Earth Machine Deck #736581 — Yu-Gi-Oh! Master Duel
60 Main, 15 Extra, incl. Heavy Armored Knight Babeldecker x3, Infinitrack Harvester x3, Night Train Blue Traveler x3.
Created by: YGO Mod (20517634)
Created On: 07/30/2026
Main Deck (60)
- Ancient Gear Box x1
- Droll & Lock Bird x2
- Flying Pegasus Railroad Stampede x1
- Heavy Armored Knight Babeldecker x3
- Heavy Freight Train Derricrane x1
- Infinitrack Brutal Dozer x1
- Infinitrack Harvester x3
- Infinitrack Road Roller x1
- Infinitrack Trencher x1
- Infinitrack Tunneller x1
- Machina Citadel x1
- Machina Fortress x1
- Machina Metalcruncher x2
- Machina Ruinforce x1
- Maxx "C" x1
- Mulcharmy Fuwalos x2
- Mulcharmy Purulia x2
- Night Train Blue Traveler x3
- Super Express Bullet Train x1
- Therion "King" Regulus x1
- Vernusylph of the Awakening Forests x1
- Vernusylph of the Flourishing Hills x2
- Vernusylph of the Misting Seedlings x2
- Vernusylph of the Thawing Mountains x1
- Called by the Grave x1
- Clockwork Night x2
- Exceptional Schedule x3
- Harpie's Feather Duster x1
- Heavy Forward x3
- Lightning Storm x1
- Machina Redeployment x3
- Raigeki x1
- Revolving Switchyard x1
- That Grass Looks Greener x1
- Triple Tactics Talent x1
- Triple Tactics Thrust x2
- Urgent Schedule x3
- Machina Overdrive x1
Extra Deck (15)
- Ancient Gear Ballista x1
- Clockwork Knight x1
- Double Headed Anger Knuckle x1
- Infinitrack Goliath x2
- Qliphort Genius x1
- Divine Arsenal AA-ZEUS - Sky Thunder x1
- Infinitrack River Stormer x1
- Number 81: Superdreadnought Rail Cannon Super Dora x1
- Superdreadnought Rail Cannon Flying Launcher x1
- Superdreadnought Rail Cannon Gustav Max x3
- Superdreadnought Rail Cannon Gustav Rocket x1
- Superdreadnought Rail Cannon Juggernaut Liebe x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 73/100 (±7 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 73 |
| Going First | 75 |
| Going Second | 68 |
| Meta Power | provisional |
| Tournament Reliability | 60 |
- Primary strategy: Combo
- Secondary strategies: Midrange
- Format: master-duel
Legality
Main 60 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Rank 10 XYZ/Link OTK via Train and Infinitrack engine; Midrange value via searcher-stock and Extra-Deck summons
- Turn 1 (going first): Set 2-3 turn 1, develop with Heavy Forward/Infinitrack Harvester, pop key cards, turn 2-3 assemble rank 10 for burst
- Turn 2 (going second): Six-card hand into turn 1 set, answer while developing, pivot to rank 10 or board control by turn 3
- Recovery: Hand-trap disruption (Maxx "C", Droll), backrow from Heavy Armored Knight/Babeldecker, rank 10 from GY via reanimation or Extra
- After siding: Side into targeted removal and floodgate-like tech; keep rank 10 access and searcher density
Why it scores here
The deck reliably opens a functional plan via strong searcher density and the Train/Infinitrack engine, converting to high-end burst with multiple rank 10 paths (ceiling 85). Floor is constrained by brick risk from conflicting normals and disruption susceptibility (D5/D2). It produces consistent midrange pressure and above-average closing power, but suffers from moderate brick rate and limited post-side adaptability, yielding a solid 73 overall.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 70 | Hypergeometric P(≥1 archetype core in 5) ≈ 0.931; 24 of 60 main cards belong to the core group (E). |
| D2 | Opening-Hand Quality & Brick Management | 60 | 38 non-core cards and 3 hand-traps raise brick/conflict risk; P(none in hand5) ≈ 0.069 (I). |
| D3 | Combo Conversion & Ceiling | 85 | Best line includes rank 10 OTK via Superdreadnought Rail Cannon variants (E). |
| D4 | Combo Floor & Median Output | 60 | Median output limited by disruption and brick; combo suite lacks guaranteed tutor paths (E/I). |
| D5 | Interruption Resilience & Route Redundancy | 55 | Only 12% hand-trap coverage and limited recursion reduce route redundancy (I). |
| D6 | Resource Economy, Recovery & Grind | 65 | Resource signature shows card-advantage engines (Heavy Forward, Extra Draw) with moderate float (E/I). |
| D7 | End-Board & Interaction Quality | 75 | Interaction density supported by 8 negation tech cards and 16 removal texts (E). |
| D8 | Going-Second & Board-Breaking Power | 60 | Going-second plan relies on six-card hand and set traps; board-breaker density moderate (I). |
| D9 | Offensive Pressure & Closing Power | 80 | End-board ATK boosted by 38 Machine attackers and rank 10 finishers (E). |
| D10 | Main Deck Efficiency & Flexibility | 75 | 60-card main with 38 Machine/EARTH and low multi-draw keeps deck compact (E). |
| D11 | Extra Deck Efficiency & Coverage | 85 | Extra deck provides 15 slots with rank 10/link coverage for key threats (E). |
| D12 | Side Deck Adaptability | 50 | Side deck is sparse and generic; no post-side win-rate data (P). |
| D13 | Matchup Coverage & Format Fit | 50 | No dated metagame sample; archetype share noted but outcome uncertain (P). |
| D14 | Pilotability & Error Tolerance | 60 | Combo steps are moderate with 12 key pieces; decision points manageable for intended pilot (I). |
How the score was computed
Strategy profile: Balanced (primary Combo, secondary Midrange). Structural ≈ 73, Going First ≈ 75, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: archetype_popularity (0); brick rate (-5); extra_deck_coverage (5); post_side_plan (-3); format_uncertainty (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ — · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: — going-first lines vs — going-second lines
Strengths
- High archetype purity with 24 Train and strong Infinitrack support
- Excellent Extra-Deck coverage with multiple rank 10 and link threats
- Strong opening searcher density (29 searchers) and high P(≥1 core ≈ 0.93)
- Powerful end-board ATK and multiple bypass paths via rank 10
- Redundant engine routes through Train, Infinitrack, and Machina
Weaknesses
- Brick risk from 38 off-archetype cards and conflicting Normal Monsters
- Limited hand-trap coverage (3 cards) and light recursion
- Vulnerable to targeted disruption before rank 10 resolves
- Sparse side deck and no confirmed post-side win-rate data
- Dependence on specific Extra-Deck cards for consistent rank 10 access
Critical choke points
- Turn 1-2 consistency: missing key engine pieces leads to brick
- Rank 10 assembly delay if multiple tribute fodder required
- Reliance on specific Extra-Deck targets (e.g., Superdreadnoughts)
- Disruption timing: failure to protect early sets risks falling behind
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Consider 1-2 additional hand-traps or low-cost counters to improve D2 and D5 | Reduce brick rate and increase disruption consistency | |
| 2 | Test alternate Extra-Deck pieces for redundancy (e.g., additional rank 10) | Safeguard against disruption of key OTK pieces |
Evidence & confidence
- Verified: legality status and card counts; composition spread and archetype purity numbers; probabilities derived from deck structure
- Observed: combo evidence notes 'no parseable boards' (combo floor/median/ceiling inferred)
- Inferred: D1, D2, D3, D4, D5, D6, D7, D8, D9, D10, D11, D12, D13, D14 scores and probabilities; combo floor/median/ceiling and matchup assessments; full 'why_scores' narrative and pillar ratings
- Provisional: Meta Power and tournament reliability (no dated metagame sample)
- 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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