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.

Deck Archfiend Master Duel

Created by: YGO Mod (20517634)

Created On: 08/03/2026

 
 


Official AI Deck Power Analysis
ControlConfidence: MediumEvaluated May 22, 2024
54± 5/ 100
Power Score
Structural 57
Reliability 40
Going First 60
Going Second 30

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
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

More Master Duel Info

Archfiend

Archfiend Breakdown

 
 

 

 

 

 

 

 
 

 

 
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