Zombies Deck #762242 — Yu-Gi-Oh! Master Duel
44 Main, 15 Extra, incl. Dark Necromancer x3, Mulcharmy Fuwalos x3, Pumpking the King of Grave Ghosts x3.
Created by: YGO Mod (20517634)
Created On: 10/06/2026
Main Deck (44)
- Changshi the Spiridao x1
- Dark Necromancer x3
- Droll & Lock Bird x2
- Fabled Lurrie x1
- Fiendsmith Engraver x2
- Lacrima the Crimson Tears x1
- Maxx "C" x1
- Mulcharmy Fuwalos x3
- Officiating Reverie x1
- Pumpking the King of Grave Ghosts x3
- Scar of the Vendread x1
- Stare of the Snake Hair x1
- Vendread Core x1
- Vendread Houndhorde x1
- Vendread Revenants x1
- Revendread Slayer x2
- Vendread Battlelord x1
- Ash Blossom & Joyous Spring x3
- Crossout Designator x1
- Ectoplasmic Fortification x2
- Fiendsmith's Tract x1
- Gold Sarcophagus x1
- Ravenous Vendread x1
- Revendread Evolution x1
- Revendread Origin x1
- Triple Tactics Talent x2
- Vortex of Time x1
- Call of the Haunted x2
- Infinite Impermanence x2
Extra Deck (15)
- Fiendsmith's Desirae x1
- Fiendsmith's Lacrima x1
- Accesscode Talker x1
- Avendread Savior x1
- Fiendsmith's Requiem x1
- Fiendsmith's Sequence x1
- Flying Mary, the Wandering Ghost Ship x1
- Moon of the Closed Heaven x1
- S:P Little Knight x1
- W:P Fancy Ball x1
- D/D/D Wave High King Caesar x1
- Officiator of Doom Samuel x1
- Pilgrim Reaper x1
- Pumpking the Great Ghost King x1
- The Undying Legion x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 52/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 59.5 |
| Going First | 64 |
| Going Second | 63 |
| Meta Power | provisional |
| Tournament Reliability | 55 |
- Primary strategy: Toolbox
- Secondary strategies: Midrange
- Format: master-duel
Legality
Main 44 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Boss monsters from several Zombie engines (Pumpking the Great Ghost King, Revendread/Vendread Ritual monsters, The Undying Legion) converting an opened board into 2300+ ATK pressure; Fiendsmith Fusion and Link extension with Fiendsmith Engraver and Lacrima the Crimson Tears
- Turn 1 (going first): Open a starter (Pumpking, Mulcharmy Fuwalos, Dark Necromancer, Fiendsmith Engraver or Ash Blossom) and extend through Call of the Haunted or Ectoplasmic Fortification into a Zombie boss
- Turn 2 (going second): Use the 8 hand traps (Ash Blossom, Infinite Impermanence, Droll & Lock Bird, Maxx C) to break the opponent's first board, then rebuild through Vendread recursion or Pumpking
- Recovery: Recursion from the GY: Vendread Core, Vendread Houndhorde, Vendread Revenants and Lacrima can be Special Summoned from the GY, and Pumpking and Call of the Haunted can rebuild from a single GY monster
- After siding: No side deck is registered (Side Deck size 0) and Master Duel ladder play is single-game, so there is no post-side plan to evaluate
Why it scores here
The deck is legal and fully populated, but it is a multi-engine Zombie toolbox rather than a single engine: 59 of 44 main-deck copies sit outside the exact Zombies archetype name, spread across Vendread, Call of the Haunted, Fiendsmith, Mulcharmy, Death and others. The score comes from the system: eight hand traps and 16 removal-text cards give strong interaction, four Zombie boss bodies at 2300 ATK or more give closing power, and several independent starters (about 0.84 odds of at least one searcher in the opening five) keep the deck from being single-choke-point fragile. It is pulled down by engine conflicts (LIGHT Fiend, Ritual and GY-dependent lines compete for the same slots), conditional bricks in the Vendread Ritual package, and a high pilotability burden. Popularity and guide coverage did not earn points, and no card scores were averaged into the deck score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 62 | P(at least one 3-copy starter in opening 5) = 0.31 per card; P(at least one searcher in opening 5) = 0.84; 2-card bootstrap plausible but engine coverage split across several lines (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | Ritual (Vendread) and LIGHT Fiend (Fiendsmith) cards need specific partners, and about 15 cards are dead without an engine; hand traps reduce dead-hand risk (Inferred) |
| D3 | Combo Conversion & Ceiling | 60 | No recorded boards; semantic read of Pumpking, Call of the Haunted, Vendread Ritual and Fiendsmith extension suggests a high ceiling but unverified (Inferred) |
| D4 | Combo Floor & Median Output | 50 | Median output not measurable (combo data empty); conditional engines and off-archetype cards suggest a lower median than ceiling (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 70 | 8 hand traps plus several independent lines (Zombie Fusion, Ritual, Call of the Haunted, Pumpking) and GY recursion across Vendread monsters give redundancy (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 68 | 13 searcher-text cards and GY recursion (Vendread Core, Houndhorde, Revenants) support resource regeneration (Inferred) |
| D7 | End-Board & Interaction Quality | 72 | 16 removal-text cards, 7 negation-text cards and 8 hand traps; Crossout Designator and Gold Sarcophagus are Limited, one copy each (Verified/Inferred) |
| D8 | Going-Second & Board-Breaking Power | 66 | Ash Blossom, Infinite Impermanence, Droll & Lock Bird and Maxx C give strong going-second interaction; Crossout Designator adds one-card removal (Inferred) |
| D9 | Offensive Pressure & Closing Power | 75 | Boss bodies include Pumpking the Great Ghost King 2400, Revendread Slayer 2400, Vendread Battlelord 2700, Vendread Scar 2300 and The Undying Legion 2700 (Verified stat, Inferred closing) |
| D10 | Main Deck Efficiency & Flexibility | 55 | 44 main with 29 distinct cards and 59 off-archetype copies; efficient counts but low coherence (Verified count, Inferred efficiency) |
| D11 | Extra Deck Efficiency & Coverage | 52 | 15 distinct Extra Deck singletons (8 Link, 5 Xyz, 2 Fusion) covering Fiendsmith, Pumpking, Undying and Code Talker lines; several are flex-only (Verified breakdown, Inferred flexibility) |
| D12 | Side Deck Adaptability | 25 | No side deck registered and Master Duel ladder is single-game, so no post-side evidence exists (Provisional) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link and no meta-share context; the archetype stat matcher appears to miss Extra Deck cards, so the usage read is unreliable (Provisional) |
| D14 | Pilotability & Error Tolerance | 35 | Multi-engine lines with Ritual, Link and Fusion steps and many decision points; error tolerance is low (Inferred) |
How the score was computed
Strategy profile: Toolbox. Structural ≈ 59.5, Going First ≈ 64, Going Second ≈ 63, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: engine conflicts (-4); off-archetype spread (-2); banlist exposure (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional, no dated sample)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.31 · 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
- Eight hand traps and 16 removal-text cards give high interaction density
- Several independent starters and GY recursion give redundancy after disruption
- Four or more Zombie boss bodies at 2300 ATK or more give closing power
Weaknesses
- No single coherent engine: about 59 off-archetype copies across Vendread, Fiendsmith, Call of the Haunted and Mulcharmy
- Conditional bricks in the Vendread Ritual package and LIGHT Fiend lines
- High pilotability burden with Ritual, Fusion and Link steps
Critical choke points
- Pumpking and Call of the Haunted lines depend on Zombie monsters in the GY, which Droll and interruptions can remove
- Limited banlist cards (Maxx C, Crossout Designator, Gold Sarcophagus) are single copies
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | one of the off-archetype engine packages (Vendread Ritual or Fiendsmith) | more copies of the engine that already has most of its support in the list | Reducing engine conflicts should raise consistency; Inferred from the composition, not from play data |
| 2 | Triple Tactics Talent | a second searcher or GY-recursion starter from the existing pool | Its condition (an opponent monster effect during your Main Phase) is narrow; a searcher adds consistency (Inferred) |
Evidence & confidence
- Verified: Legality: 44 main, 15 extra, 0 side; all restricted cards at or below legal copies; Card stats and text from the evidence pack; Role-hint counts: 8 hand traps, 13 searcher-text, 16 removal-text, 7 negation-text
- Observed: Usage stats show Pumpking, Mulcharmy and Ash Blossom at 100% inclusion at 3 copies
- Inferred: Hypergeometric starter and hand trap estimates; Interaction density and going-second read; Engine conflict and consistency reads
- Provisional: Meta Power and format fit (no dated meta sample); Side deck adaptability (no side deck, single-game format)
- Data gaps: no combos supplied: combo floor, median and ceiling are text-only inference no tournament link: archetype meta-share and per-pilot match record absent no win-rate telemetry for going-first, going-second, matchup or brick/starter rates usage statistics core matching appears to ignore Extra Deck cards: Fiendsmith's Requiem, Lacrima, Pumpking the Great Ghost King, Sequence, Moon, Little Knight, Flying Mary, Undying Legion and Officiator Samuel are in the extra zone but listed as missing core cards guides are thin (section_count 0 on both) no side deck registered; Master Duel single-game format
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