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.

Deck Zombies Master Duel

Created by: YGO Mod (20517634)

Created On: 10/12/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 17, 2026
50± 6/ 100
Power Score
Structural 55
Reliability 50
Going First 50
Going Second 56

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
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

More Master Duel Info

Zombies

Zombies Breakdown

 
 

 

 

 

 

 

 
 

 

 
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