Gadgets Deck #747442 — Yu-Gi-Oh! Master Duel
40 Main, 15 Extra, incl. Machina Sniper x3, Rescue-ACE Quick Attacker x3, Enemy Controller x3. Created Sep 2, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 09/02/2026
Main Deck (40)
- Green Gadget x2
- Machina Sniper x3
- Red Gadget x2
- Rescue-ACE Fire Engine x2
- Rescue-ACE Quick Attacker x3
- Yellow Gadget x2
- Enemy Controller x3
- Super Rush Headlong x3
- Crusher Run x3
- Divine Wrath x2
- Machina Overdrive x2
- Paleozoic Olenoides x3
- Quadogmatika Beast x3
- R.B. Last Stand x3
- R.B. Next Phase x1
- Wall of Disruption x3
Extra Deck (15)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 47/100 (±6 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 53 |
| Going First | 44 |
| Going Second | 57 |
| Meta Power | provisional |
| Tournament Reliability | 48 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox, Link-Summon
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Gadget normal-summon chain feeding Link-3 and Xyz boards, with Fire Engine (2500 ATK) and Quick Attacker pressure as closers; Trap-based removal and negation (Divine Wrath, Crusher Run, Machina Overdrive, R.B. Last Stand) clearing blockers before attacks
- Turn 1 (going first): Normal Summon Yellow or Green Gadget, search the next Gadget, then reach a Link-2 or Quick Attacker board; traps are mostly dead until the opponent acts
- Turn 2 (going second): Hold Divine Wrath, Wall of Disruption and R.B. Last Stand for the opponent's first effect or attack, then rebuild through the Gadget chain
- Recovery: Gadget searches refill hand one card per summon; Machina Overdrive banishes from GY to shuffle Machines back and draw; Crusher Run fires on EARTH Machine losses
- After siding: No side deck in this export and Master Duel has no post-side step, so no post-side plan is scored
Why it scores here
The deck opens a Gadget chain on most hands, but only about 58% of going-first 5-card hands contain a Gadget (6 copies in 40, computed hypergeometric), so the engine is a single-family dependency rather than a redundant one. Half of the Main Deck is Traps, and many need an opponent action or a battle to be useful, so the floor is weak on the play and the deck leans on going second to convert its interaction into board. Conversion is credible through Link-3 and Xyz boards and Fire Engine pressure, but no recorded boards exist, so the ceiling and median are text-only inferences. Three Fossil Machine Skull Wagon and two Digvorzhak cannot be summoned from this list, which costs Extra-Deck efficiency. The score comes from consistency, interaction and resilience measured on the whole system, not from averaging card scores, and not from Gadgets being a known archetype: its usage-stat core is 3 of 25 cards present.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 52 | P(≥1 Gadget in 5-card hand) = 0.58 and in 6-card hand ≈ 0.65 (computed from 6 copies in 40); Quick Attacker needs a second Rescue-ACE card, so the 0.74 searcher figure overstates the starter pool (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 40 | 20 of 40 Main cards are Traps, most reactive (Wall of Disruption, Crusher Run, Divine Wrath, R.B. Next Phase); no hand traps to fill a going-first turn-one hand; 5 Extra cards are unsummonable (Inferred) |
| D3 | Combo Conversion & Ceiling | 55 | The Gadget loop, in which each Gadget searches the next, and Machina Overdrive or R.B. Last Stand conversion are plausible on paper, but combos_evidence has 0 parseable boards (Inferred semantic) |
| D4 | Combo Floor & Median Output | 42 | No recorded boards, so median output is unmeasured; reactive-trap-heavy hands likely give a low floor (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 55 | Three starter families (Gadget chain, Rescue-ACE, Machina Sniper) plus Crusher Run and Machina Overdrive recursion give partial route redundancy (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 60 | Each Gadget summon searches another Gadget, a one-for-one card-advantage loop; Machina Overdrive recovers Machines from GY or banishment (Inferred) |
| D7 | End-Board & Interaction Quality | 72 | 17 removal-text and 6 negation-text cards, with Divine Wrath and Crusher Run covering monster effects and no hand traps (Verified text + Inferred) |
| D8 | Going-Second & Board-Breaking Power | 68 | Trap-based defence (Wall of Disruption, R.B. Last Stand, Divine Wrath) suits going second; no going-second boards are recorded to measure (Inferred) |
| D9 | Offensive Pressure & Closing Power | 62 | Fire Engine 2500 ATK, Berserker of the Tenyi 3000 ATK and Malevolent Sin 2400 ATK give closing bodies, but only 2 Fire Engines and 1 Berserker are run (Verified stat + Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 50 | 40 Main cards, 16 distinct, copy histogram 1x1, 6x2, 9x3; half the Main is Traps and no compactness problem is visible (Verified composition) |
| D11 | Extra Deck Efficiency & Coverage | 35 | 10 of 15 Extra cards are usable: 3 Fossil Machine Skull Wagon need Fossil Fusion (not present) and 2 Digvorzhak need three Level-5 monsters (none present) (Verified text + Inferred) |
| D12 | Side Deck Adaptability | 30 | No side deck in the export and Master Duel has no post-side step; scored low with no performance data (Provisional) |
| D13 | Matchup Coverage & Format Fit | 45 | Only 3 of 25 usage-stat core cards are present; no tournament link or dated meta sample exists (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Trap timing requires reading opponent actions and multi-step Link or Xyz follow-ups, a moderate decision load (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 53, Going First ≈ 44, Going Second ≈ 57, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: engine fragmentation (-3); single choke point (-2). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*53 + 0.20*48 - 5 = 47 (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.58 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Gadget loop gives card advantage and a fixed route through six searchers
- Dense negation and removal text (6 negation, 17 removal) with no reliance on hand traps
- Machina Overdrive and Crusher Run give recursion and removal together
- Good Link-2 and Link-3 coverage in the Extra Deck
Weaknesses
- Half of the Main Deck is reactive Traps that do nothing on a going-first turn one
- Five Extra-Deck cards cannot be summoned from this list
- Only 3 of 25 archetype usage-stat core cards are present
- No side deck and no post-side plan
Critical choke points
- Gadget normal-summon chain: 6 copies, one Normal Summon per turn, and no Special Summon for Gadgets
- R.B. package depends on Shepherd's Crook copies linking each other
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | 3x Fossil Machine Skull Wagon | an Extra-Deck monster the Gadget or Rescue-ACE lines can actually summon (a Level-4 Xyz or Link-2 option) | The Fusion monster has no Fossil Fusion enabler in the list, so three Extra slots are dead |
| 2 | 2x Digvorzhak, King of Heavy Industry | a Level-4 Xyz that uses the Level-4 Gadgets and Machina Sniper as materials | No Level-5 monsters are present to make Digvorzhak's three-material requirement |
Evidence & confidence
- Verified: Legal in master-duel: 40 Main, 15 Extra, 0 Side, no banned or limited cards; Composition: 20 Traps, 6 Spells, 14 Monsters in Main; copy histogram 1x1, 6x2, 9x3; Card texts for Gadget, Rescue-ACE, Machina, R.B. and Fossil cards as supplied; Usage-stat core presence 3 of 25
- Inferred: Gadget going-first hand probability ≈ 0.58 and going-second ≈ 0.65 (hypergeometric, computed from 6 copies); Five Extra-Deck cards cannot be summoned from this list; Reactive Traps are weak on a going-first turn one; Trap-based interaction suits going second
- Provisional: Meta Power is null: no dated metagame sample; Matchup fit and format share are not measurable from this export
- Data gaps: no combos supplied, so combo floor, median and ceiling are text-only inference no tournament link, so archetype meta-share and pilot match record are absent no win-rate telemetry for going-first, going-second, matchup or brick rate Meta Power is Provisional without a dated metagame sample
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