Archfiend Deck #738751 — Yu-Gi-Oh! Master Duel
40 Main, 15 Extra, incl. Fiendish Rhino Warrior x3, Prufinesse, the Tactical Trapper x3, Archfiend's Usurpation x3. Created Aug 3, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 08/03/2026
Main Deck (40)
- Archfiend's Advent x1
- Diabolica the Draconique General x1
- Fiendish Rhino Warrior x3
- Labrynth Archfiend x2
- Prufinesse, the Tactical Trapper x3
- Zalamander Catalyzer x2
- Terrifying Toddler of Torment x2
- Archfiend Soldier x1
- Beast of Talwar x1
- Archfiend's Usurpation x3
- Archfiend Playtime x2
- Backup Team x1
- Call of the Archfiend x1
- D.D. Post x1
- Dark Factory of More Production x2
- Farewelcome Labrynth x2
- Jelly Cannon x1
- Lost Wind x1
- Paleozoic Dinomischus x3
- Paleozoic Marrella x3
- Primite Howl x1
- Torrential Tribute x3
Extra Deck (15)
- Baba Barber x1
- Berserker of the Tenyi x1
- Codebreaker Virus Swordsman x1
- Haggard Lizardose x1
- Imduk the World Chalice Dragon x1
- Pitknight Earlie x1
- Puzzlomino, the Drop-n-Deleter x1
- Triple Burst Dragon x1
- D/D/D Wave High King Caesar x1
- Dark Armed, the Dragon of Annihilation x1
- Goblin's Crazy Beast x1
- Number 29: Mannequin Cat x1
- Number 70: Malevolent Sin x1
- Super Quantal Mech Beast Grampulse x1
- Wonky Quartet x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 54/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 57 |
| Going First | 60 |
| Going Second | 30 |
| Meta Power | provisional |
| Tournament Reliability | 40 |
- Primary strategy: Control
- Secondary strategies: Midrange
- Format: master-duuel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Attrition via trap interactions and Fiendish Rhino Warrior protection; Boss monster beatdown (Labrynth Archfiend, Archfiend's Advent, Dark Armed)
- Turn 1 (going first): Set multiple traps, establish Fiendish Rhino Warrior for monster protection, attack with Labrynth Archfiend/Advent while cycling resources
- Turn 2 (going second): Rely on face-down traps to disrupt opponent's plays, utilize attrition and card draw to stabilize, attack with protected fiends
- Recovery: Activate Dark Factory, Backup Team, Call of the Archfiend, and D.D. Post to recycle resources and maintain board presence
- After siding: None available; side deck is empty
Why it scores here
This Archfiend variant operates as a trap-heavy Control deck, relying on a dense suite of face-downs and Fiendish Rhino Warrior protection to stall and attrition opponents. While the core group reaches 22 copies yielding a 98.7% chance to draw something relevant, the extreme trap commitment (21/40) severely hampers opening-hand flexibility and combo conversion. The deck excels in end-board interaction and resource recovery through traps like Dark Factory and Backup Team, but its complete lack of hand traps cripples its going-second viability against established boards. With an empty side deck and no recorded combo lines, the system remains fragile to disruption and unable to adapt post-side, capping its overall reliability.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 72 | P(≥1 core in hand 5) ≈ 0.987; 22-copy core group ensures frequent activation (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 50 | 21/40 trap density creates high brick risk when drawing multiple face-downs without fiends or searchers (Inferred) |
| D3 | Combo Conversion & Ceiling | 40 | No recorded combo lines; ceiling relies on sequential trap activations and boss monster attacks (Inferred) |
| D4 | Combo Floor & Median Output | 48 | Median output centers on setting defensive traps and attacking with Labrynth Archfiend/Advent (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 68 | Torrential Tribute, Farewelcome, and Rhino Warrior provide solid routes to survive single interruptions (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 72 | Dark Factory, Backup Team, and Call of the Archfiend enable consistent card advantage and recovery loops (Inferred) |
| D7 | End-Board & Interaction Quality | 78 | Interaction density avg is high due to 21 traps offering negate, removal, and board wipe options (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 32 | Zero hand traps severely limits ability to challenge established boards going second (Inferred) |
| D9 | Offensive Pressure & Closing Power | 52 | Boss monsters reach 2500-2800 ATK but deployment is slow, limiting immediate closing power (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 38 | 21 traps exceeds optimal efficiency for modern tempo, crowding out necessary monster/searcher slots (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 62 | 15 distinct extra deck monsters offer broad rank/level coverage but lack mechanical synergy with main deck (Inferred) |
| D12 | Side Deck Adaptability | 10 | Side deck contains 0 cards, eliminating any post-match adaptation capability (Verified) |
| D13 | Matchup Coverage & Format Fit | 42 | Format fit estimated as mid-tier control; lacks proven tournament performance data (Provisional) |
| D14 | Pilotability & Error Tolerance | 65 | Straightforward trap-setting and attack instructions lower pilot complexity despite high card count (Inferred) |
How the score was computed
Strategy profile: Control. Structural ≈ 57, Going First ≈ 60, Going Second ≈ 30, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Empty Side Deck (-5); Zero Hand Traps (-4); Trap Overcommitment (-3). 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 ≈ 0.15 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High trap interaction density provides versatile board control
- Strong card advantage and recovery suite via Dark Factory, Backup Team, and Call of the Archfiend
- Fiendish Rhino Warrior offers reliable protection for key fiend monsters
Weaknesses
- Zero hand traps cripples going-second play against established boards
- Empty side deck prevents post-match adaptation and meta tuning
- Extreme trap ratio causes opening-hand bricks and slows overall tempo
Critical choke points
- Lack of hand traps makes going-second highly dependent on opponent mistakes and favorable draws
- Face-down trap reliance is vulnerable to board-breaking effects and non-targeted destruction
- Disjointed extra deck lacks synergy with main deck engine, creating resource disconnect
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Jelly Cannon | Effect Veiler | Adds essential going-second hand trap coverage to challenge established boards and interrupt key plays |
| 2 | Primite Howl | Ash Blossom & Joyous Spring | Replaces niche trap with universal hand trap to improve interruption resilience and going-second viability |
Evidence & confidence
- Verified: Legality confirmed: 40/15/0 split matches Master Duel rules.; Core archetype group comprises 22 copies with 98.7% opening probability.
- Inferred: Dimension scores derived from hypergeometric probabilities and card-text role analysis.; Strategy classified as Control due to 21-trap density and attrition-focused game plan.; Going-second power penalized for zero hand traps and reliance on face-downs.
- Provisional: Matchup format fit estimated without dated metagame telemetry.; Meta Power marked provisional due to absent tournament link.
- 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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