Enneacraft Deck #765079 — Yu-Gi-Oh! Master Duel

43 Main, 15 Extra, incl. Deftero Enneacraft - 'alazoneIA' x3, Ekto Enneacraft - 'tromarIA' x3, Enneacraft - Asta.PIXEA x3.

Created by: YGO Mod (20517634)

Created On: 10/13/2026

 
 


Official AI Deck Power Analysis
ControlConfidence: MediumEvaluated Oct 17, 2026
61± 6/ 100
Power Score
Structural 64
Reliability 58
Going First 66
Going Second 56

Deck — Deck Power Evaluation

Final Contextual Deck Power: 61/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 63.5
Going First 66
Going Second 56
Meta Power provisional
Tournament Reliability 58
  • Primary strategy: Control
  • Secondary strategies: Stun, Toolbox
  • Format: master-duel

Legality

Main 43 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Pendulum-zone Enneacraft monsters (Asta, Atori, Atil, Archa, Aiza at 3000 ATK) break the board, and Enneapolis E.C. counters burn the opponent for 900 per counter; Extra Deck boss monsters (Juraishin, Psychic End Punisher, Divine Arsenal, Laevatein) once the board is locked
  • Turn 1 (going first): Set the Pendulum Zones with Enneacraft Pendulum monsters, lay Enneapolis and floodgates (Dimensional Fissure, Rivalry of Warlords) to restrict the opponent's summons, and keep Pendulum flip effects as the answer to their first board
  • Turn 2 (going second): Use Maxx "C" as the single hand trap to draw off the opponent's summons, then rebuild through Enneacraft Release/Reset and Pendulum effects while keeping floodgates active
  • Recovery: Recover from GY through Enneacraft Release and Enneacraft Reverth (banish from GY to add or summon) and Pendulum searches that cost 900 LP
  • After siding: No side deck in the export; post-side plan not evaluable (Provisional)

Why it scores here

The deck reliably opens its Enneacraft core: 31 copies of the archetype core give an estimated 99.9% chance of at least one core card in a 5-card opening hand, and 15 searcher-text cards add redundancy for the Pendulum engine. Its strongest system-level trait is interaction, with 28 removal-text, 13 negation-text and 4 floodgate cards that together lock the opponent's summons and effects, which is why D7 is the highest dimension. Conversion is credible but unmeasured, since no boards were recorded and the ceiling and median are text-only inference, so D3 and D4 stay moderate. Going-second strength is limited by a single hand trap and no side deck, which lowers D8, D12 and the going-second estimate. Popularity and archetype usage stats confirm the list is real, but they did not earn points; the score comes from consistency, resource recovery and interaction on the system, not from averaging the individual card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(at least one Pendulum starter in 5-card hand) is high and the 31-copy archetype core gives P(≥1) ≈ 0.999; the Pendulum-zone bootstrap is the main unknown (Inferred)
D2 Opening-Hand Quality & Brick Management 65 23 Pendulum monsters and 16 spells with several 3-copy staples; brick risk is moderate because Maxx "C" and Dimensional Fissure are situational (Inferred)
D3 Combo Conversion & Ceiling 60 No recorded boards; the ceiling rests on text reads of 3000-ATK Pendulum monsters, Enneapolis burn and floodgate lock (Inferred, text-only)
D4 Combo Floor & Median Output 52 No combo median or power distribution exists, so the typical output is estimated from text and usage stats only (Inferred, Provisional)
D5 Interruption Resilience & Route Redundancy 68 Multiple independent Pendulum starters plus GY recursion through Release, Reset and Reverth allow recovery after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 70 Pay-900-LP searches, Reverth draw-by-shuffle and Release GY recursion support a long grind; 15 searcher-text cards (Inferred)
D7 End-Board & Interaction Quality 78 28 removal-text, 13 negation-text and 4 floodgate cards in the main deck, layered over Pendulum flip destruction; strong endboard interaction (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 58 Only Maxx "C" as a hand trap (1 copy), so going-second board-breaking depends on Pendulum effects and floodgates landing first (Inferred)
D9 Offensive Pressure & Closing Power 62 Five 3000-ATK level-9 Pendulum monsters and Enneapolis burn provide closing power, but no boss-to-win line is recorded (Inferred)
D10 Main Deck Efficiency & Flexibility 66 43 main-deck cards with a clear archetype core (55.2% exact-name purity, 19 generic cards) and no wasted slots beyond a few techs (Inferred)
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck cards spread across Xyz, Synchro, Link, Fusion, many of them generic or off-archetype, so Extra access is flexible but not coherent (Inferred)
D12 Side Deck Adaptability 35 No side deck in the export, so no post-side plan can be scored (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated meta sample; archetype usage stats only (Provisional)
D14 Pilotability & Error Tolerance 55 Pendulum scale timing, flip-counter sequencing and floodgate ordering add decision points, though no combo steps were recorded (Inferred)

How the score was computed

Strategy profile: Control. Structural ≈ 63.5, Going First ≈ 66, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: side_deck_absent (-3); engine compactness (2); limited_key_cards (0). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Structural 63.5, TR 58, modifiers -1 → 61

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 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

  • Core engine is near-guaranteed to be present in the opening hand (31 copies)
  • Layered interaction: removal text, negation text and four floodgates
  • Recovery through GY recursion (Release, Reset, Reverth) and LP-paid searches
  • Five 3000-ATK level-9 Pendulum monsters give a strong endboard

Weaknesses

  • No side deck in the export, so no post-side adaptability
  • Only one hand trap for going second
  • Extra Deck is flexible but largely generic, with little archetype-specific coherence
  • No recorded combos, so the ceiling and median are unverified

Critical choke points

  • Pendulum Zone setup: without a live Pendulum scale pair the engine stalls
  • Floodgate ordering: Dimensional Fissure and Rivalry of Warlords need to land before the opponent develops
Priority Remove Add Reason
1 Side deck (up to 15 cards) targeting the format's most common boards A side deck is absent, which caps the post-side score and leaves the deck with no answer to a changed metagame

Evidence & confidence

  • Verified: Main 43, Extra 15, Side 0 are within master-duel size rules (40–60 main, 0–15 extra, 0–15 side); Maxx "C" and Rivalry of Warlords are Limited at 1 copy each, legal; Archetype core: 31 copies; exact-name purity 55.2%
  • Observed: Usage stats: Enneacraft core cards at 80–100% inclusion across tracked decks
  • Inferred: P(≥1 core card in 5-card hand) ≈ 0.999; Engine accessibility and interaction density from card text; Going-first and going-second estimates from hand-trap count and floodgate timing
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (no tournament link); Post-side plan (no side deck)
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no side deck in the export — post-side adaptability cannot be scored no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry — going-first/second, matchup and brick rates are Inferred Meta Power is Provisional unless a dated metagame sample is supplied deck title is null in the export

More Master Duel Info

Enneacraft

Enneacraft Breakdown

 
 

 

 

 

 

 

 
 

 

 
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