine x3
- Eldlixir of the Glorious Golden Land x1
- Ghost Meets Girl - A Masterful Mayakashi Shiranui Saga x1
- Golden Land Forever! x1
- Guardian of the Golden Land x1
- Huaquero of the Golden Land x1
Extra Deck (15)
- Eldlich the Mad Golden Lord x1
- Fallen Angel of the Golden Land x1
- Avendread Savior x1
- Flying Mary, the Wandering Ghost Ship x1
- Vampire Sucker x1
- Yuki-Onna, the Absolute Zero Mayakashi x1
- Yuki-Onna, the Ice Mayakashi x1
- Yuki-Onna, the Icicle Mayakashi x2
- Gashadokuro, the Skeletal Mayakashi x1
- Oboro-Guruma, the Wheeled Mayakashi x1
- Tengu, the Winged Mayakashi x1
- Tsuchigumo, the Poisonous Mayakashi x1
- Yoko, the Graceful Mayakashi x1
- The Zombie Vampire x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 66/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 66.25 |
| Going First | 70 |
| Going Second | 65 |
| Meta Power | provisional |
| Tournament Reliability | 65 |
- Primary strategy: Control
- Secondary strategies: Toolbox
- Format: master-duel
Legality
Main 50 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Eldlich floodgate lock + high‑ATK boss monster; Mayakashi extra‑deck combos and recursion
- Turn 1 (going first): Summon Eldlich the Golden Lord, activate Cursed Eldland and Eldlixir to lock opponent, then build a board with Mayakashi support.
- Turn 2 (going second): Use hand traps (Ash Blossom, Droll & Lock Bird, Golden Land Forever!) to disrupt opponent, then summon a Mayakashi boss or Eldlich lock.
- Recovery: Recycle Eldlixir cards, use Mezuki and Droll & Lock Bird to regain resources, and bring back key monsters from the GY.
- After siding: Rely on hand traps and extra‑deck summons; no side deck is present.
Why it scores here
The deck reliably opens with an Eldlich lock using Cursed Eldland and Eldlixir, giving a strong first‑turn engine. Hand traps and multiple negation cards provide solid interruption resilience, letting the plan survive typical disruption. Resource loops via Eldlixir and Graveyard recursion keep the board sustainable, while high‑ATK boss monsters offer a decent closing threat. However, the large 50‑card main deck and many off‑archetype staples reduce compactness, and the lack of a side deck limits post‑side adaptability. No tournament data is available, so matchup fit remains provisional.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 85 | P(at least one core starter in opening hand) ≈ 0.95, giving a very reliable T1 engine (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 70 | Hand contains many off‑archetype cards and extra‑deck restrictions, leading to moderate brick risk (Inferred) |
| D3 | Combo Conversion & Ceiling | 70 | Best possible line can summon Eldlich, a Mayakashi and a high‑ATK boss like Doomking Balerdroch, yielding strong ceiling (Inferred) |
| D4 | Combo Floor & Median Output | 65 | Typical games achieve a stable board with Eldlich, a Mayakashi and floodgate, reflected in median power (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 80 | Multiple hand traps (Ash Blossom, Droll, Golden Land Forever!) and negations (Doomking, Yuki‑Onna) provide redundancy against disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 70 | Searchers (Cursed Eldland, Triple Tactics Thrust) and recycle effects (Eldlixir) balance resource spend and recovery (Inferred) |
| D7 | End-Board & Interaction Quality | 75 | Interaction density is high with several negates and board‑breakers, giving durable end‑board (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 65 | Going‑second hand‑trap density ≈0.49 and board‑breaking cards like Conquistador give decent second‑player pressure (Inferred) |
| D9 | Offensive Pressure & Closing Power | 60 | Closing power relies on high‑ATK monsters (Doomking Balerdroch 2800, Gashadokuro 3300) but requires setup, yielding moderate score (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 55 | 50‑card main deck mixes core and many staples, lowering compactness (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 60 | 15‑card extra deck packs many Mayakashi links and synchros, using most slots but with some redundancy (Inferred) |
| D12 | Side Deck Adaptability | 30 | No side deck is present, limiting adaptability after side‑step (Inferred) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament or meta data available, so matchup fit is provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 55 | Complex extra‑deck summons and multiple decision points raise error tolerance, giving moderate pilotability (Inferred) |
How the score was computed
Strategy profile: Control. Structural ≈ 66.25, Going First ≈ 70, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 65. Modifiers: Side deck absence (-4); High core starter probability (4). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.95 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Very high probability of opening core Eldlich engine
- Multiple hand traps and negations for disruption resistance
- Strong interaction suite with many board‑breakers
Weaknesses
- Large main deck with many off‑archetype cards raises brick risk
- No side deck limits post‑side adaptability
- Complex extra‑deck summons increase pilot error tolerance
Critical choke points
- Reliance on Eldlich lock to start; if disrupted early the plan stalls
- Extra‑deck summons require specific material setups
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Some off‑archetype staples (e.g., generic spells) | More consistent searchers or floodgates | Improve main‑deck efficiency and reduce brick rate |
| 2 | None (side deck empty) | A small side deck with anti‑graveyard or anti‑hand‑trap options | Increase adaptability after side‑step |
Evidence & confidence
- Verified: Legality status; Card copy limits; Banlist statuses
- Inferred: Core starter probability; Brick risk estimation; Combo ceiling inference; Median output inference; Resilience via hand traps; Resource loops via Eldlixir; Interaction density inference; Going‑second hand‑trap density; Closing power via high‑ATK monsters; Main deck compactness inference; Extra deck slot usage; Side deck absence impact; Pilotability 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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