Book of Deck #762005 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. D.D. Crow x3, Maxx 'C' x3, Mitsu the Insect Ninja x3. Created Oct 5, 2026 by YGO Mod.

Deck Book of Master Duel

Created by: YGO Mod (20517634)

Created On: 10/05/2026

 
 


Official AI Deck Power Analysis
StunConfidence: LowEvaluated Oct 29, 2026
30± 10/ 100
Power Score
Structural 52
Reliability 45
Going First 50
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 52
Going First 50
Going Second 58
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Stun
  • Secondary strategies: Toolbox
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Ninja Extra Deck beaters (Meizen the Battle Ninja, Yaguramaru, Blade Armor Ninja, Jioh) attacking through a board protected by hand traps.; Divine Arsenal AA-ZEUS - Sky Thunder as a single high-ATK Xyz finisher; needs Level 12 material and is not a reliable core line.
  • Turn 1 (going first): Open with Ninja Grandmaster Hanzo or a Ninja searcher, hold hand traps (Ash Blossom, Maxx C, D.D. Crow, Infinite Impermanence) for the opponent's first action, and convert into a Ninja Fusion or Link board.
  • Turn 2 (going second): Use the 12 hand traps to answer the opponent's starter in hand, then rebuild the Ninja board with Tobari, Mitsu or Hanzo and attack through with Extra Deck monsters.
  • Recovery: Search Ninja or Ninjitsu Art cards with Hanzo, Iron Digger or Reinforcement of the Army, and use Ninjitsu Art of Duplication or Notebook of Mystery to re-deploy Ninja monsters.
  • After siding: None. The Side Deck is empty (0 of up to 15 cards), so there is no post-side plan and the deck cannot adapt between games in a best-of-3.

Why it scores here

The deck's functional engine is a Ninja package: three copies each of Hanzo, Tobari and Mitsu give it several small starters, and three Ninjitsu Art cards plus Iron Digger and Duplication give it a recovery route. Its interaction is the strongest part of the evaluation: 12 hand traps and about 11 negation effects make the board hard to establish against, which earns the Stun-leaning structural score. The score does not come from averaging card scores, and it does not come from Ninja being a familiar archetype. Dead-in-hand risk is high on the going-first side, because most hand traps need the opponent to act, and the empty Side Deck removes any post-side plan. Four Forbidden cards and an over-limit Maxx "C" make the list illegal, so the score is capped at 30 and is only a theoretical read of the structure.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 Three-copy Hanzo, Tobari, Mitsu and Ninjitsu Art of Dancing Leaves give several one-card starters; P(≥1 of a 3-copy card in 5) = 0.34 (Inferred)
D2 Opening-Hand Quality & Brick Management 45 12 hand traps and 10 three-copy slots raise the chance of dead cards on the going-first hand; no brick rate measured (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards; the Ninja → Ninjitsu Art → Ninja Deck-summon chain is read from text only (Inferred)
D4 Combo Floor & Median Output 40 combo data is empty, so median output cannot be measured; scored from the text-only chain (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Multiple Ninja lines and Hanzo/Tobari redundancy, plus 12 hand traps to answer disruption; no route-independence data (Inferred)
D6 Resource Economy, Recovery & Grind 55 Hanzo, Iron Digger and Reinforcement search and Book of Moon; Pot of Prosperity is Forbidden and cannot be run (Verified legality + Inferred)
D7 End-Board & Interaction Quality 68 12 hand traps and about 11 negation texts plus 9 removal texts give high interaction density; no average interaction density supplied (Inferred)
D8 Going-Second & Board-Breaking Power 62 Going-second hand-trap coverage: P(≥1 hand trap in 6) = 0.90; no going-second board data (Inferred)
D9 Offensive Pressure & Closing Power 52 Meizen (2500 ATK, direct attacks), Jioh (2300), Blade Armor (2200) and Zeus (3000) give closing power, but no end-board data is available (Inferred)
D10 Main Deck Efficiency & Flexibility 60 40 cards with 10 three-copy slots and 19 distinct main cards; compact and within the 40–60 Master Duel range (Verified)
D11 Extra Deck Efficiency & Coverage 52 15 Extra cards, 9 distinct; Bagooska is Forbidden so one Extra slot is dead in this build (Verified)
D12 Side Deck Adaptability 8 Side Deck is empty (0 cards), so there is no post-side adaptation (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; archetype share is unknown (Provisional)
D14 Pilotability & Error Tolerance 55 Multi-step Ninja chains and hand-trap timing require a skilled pilot; complexity read from text only (Inferred)

How the score was computed

Strategy profile: Stun (D13 dropped and renormalised over 86 because Meta is provisional). Structural ≈ 52, Going First ≈ 50, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist exposure (-12). Final formula: Theoretical: 0.80*Structural(52.4) + 0.20*TournamentReliability(45) + modifiers(-12) = 38.9, capped at 30 because the list is Illegal; Meta provisional

Probability & combo summary

  • Opening a starter: P(≥1) ≈ — · 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

  • 12 hand traps and about 11 negation effects give high interaction density.
  • Ninja family coherence: 23 Ninja cards plus 7 Ninjitsu Art cards.
  • Going-second hand-trap coverage of about 90% in a 6-card hand.
  • Multiple Ninja Extra Deck threats (Meizen, Yaguramaru, Blade Armor, Jioh).

Weaknesses

  • Illegal list: four Forbidden cards and an over-limit Maxx "C".
  • Empty Side Deck, so no post-side plan.
  • Going-first bricks: most hand traps need the opponent to act first.
  • No combo data, so ceiling and median cannot be measured.

Critical choke points

  • The Ninja summon-enabling starters (Hanzo, Tobari, Mitsu) are the only route to the Extra Deck monsters.
  • A non-Ninja opening with no searcher and no hand trap leaves the deck with no going-first line.
Priority Remove Add Reason
1 Called by the Grave x2, Pot of Prosperity x1, Number 41: Bagooska x1, and two copies of Maxx "C" Legal same-role replacements (Ninja or Ninjitsu Art searchers, legal hand traps, and a legal Xyz/Link for the Extra slot) The list is Illegal; without these changes it cannot receive a normal score.
2 No card (the Side Deck is currently empty) A 10–15 card Side Deck with legal anti-Spell/Trap and anti-monster answers Gives the deck a post-side plan for a best-of-3 event.

Evidence & confidence

  • Verified: Main 40, Extra 15, Side 0; the Main and Extra sizes are legal.; Four Forbidden or over-limit violations (Maxx "C" x3, Called by the Grave x2, Pot of Prosperity x1, Bagooska x1).; Card text and copy histogram from the evidence pack.
  • Inferred: Consistency and brick estimates from the hypergeometric values.; Stun-leaning structure from hand-trap and negation text density.; Going-first and going-second splits from hand-trap coverage.
  • Provisional: Meta Power (null) and matchup fit (D13).
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only. No tournament link: archetype meta-share and pilot match record are absent. No win-rate telemetry, so brick, going-first and matchup rates are Inferred. Meta Power is Provisional without a dated metagame sample. Side Deck is empty, so post-side scoring is unmeasurable.

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