Zombies Deck #764854 — Yu-Gi-Oh! Master Duel
50 Main, 15 Extra, incl. Diabellstar the Black Witch x3, Mulcharmy Fuwalos x3, Pumpking the King of Grave Ghosts x3. Created Oct 12, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/12/2026
Main Deck (50)
- Changshi the Spiridao x1
- Diabellstar the Black Witch x3
- Droll & Lock Bird x2
- Fabled Lurrie x1
- Fiendsmith Engraver x2
- Gozuki x1
- Great Mammoth of the Netherworld x1
- Lacrima the Crimson Tears x1
- Magicians' Souls x1
- Maxx "C" x1
- Mulcharmy Fuwalos x3
- Nibiru, the Primal Being x2
- Officiating Reverie x1
- Pumpking the King of Grave Ghosts x3
- Stare of the Snake Hair x3
- Ash Blossom & Joyous Spring x3
- Effect Veiler x2
- Ghost Ogre & Snow Rabbit x1
- Glow-Up Bloom x1
- Mad Mauler x1
- Call of the Forgotten x2
- Deception of the Sinful Spoils x1
- Ectoplasmic Fortification x3
- Fiendsmith's Tract x1
- The Hallowed Azamina x1
- Vortex of Time x1
- WANTED: Seeker of Sinful Spoils x1
- Call of the Haunted x3
- Infinite Impermanence x3
Extra Deck (15)
- Azamina Ilia Silvia x1
- Dark Magician of Destruction x1
- Fiendsmith's Lacrima 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
- Spright Sprind x1
- Vampire Sucker x1
- Immortal Dragon x1
- Officiator of Doom Samuel x1
- Pumpking the Great Ghost King x1
- Super Starslayer TY-PHON - Sky Crisis x1
- The Undying Legion x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 50/100 (±6 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 55 |
| Going First | 50 |
| Going Second | 56 |
| Meta Power | provisional |
| Tournament Reliability | 50 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox, Blind-Second
- Format: master-duel
Legality
Main 50 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Call of the Haunted and Zombie recursion (Pumpking, Great Mammoth, Diabellstar, Azamina) build a Zombie board, then Pumpking the Great Ghost King or a 2500+ ATK monster closes.; Fiendsmith Requiem/Lacrima and Undying Legion as Extra Deck boards; Dark Magician of Destruction as a late-game beater.
- Turn 1 (going first): Open a starter (Call of the Haunted, Diabellstar, Pumpking, Mulcharmy, Stare) and extend with Call of the Forgotten or Ectoplasmic Fortification; hold Ash or Impermanence for the first interruption.
- Turn 2 (going second): Use hand traps (Ash, Impermanence, Droll & Lock Bird, Effect Veiler, Nibiru) to break the opponent's first board, then rebuild through Zombie recursion.
- Recovery: Recur Call of the Haunted and Zombies from the GY (Pumpking, Great Mammoth, Officiating Reverie, Changshi) and re-enter via Fiendsmith's Tract or Azamina search.
- After siding: No Side Deck is registered, so there is no post-side plan; the deck cannot adapt between games.
Why it scores here
The deck reliably opens something on most hands: the archetype-core group has about 97% odds of at least one card in a 5-card opening hand, and Call of the Haunted, Pumpking, Diabellstar and Mulcharmy each have three copies. Its interaction is the strongest part of the system, with 14 hand traps and tech cards (Ash Blossom, Infinite Impermanence, Droll & Lock Bird, Effect Veiler, Nibiru, Ghost Ogre), and about 88% odds of at least one hand trap in a going-second 6-card hand. Recursion through Zombie monsters and Call of the Haunted lets it recover after disruption, but the engine is split across Call of the Haunted, Fiendsmith, Diabellstar and Azamina, so many hands are conflicting or dead. The deck has no recorded boards and no matchup data, so its median output and matchup fit are estimated from text only. Popularity and guide mentions did not earn points, the guides call it a meme deck weak to interaction, and the score comes from the system rather than an average of card scores.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 62 | Archetype-core group P(at least one in 5) ≈ 0.97; per-starter P(≥1 in 5) ≈ 0.28 for each 3-copy starter; searcher group P ≈ 0.79 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 50 | 14 hand traps and several conditional cards (Ectoplasmic Fortification, Droll, Veiler) create dead-hand risk; no brick rate measured (Inferred) |
| D3 | Combo Conversion & Ceiling | 55 | No parseable boards; ceiling read from text as Pumpking, Great Mammoth and Diabellstar lines reaching 2500+ ATK boards (Inferred) |
| D4 | Combo Floor & Median Output | 45 | No recorded boards, so median output is unknown and set from the spread of starters and conditional lines (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 60 | Zombie recursion (Mulcharmy, Stare, Changshi, Officiating Reverie) and many interruption cards give independent lines (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 58 | Searchers and GY recursion (Tract, Bloom, Fortification) sustain resources; no float or netCardAdvantage data (Inferred) |
| D7 | End-Board & Interaction Quality | 70 | Many layered negations and removal, including Impermanence, Ash, Great Mammoth, Samuel and Lacrima's -600 ATK (Inferred from text) |
| D8 | Going-Second & Board-Breaking Power | 60 | Going-second hand traps and Nibiru/Mammoth board breakers; no going-second split recorded (Inferred) |
| D9 | Offensive Pressure & Closing Power | 60 | Pumpking, Undying Legion, TY-PHON and Dark Magician of Destruction provide 2500+ ATK closers when a line is set up (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 55 | 50 Main with 29 distinct cards, 65 off-archetype copies and 16 Spell/Trap slots; compact but spread across sub-engines (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 50 | 15 distinct Extra cards, all singles, spread over Link, Xyz, Fusion and Synchro with several non-core picks (Verified structure, Inferred use) |
| D12 | Side Deck Adaptability | 20 | No Side Deck registered, so there is no post-side plan (Verified, sideCount 0) |
| D13 | Matchup Coverage & Format Fit | 45 | No tournament or dated meta sample; guides describe weakness to common interaction (Provisional) |
| D14 | Pilotability & Error Tolerance | 40 | Multi-engine decisions, hand-trap timing and conditional lines raise pilot demand (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 55, Going First ≈ 50, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: No side deck (-2); Engine conflicts (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); 0.80*55.1 + 0.20*50 = 54.1, then context modifiers -4 = 50
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.97 · 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
- Dense interaction: 14 hand traps and tech cards with several negations and destruction effects
- Recursion through Call of the Haunted and Zombie monsters gives recovery after disruption
- Legal and within size rules; restricted cards run at legal copy counts
Weaknesses
- Multiple unrelated sub-engines (Call of the Haunted, Fiendsmith, Diabellstar, Azamina) compete for the same slots
- No Side Deck, so no adaptation between games
- Hand-trap-heavy list with conditional cards risks dead hands and bricks
Critical choke points
- Call of the Haunted (3 copies) is needed to set up most Zombie lines
- Pumpking the King of Grave Ghosts and Diabellstar as the main starters
- Opponent's first board removal or negation, since few lines continue through a full interruption
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Maxx "C" or one Droll & Lock Bird | A side deck or one more reliable starter | Lower the hand-trap and dead-card count and improve going-first consistency |
| 2 | One Fiendsmith or Azamina card | A second copy of a core Zombie starter | Reduce engine conflicts and raise the core-starter density |
Evidence & confidence
- Verified: Main 50, Extra 15, Side 0 within Master Duel size rules; Limited (Maxx C, WANTED) and Semi-Limited (Droll) copy counts respected; Composition: 14 hand traps, 13 searchers, 65 off-archetype copies, 0% exact archetype purity
- Observed: Usage stats show archetype-standard core cards present (16 of 25 core cards)
- Inferred: Opening-hand starter probabilities; Interaction density and resilience from card text; Going-first versus going-second estimates
- Provisional: Matchup and format fit (no dated meta sample); Meta Power (null)
- Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference No tournament link; archetype meta-share and per-pilot record absent No win-rate or matchup telemetry in YGOVN Meta Power is Provisional unless a dated metagame sample is supplied
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