Arcana Force Deck #752255 — Yu-Gi-Oh! Master Duel

60 Main, 15 Extra, incl. Armageddon Knight x3, Goblindbergh x3, Junk Forward x3. Created Sep 20, 2026 by YGO Mod.

Deck Arcana Force Master Duel

Created by: YGO Mod (20517634)

Created On: 09/20/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: MediumEvaluated Oct 29, 2026
38± 6/ 100
Power Score
Structural 45
Reliability 40
Going First 46
Going Second 42

Deck — Deck Power Evaluation

Final Contextual Deck Power: 38/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 45.3
Going First 46
Going Second 42
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Toolbox
  • Secondary strategies: Midrange
  • Format: master-duel

Legality

Main 60 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Extra Deck boss monsters (Arcana Force XIX The Sun, Arcana Force XXI The World, Skull Dread, Geo Kraken, Zealantis, Gimmick Puppet) converting board presence into attacks or a counter win; Fusion and Link pressure via Nova Master, Absolute Zero, Berfomet, Selene and Horned Saurus, reached through searchers and Fusion Gate
  • Turn 1 (going first): Search and summon through Zexal Construction, Earthbound Prisoner, Man with the Mark and Cyber Petit Angel, then reach a Link or Fusion boss; no reliable coin-engine line because only one Light Barrier is run
  • Turn 2 (going second): Use Ascended Sage, Neo Space Connector and Phantom Knights pieces to rebuild the board after a single Extra Deck boss, with Absolute Zero and Zealantis as the main board-breaking follow-ups
  • Recovery: Recover from the GY through Phantom Knights of Ancient Cloak, Bone Archfiend, Blackwing Zephyros and Berfomet effects, and redraw through Magical Mallet
  • After siding: No side deck is registered, so there is no post-side plan; best-of-3 adaptation is not possible in this list

Why it scores here

The deck opens a playable line often because 18 searchers give about an 84 percent chance of at least one searcher in a 5-card opening hand (Inferred), but that access does not build a single engine: only 3 of 60 Main cards carry the exact Arcana Force name (4 percent purity), so most of the list is a toolbox of unrelated staples. Its conversion is carried by Extra Deck bosses such as The Sun, The World, Skull Dread and Geo Kraken, which score on closing power, not on a measured combo ceiling, since no combo boards were supplied. Interaction is limited to 11 removal-text cards and 2 negation-text cards with no hand traps or floodgates, so the deck is thin against a stable board. The score reflects consistency, median output and interaction on the system as a whole; popularity was not credited, and no individual card scores were averaged. The deck has no side deck, which caps adaptability and tournament reliability and accounts for a further modest deduction.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 52 P(>=1 searcher in 5) ~0.84 and 5 Arcana Force core copies at P ~0.36 in hand (Inferred; usage stats cover only 3 core cards)
D2 Opening-Hand Quality & Brick Management 42 Many off-archetype dead or conditional cards (two Bamboo Swords, Moon Mirror Shield, Horn, Fusion Gate, Machine Angel Ritual) and no clear redundancy among 41 distinct Main cards (Inferred)
D3 Combo Conversion & Ceiling 40 No combo data boards; ceiling is a text-only read of Fusion and Link bosses plus Sun/World closing lines (Inferred)
D4 Combo Floor & Median Output 35 No recorded boards to measure median output; floor is weakened by the 4 percent archetype purity (Inferred, text-only)
D5 Interruption Resilience & Route Redundancy 45 Several independent starters and recursion exist, but zero hand traps and only 2 negation cards limit recovery after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Searchers and GY recursion (Phantom Knights, Bone Archfiend, Blackwing Zephyros, Magical Mallet) support grind, though spend is high (Inferred)
D7 End-Board & Interaction Quality 45 11 removal-text cards and 2 negation-text cards, with no hand traps, give moderate end-board interaction (Inferred from card text)
D8 Going-Second & Board-Breaking Power 42 Absolute Zero and Zealantis provide board breaking, but no hand traps or going-second interaction are present (Inferred)
D9 Offensive Pressure & Closing Power 62 The World 3100, The Sun 2900, Skull Dread 2800 and Geo Kraken 2800 give strong closing ATK and a Gimmick Puppet win-counter route (Verified stat, Inferred plan)
D10 Main Deck Efficiency & Flexibility 42 60 Main cards with 41 distinct names and 72 off-archetype copies show low coherence despite a legal 60-card size (Verified composition)
D11 Extra Deck Efficiency & Coverage 55 Full 15-card Extra Deck spread across 7 Link, 5 Fusion and 3 Xyz with flexible summon routes (Verified composition, Inferred use)
D12 Side Deck Adaptability 10 No side deck is registered, so post-side adaptability cannot be assessed and scores at the floor (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link, archetype meta-share or dated metagame sample is present, so this dimension is provisional (Provisional)
D14 Pilotability & Error Tolerance 45 Coin-based Arcana effects, several optional branches and multiple archetype sub-plans require frequent decisions (Inferred)

How the score was computed

Strategy profile: Toolbox. Structural ≈ 45.3, Going First ≈ 46, Going Second ≈ 42, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: engine conflicts (-4); weak_post_side_plan (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional) = 0.80*45.3 + 0.20*40 - 6 = 38.2

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.84 · 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

  • Searcher density (18) gives high opening access to some live line
  • Strong Extra Deck closing options with several 2800-3100 ATK bosses
  • Full Extra Deck with three summon routes (Link, Fusion, Xyz)

Weaknesses

  • Very low archetype purity (4 percent) means the Arcana Force engine is largely absent
  • No hand traps or floodgates for going second
  • No side deck, so no best-of-3 adjustment

Critical choke points

  • Single Light Barrier as the only engine-enabling field card
  • Reliance on Extra Deck bosses that require specific Fusion, Link or Xyz materials
Priority Remove Add Reason
1 Broken Bamboo Sword A second Light Barrier Broken Bamboo Sword gains 0 ATK and does nothing, while a second Light Barrier strengthens the Arcana Force coin engine the deck is built around
2 Horn of the Unicorn A searcher or Arcana Force support card from the Main Deck Horn is a plain stat equip with no engine link; a searcher increases consistency
3 none A side deck of at least one card No side deck is registered, so the list cannot adapt in best-of-3 play

Evidence & confidence

  • Verified: Legal status, 60 Main and 15 Extra counts, Limited card Reinforcement of the Army at 1 copy; Card texts and composition counts (copy histogram, archetype purity 4 percent, Extra Deck breakdown); Usage stats: 3 core cards all present; Hypergeometric draw odds from the resolved list
  • Inferred: Searcher access and engine accessibility (P >= 1 searcher ~0.84); Brick risk from off-archetype and dead cards; Interaction quality from removal and negation text; Going-first and going-second power estimates
  • Provisional: Meta power (no dated metagame sample); Matchup and format fit (no tournament link)
  • Data gaps: No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot match record are absent No win-rate telemetry exists for this deck (going-first, going-second, matchup, brick and starter rates) Meta Power is Provisional unless a dated metagame sample is supplied No side deck is registered

More Master Duel Info

Arcana Force

Arcana Force Breakdown

 
 

 

 

 

 

 

 
 

 

 
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