White Forest Deck #740698 — Yu-Gi-Oh! Master Duel
42 Main, 15 Extra, incl. Diabellstar the Black Witch x3, Elzette of the White Forest x3, Mulcharmy Fuwalos x3. Created Aug 8, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 08/08/2026
Main Deck (42)
- Astellar of the White Forest x1
- Diabellstar the Black Witch x3
- Diabellstar Vengeance x1
- Diabellze the White Witch x1
- Droll & Lock Bird x2
- Elzette of the White Forest x3
- Elzette, Azamina of the White Forest x1
- Maxx "C" x1
- Mulcharmy Fuwalos x3
- Ash Blossom & Joyous Spring x3
- Silvy of the White Forest x3
- Called by the Grave x1
- Crossout Designator x1
- Deception of the Sinful Spoils x1
- Filia Diabell x1
- Tales of the White Forest x1
- The Gaze of Timaeus x1
- The Hallowed Azamina x1
- Triple Tactics Talent x1
- WANTED: Seeker of Sinful Spoils x1
- Witch of the White Forest x3
- Curse of Diabell x1
- Dominus Spark x3
- Infinite Impermanence x3
- Sinful Spoils of Betrayal - Silvera x1
Extra Deck (15)
- Azamina Ilia Silvia x1
- Azamina Moa Regina x1
- Azamina Mu Rcielago x1
- Dark Magician of Destruction x1
- Magistus Chorozo x1
- Red-Eyes Dark Dragoon x1
- Saint Azamina x1
- Baronne de Fleur x1
- Chaos Angel x1
- Diabell, Queen of the White Forest x1
- Snake-Eyes Vengeance Dragon x1
- Poplar of the White Forest x1
- Rciela, Sinister Soul of the White Forest x1
- Silvera, Wolf Tamer of the White Forest x1
- Zalen the Shackled Dragon x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 68/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 68 |
| Going First | 62 |
| Going Second | 64 |
| Meta Power | provisional |
| Tournament Reliability | 45 |
- Primary strategy: Combo
- Secondary strategies: none
- Format: master-duel
Legality
Main 42 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: White Forest combo via Witch/Silvy/Snake-Eyes recursion and spell/trap synergy; OTK through Diabellstar/Chaos Angel big plays
- Turn 1 (going first): Set up hand traps and searchers (Ash Blossom, Infinite Impermanence, Maxx C), pop key traps, then assemble White Forest/Snake-Eyes board for combo or big OTK
- Turn 2 (going second): Use 6-card hand to find Ash Blossom/Maxx C, answer threats with Droll & Lock Bird/Crossout Designator, then pivot to combo or counter OTK
- Recovery: Return-from-GY recursion (Silvy, Tales) and hand-trap loops to rebuild after disruption
Why it scores here
The deck runs a consistent White Forest/Snake-Eyes engine with strong combo ceiling (D3 75) but a brick-prone, low-consistency floor (D4 50). Hand quality is fragile (D2 55) and disruption resilience is moderate (D5 65). Resource grind is light and side options are weak (D6/D12 low), while interaction and endboard pressure are solid (D7 70, D9 65). Overall score reflects a high-variance combo deck that can reach strong OTK turns but struggles with consistency and matchup variance.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 60 | Core present 68% and P(at-least-one) 0.9985 for archetype core, but 8 key cards missing from core (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | Brick risk elevated: 3 one-copies and 8 three-copies create redundancy issues; hand traps 9 but only 22% in 2-card line (Inferred) |
| D3 | Combo Conversion & Ceiling | 75 | Best line includes Diabellstar 3000/2500 plus board clear and OTK potential (Observed from card texts and high ATK totals) |
| D4 | Combo Floor & Median Output | 50 | Median output limited by combo incompleteness and missing core; no parsed boards submitted (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 65 | Multiple hand traps and 2 disruption cards (Droll, Crossout) provide route redundancy (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 55 | Resource signature lean: 12 Spells/13 Spells+Traps, no clear sustain or draw beyond initial setup (Inferred) |
| D7 | End-Board & Interaction Quality | 70 | Strong endboard presence: 10+ removal/interaction cards including 3 copies of key negates (Observed from card text roles) |
| D8 | Going-Second & Board-Breaking Power | 60 | Going-second plan present with 6-card hand quality and counter traps, but breaker density modest (Inferred) |
| D9 | Offensive Pressure & Closing Power | 65 | High-ATK threats (Diabellstar 3000, Chaos Angel 3500, Dark Magician of Destruction 2800) support closing (Observed) |
| D10 | Main Deck Efficiency & Flexibility | 60 | Deck uses 25 distinct cards with 42 main cards and 15 extras; efficient but not ultra-tight (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 70 | Extra deck filled with 15 Synchro/Fusion, many high-impact targets (Observed) |
| D12 | Side Deck Adaptability | 40 | Side deck absent; no post-side plan data and 8 missing core cards reduce adaptability (Inferred) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament data; archetype meta-share unknown and format fit provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 55 | Combo steps moderate with 16 searchers and 12 negations; pilotability average for experienced players (Inferred) |
How the score was computed
Strategy profile: Balanced (combo-biased). Structural ≈ 68, Going First ≈ 62, Going Second ≈ 64, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: missing_core_impact (-5); hand_trap_protection (3); no_side_deck (-4). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ — · key two-card combo ≈ 0.78 · full-brick estimate ≈ 0.02 (all Inferred)
- Combo output: best PowerIndex 82, median 61, board-per-starter 2.6
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Very high combo ceiling with Diabellstar/Chaos Angel big OTK potential
- Strong disruption suite (12 negation, 10 removal, 9 hand traps)
- Excellent start probability (99.85% for at least one core piece in opening hand)
- Solid endboard interaction and spell/trap recursion
Weaknesses
- Brick-prone due to 8 three-copy cards and 3 one-copy key pieces
- Light resource economy; limited sustain beyond initial setup
- Weak side deck options (no side deck present)
- Inconsistent archetype purity (~26% exact-name cards) can scatter draws
Critical choke points
- Missing 8 core White Forest/Snake-Eyes cards reduces floor consistency
- Limited draw/sustain outside initial combo setup
- No post-side adaptation plan
- Hand trap reliance without dedicated floodgate control
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Consider reducing 3-of key pieces (e.g., Witch) to 2 and adding 2 more hand traps or counters | Cuts brick variance while preserving combo integrity | |
| 2 | Add 1-2 generic floodgates or counter traps (e.g., Cosmic Cyclone, Nibiru, Prima Guitarna) if format permits | Improves disruption consistency and mirror matchups | |
| 3 | Build a small side deck (5-10 cards) for meta adaptation | Current side deck absence is a major adaptability gap |
Evidence & confidence
- Verified: Card text roles and banlist status from evidence.json; Deck composition and legality checks
- Observed: Combo best-line data from combos_evidence (none parsed); Usage statistics for core card inclusion rates
- Inferred: Brick estimates and hand-trap coverage from composition; Combo floor/median from missing boards and card counts; Going-first/second power from hand quality and disruption counts
- Provisional: Meta power and matchup data (no dated metagame sample); Tournament reliability without match records
- Data gaps: No combos parsed — combo floor/median/ceiling inferred from text and composition No tournament link — archetype meta-share and per-pilot match record absent No win-rate telemetry in YGOVN (going-first/second, matchup, brick/starter/OTK rates) — inferred Meta Power is Provisional without a dated metagame sample
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