Invoked Deck #765090 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Aiwass, Divine Spirit of the Law x3, Aleister the Invoker x3, Aleister the Reminiscent x3. Created Oct 13, 2026 by YGO Mod.

Deck Invoked Master Duel

Created by: YGO Mod (20517634)

Created On: 10/13/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: Medium
61± 7/ 100
Power Score
Structural 66
Reliability 64
Going First 74
Going Second 65

Deck — Deck Power Evaluation

Final Contextual Deck Power: 61/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 66
Going First 74
Going Second 65
Meta Power provisional
Tournament Reliability 64
  • Primary strategy: Combo
  • Secondary strategies: Stun
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Fusion Summon a 2800-3800 ATK Invoked Fusion Monster (Invoked Magistus Omega, Invoked De Anima, Hyperinvoked Aeon) through Aleister and Invocation chains, then protect the board with negation and destruction effects.; Link and Synchro closers (Endymion, Baronne de Fleur, Aleister the Invoker of Madness) and Mulcharmy draw pressure.
  • Turn 1 (going first): Open with an Aleister monster or Invocation starter, Normal Summon or hand-activate Aleister the Reminiscent or Aleister the Invoker to reach the Fusion Summon line, and hold a hand trap (Ash Blossom, Ghost Belle, Droll and Lock Bird) for the opponent's first interaction.
  • Turn 2 (going second): Hold 6 cards with at least one hand trap and an Aleister or Invocation route; use a hand trap to stop the opponent's first board, then Fusion Summon through the surviving starter.
  • Recovery: Recur Invocation and Invocation-Sword from the GY, Aleister the Invoker from the GY, and Magical Meltdown to re-search Aleister, then rebuild the Fusion line from the remaining hand and GY.
  • After siding: No side deck is registered (side 0), so there is no post-side plan in the export; a best-of-3 player would need to add a side to change matchups.

Why it scores here

The deck opens a functional plan reliably: 24 copies of eight three-of core names (Aleister x2, Invocation-Sword, Aiwass x2, Sacred Spirit Sword, Magical Meltdown, Mulcharmy Fuwalos) plus the Invocation spells give roughly a 95% chance of at least one searcher or starter in a 5-card opening (Inferred from the hypergeometric table), and the Aleister and Invocation text supplies redundant routes if one line is stopped. Conversion is credible on text alone, since the 10 Fusion Monsters include 2800-3800 ATK bodies with negation and destruction effects, but no recorded boards exist, so the ceiling and median are inferred rather than observed. Interaction is the strongest system trait: 12 hand traps and several on-field negation effects give layered protection, while the 12 hand traps also add dead-card risk when the opponent does not interact. The score does not reward popularity, meta-share (none is supplied), or the average of the individual card scores; it comes from consistency, interaction, and recursion on the system, reduced by the heavy Extra Deck load, the lack of a side deck, and the fragile going-second pilot path.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 78 P(at least one searcher or starter in a 5-card hand) ≈ 0.95 and 3-copy core cards at ≈ 0.34 each in hand; redundant Aleister and Invocation routes (Inferred)
D2 Opening-Hand Quality & Brick Management 58 12 hand traps and Mulcharmy conditional draws reduce hand functionality when no interaction occurs; no brick-rate telemetry (Inferred)
D3 Combo Conversion & Ceiling 72 Fusion lines reach 2800-3800 ATK with negate and destroy text, but no recorded boards exist; ceiling is a text-only read (Inferred)
D4 Combo Floor & Median Output 60 No combos_evidence boards, so the median is a text-based estimate and is discounted accordingly (Inferred)
D5 Interruption Resilience & Route Redundancy 72 Starter diversity across Aleister, Invocation, Aiwass and Mulcharmy plus GY recursion gives multiple independent routes after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 70 Invocation and Invocation-Sword recur from the GY; Magical Meltdown and Aleister re-search (Inferred from text)
D7 End-Board & Interaction Quality 76 12 hand traps plus Fusion negation and destruction effects give layered on-field and hand interaction; no interaction-density aggregate (Inferred from text flags)
D8 Going-Second & Board-Breaking Power 68 Hand traps and Fusion destruction effects challenge an established board when going second; no going-second split recorded (Inferred)
D9 Offensive Pressure & Closing Power 70 Fusion Monsters at 2800-3800 ATK with piercing and direct text close games; no measured win data (Inferred)
D10 Main Deck Efficiency & Flexibility 62 40 Main slots with 18 distinct cards; 24 slots are three-of archetype staples and 12 are tech or hand traps (Inferred from composition)
D11 Extra Deck Efficiency & Coverage 58 All 15 Extra slots are used, 10 are Fusion, and the export and guide note heavy Extra Deck dependence (Verified composition, Inferred cost)
D12 Side Deck Adaptability 25 No side deck is registered, so there is no post-side adaptability in the export (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament_context or dated metagame sample; format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Fusion chains with Aleister, Invocation and material choices raise the decision load; the Vietnamese guide describes the deck as needing much setup (Inferred)

How the score was computed

Strategy profile: 0.70 Combo + 0.30 Stun. Structural ≈ 66, Going First ≈ 74, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 64. Modifiers: Extra Deck overload (-2); Hand-trap garnet burden (-1); Engine conflict (-1); Banlist exposure (0). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional; no dated metagame sample)


More Master Duel Info

Invoked

Invoked Breakdown

 
 

 

 

 

 

 

 
 

 

 
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