Endymion Deck #736465 — Yu-Gi-Oh! Master Duel
40 Main, 15 Extra, incl. Servant of Endymion x3, Chicken Game x3, Spell Power Mastery x3. Created Jul 29, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 07/29/2026
Main Deck (40)
- Diabellstar the Black Witch x2
- Droll & Lock Bird x1
- Magicians' Souls x1
- Spellbook Magician of Prophecy x1
- The Winged Dragon of Ra - Sphere Mode x1
- Endymion, the Mighty Master of Magic x2
- Magical Abductor x1
- Magister of Endymion x1
- Mythical Beast Garuda x1
- Mythical Beast Jackal x1
- Mythical Beast Jackal King x1
- Mythical Beast Master Cerberus x2
- Reflection of Endymion x1
- Servant of Endymion x3
- Called by the Grave x1
- Chicken Game x3
- Deception of the Sinful Spoils x1
- Instant Fusion x1
- Mythical Institution x1
- Sandwich Day x1
- Sinful Spoils of Subversion - Snake-Eye x1
- Spell Power Mastery x3
- Spellbook of Knowledge x1
- Spellbook of Secrets x1
- The Gaze of Timaeus x1
- The Hallowed Azamina x1
- Triple Tactics Talent x1
- Upstart Goblin x3
- WANTED: Seeker of Sinful Spoils x1
Extra Deck (15)
- Azamina Ilia Silvia x1
- Azamina Mu Rcielago x1
- Dark Magician of Destruction x1
- Millennium-Eyes Restrict x1
- Red-Eyes Dark Dragoon x1
- Accesscode Talker x1
- Artemis, the Magistus Moon Maiden x1
- Beyond the Pendulum x1
- Crowley, the First Propheseer x1
- Heavymetalfoes Electrumite x1
- Hiita the Fire Charmer, Ablaze x1
- I:P Masquerena x1
- Promethean Princess, Bestower of Flames x1
- S:P Little Knight x1
- Selene, Queen of the Master Magicians x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 60/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 61 |
| Going First | 55 |
| Going Second | 60 |
| Meta Power | provisional |
| Tournament Reliability | 55 |
- Primary strategy: Control
- Secondary strategies: none
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Control and board dominance via Spell Counters and high‑ATK finishers; Pendulum engine resource generation
- Turn 1 (going first): Use Spell Power Mastery and Servant of Endymion to place Spell Counters, destroy opponent cards, and set up a resilient board.
- Turn 2 (going second): Leverage draw/search spells, hand traps (Droll & Lock Bird, Called by the Grave) and fast board‑breakers like Instant Fusion to respond and seize control.
- Recovery: Recursion through Spell counters, Mythical Institution, and Magicians' Souls to draw cards and rebuild resources after disruption.
- After siding: No side deck; rely on in‑game adaptation and flexible engine lines.
Why it scores here
The deck reliably opens its engine thanks to a 98% chance of drawing at least one core starter, allowing early Spell‑counter placement and board control. It converts that into pressure with draw/search spells and removal, while hand traps and multiple recursion paths keep it resilient to disruption. However, the lack of a side deck and modest combo depth limit its closing power and adaptability, keeping the overall performance solid but not elite.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 90 | P(≥1 core starter in opening hand) ≈ 0.987, giving a very high chance to launch the engine (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 70 | Overall archetype purity is only 20% and many off‑archetype cards increase potential mismatches, leading to an estimated moderate brick risk (Inferred) |
| D3 | Combo Conversion & Ceiling | 40 | Without recorded combo boards, the highest plausible one‑turn board (e.g., Instant Fusion → Red‑Eyes Dark Dragoon) yields limited pressure, so ceiling is modest (Inferred) |
| D4 | Combo Floor & Median Output | 30 | Typical turns resolve only a few spells and a single Pendulum summon, giving a low median output (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 75 | Hand traps and multiple recursion paths (Spell counters, Mythical Institution) provide redundancy against disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 70 | High draw/search count and Spell‑counter generation create a positive resource loop (Inferred) |
| D7 | End-Board & Interaction Quality | 70 | Four negation cards and numerous removal effects give the board solid interaction depth (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 60 | Six‑card opening hand and fast board‑break options (Instant Fusion, Chicken Game) give decent second‑player pressure (Inferred) |
| D9 | Offensive Pressure & Closing Power | 55 | Finisher potential exists via 3000‑ATK Fusion monsters, though they require specific setup (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 55 | Large card pool and low archetype purity reduce deck compactness (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 60 | Extra deck slots are filled with powerful but situational monsters, giving moderate coverage (Inferred) |
| D12 | Side Deck Adaptability | 30 | No side deck is present, limiting post‑side adaptability (Inferred) |
| D13 | Matchup Coverage & Format Fit | 40 | Lack of tournament data makes matchup fit provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Complex Pendulum and counter mechanics increase error tolerance, lowering pilotability (Inferred) |
How the score was computed
Strategy profile: Control. Structural ≈ 61, Going First ≈ 55, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: Side deck absence (-2); Low archetype purity (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.99 · key two-card combo ≈ — · full-brick estimate ≈ 0.01 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Very high engine start consistency
- Strong control tools and removal
- Robust resource generation via Spell counters and draw spells
Weaknesses
- Low archetype purity and many off‑archetype cards
- No side deck limits post‑side adaptability
- Limited combo depth and closing power
Critical choke points
- Reliance on early Spell‑counter placement
- Need to obtain key Pendulum monsters (Servant of Endymion, Endymion the Mighty Master of Magic) early
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Off‑archetype filler cards (e.g., The Winged Dragon of Ra - Sphere Mode, Random tech spells) | More side‑deck tech such as Cosmic Cyclone, Twin Twisters, and additional hand traps | Increase archetype purity and improve post‑side flexibility |
Evidence & confidence
- Verified: Legality status Legal; All copy limits respected
- Inferred: P(≥1 core starter in opening hand) ≈ 0.987; Archetype purity 20% implies moderate brick risk; No recorded combo boards, ceiling modest; Typical turn output low median; Hand traps and recursion provide resilience; Draw/search spells generate resources; Negation and removal give interaction depth; Six‑card hand and board‑breakers give second‑player pressure; High‑ATK finishers exist but need setup; Large card pool reduces efficiency; Extra deck contains situational monsters; No side deck limits adaptability; Lack of tournament data makes matchup fit provisional; Complex Pendulum mechanics lower pilotability
- Provisional: Matchup coverage is provisional 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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