Paleozoic Deck #736701 — Yu-Gi-Oh! Master Duel
40 Main, 15 Extra, incl. Emissary from the House of Wax x3, Prufinesse, the Tactical Trapper x3, Mokomoko x3. Created Jul 30, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 07/30/2026
Main Deck (40)
- Emissary from the House of Wax x3
- Prufinesse, the Tactical Trapper x3
- Queen Azamina x2
- Talons of Shurilane x2
- Mokomoko x3
- Jongleur-Ghoul Illusionist x2
- Nightmare Hands x3
- Sinful Spoils of Subversion - Snake-Eye x2
- Azamina Determination x2
- Backup Team x1
- D.D. Post x1
- Dark Factory of More Production x2
- Lost Wind x1
- Mirage Mirror Force x1
- Paleozoic Dinomischus x3
- Paleozoic Marrella x3
- Primite Howl x1
- Sinful Spoils of Slumber - Morrian x2
- Torrential Tribute x3
Extra Deck (15)
- Azamina Sol Erysichthon x2
- Berserker of the Tenyi x1
- Codebreaker Virus Swordsman x1
- Geonator Transverser x1
- Haggard Lizardose x1
- Pentestag x1
- Triple Burst Dragon x1
- Dragonlark Pairen x1
- Goblin's Crazy Beast x1
- Number 29: Mannequin Cat x1
- Number 70: Malevolent Sin x1
- Ripple Bird x1
- Sword Breaker x1
- Wonky Quartet x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 58/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 67 |
| Going First | 65 |
| Going Second | 55 |
| Meta Power | provisional |
| Tournament Reliability | 60 |
- Primary strategy: Control
- Secondary strategies: Midrange, Toolbox
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Attrition and board control via layered trap negations and removal; Azamina Fusion boss monster pressure
- Turn 1 (going first): Set multiple traps, summon Illusion monsters for protection and negation, establish a defensive board
- Turn 2 (going second): Use Illusion disruption and trap baiting to neutralize opponent, then counter-attack with mid-tier bosses
- Recovery: Banish/shuffle recursion via Azamina Determination, Morrian, and Dark Factory draw engine
- After siding: None (zero side deck cards)
Why it scores here
This deck operates as a trap-centric Control system that prioritizes attrition over explosive plays. Its high starter density guarantees frequent access to interaction, while its extensive removal and negation traps create a highly layered defensive board. However, the 50% trap ratio severely limits offensive pressure and creates significant brick risk when monster density drops. The complete absence of a side deck eliminates any post-match adaptation, and the lack of recorded combo data leaves its median output dependent on text-only inference. Popularity and archetype tags did not inflate the score; the rating reflects the system's reliance on setup-dependent traps and its vulnerability to fast, disruptive openings.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 85 | P(≥1 starter in opening 5) ≈ 0.96; 18-copy core engine ensures frequent activation (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 65 | 20-trap main deck creates high redundancy risk and potential monster-brick hands despite strong starters (Inferred) |
| D3 | Combo Conversion & Ceiling | 60 | Text-only inference shows Azamina Fusion payoff and Illusion extender lines, but lacks explosive ceiling (Inferred) |
| D4 | Combo Floor & Median Output | 70 | Median output reliably produces a defensive board with multiple negations and removal traps (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 75 | Multiple independent Illusion and Trap lines provide solid interruption resilience and recovery routes (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 75 | Dark Factory, Backup Team, and Azamina Sol recursion maintain strong resource economy through grind phases (Inferred) |
| D7 | End-Board & Interaction Quality | 85 | Exceptional interaction density with 26 removal-text traps and 4 negations creates a highly layered end-board (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 55 | Lacks dedicated board-breaking tools beyond Snake-Eye; heavily reliant on opponent playing into backrow (Inferred) |
| D9 | Offensive Pressure & Closing Power | 50 | Boss monsters offer adequate power but lack piercing/direct damage, slowing closing speed (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 55 | 50% trap ratio consumes valuable slots that could improve search consistency or monster density (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 65 | 15-card Extra Deck covers multiple summoning conditions but includes niche picks like Ripple Bird (Inferred) |
| D12 | Side Deck Adaptability | 10 | Zero side deck cards eliminate post-match adaptation capabilities entirely (Verified) |
| D13 | Matchup Coverage & Format Fit | 60 | Provisional fit against combo strategies due to trap density, but untested in current Master Duel meta (Provisional) |
| D14 | Pilotability & Error Tolerance | 50 | High complexity from managing numerous trap activations and Illusion positioning reduces error tolerance (Inferred) |
How the score was computed
Strategy profile: Control. Structural ≈ 67, Going First ≈ 65, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: Zero side deck (-5); High trap density (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.96 · key two-card combo ≈ — · full-brick estimate ≈ 0.15 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Exceptional interaction density with numerous negation and removal traps
- High starter consistency ensures frequent board establishment
- Strong resource management via shuffle/banish recursion engines
- Solid interruption resilience through multiple independent Illusion and Trap lines
Weaknesses
- Complete lack of side deck prevents format adaptation
- Heavy trap ratio causes significant brick risk and slows offensive pressure
- Minimal board-breaking tools forces reliance on opponent mistakes
- Zero hand traps leave going-second vulnerable to aggressive opens
Critical choke points
- Opening hand must contain sufficient monsters to activate trap effects
- Lethal conversion relies on slow boss monster attacks rather than direct damage
- Going-second plans fail against decks that can bypass backrow or play faster than setup time
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Ripple Bird | Ash Blossom & Joyous Spring | Adds essential going-second hand trap coverage to survive aggressive opens |
| 2 | Wonky Quartet | Effect Veiler | Improves going-second resilience and frees up an Extra Deck slot for more relevant options |
Evidence & confidence
- Verified: Legality status: Legal (40 Main, 15 Extra, 0 Side); Card copy counts and banlist statuses confirmed; Zero side deck cards present
- Inferred: Consistency probabilities and brick estimates; Strategy classification as Control/Midrange; Dimension scores derived from card text and role hints; Resource economy and interruption resilience calculations
- Provisional: Meta fit and tournament reliability due to absent dated 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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