Artmage Deck #765354 — Yu-Gi-Oh! Master Duel
Created by: YGO Mod (20517634)
Created On: 10/14/2026
Main Deck (40)
- Artmage Finmel x3
- Artmage Graflare x2
- Artmage Litera x2
- Artmage Power Patron x2
- Droll & Lock Bird x2
- Maxx "C" x1
- Medius the Pure x2
- Ash Blossom & Joyous Spring x3
- Artmage Academic Arcane Arts Acropolis x3
- Artmage Masterwork -Succession- x1
- Artmage Vandalism -Assault- x3
- Artmage Varnish -Alteration- x3
- Illusion Gate x1
- Super Polymerization x2
- The Fallen & The Virtuous x2
- Triple Tactics Talent x1
- Triple Tactics Thrust x1
- Artmage Impasto -Recapture- x1
- Artmage Pact -Awakening- x1
- Evenly Matched x3
- Infinite Impermanence x1
Extra Deck (15)
- Albion the Branded Dragon x1
- Artmage Diactorus x2
- Artmage Non-Finito x2
- Azamina Ilia Silvia x1
- Garura, Wings of Resonant Life x1
- Magistus Chorozo x1
- Mudragon of the Swamp x1
- Nerva the Power Patron of Creation x1
- Predaplant Dragostapelia x1
- S:P Little Knight x1
- Ecclesia and the Dark Dragon x1
- Arc Rebellion Xyz Dragon x1
- Raider's Knight x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 62/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 66 |
| Going First | 68 |
| Going Second | 71 |
| Meta Power | provisional |
| Tournament Reliability | 60 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox, Fusion
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Fusion Summon Artmage boss monsters (Diactorus, Non-Finito, Nerva) through the Artmage Acropolis and Power Patron engine, then keep the board with Finmel, Graflare and Litera pressure.; Attrition through hand traps and backrow negation (Ash Blossom, Evenly Matched, Impasto, Pact, Infinite Impermanence) until the opponent runs out of resources.
- Turn 1 (going first): Opening hand with Acropolis, Vandalism, Finmel or Varnish: set up the field spell, search Medius or Power Patron, and make a Fusion Summon or hold Ash and Impasto up for the opponent's first activation.
- Turn 2 (going second): Six-card hand with a hand trap (Ash, Evenly Matched, Droll and Lock Bird, Maxx C) to stop the first search or summon, then rebuild with Litera or Graflare from the GY and a Fusion Summon once the board is stabilised.
- Recovery: Recover through GY effects: Litera adds an Artmage from the GY, Medius can return from the GY, and Masterwork can be banished from the GY to add Artmage cards. Field spell re-placement from the GY restores the engine.
- After siding: No side deck is supplied (side_count 0). Master Duel-style single-deck evaluation; no post-side plan can be assessed.
Why it scores here
The deck reliably opens an Artmage starter: about 20 of 40 main-deck cards are searchers or starters (Vandalism, Finmel, Acropolis, Varnish, Litera, Graflare, Medius, Power Patron), which gives roughly 0.98 odds of at least one in an opening five (Inferred). Its interaction is the strongest part of the list, with 10 hand traps plus several negation and backrow answers, so it can stop an opponent's first line and rebuild, which is why interaction and resilience score above the engine itself. Conversion is the weak point: no recorded boards exist, so the ceiling (Nerva, Diactorus, Non-Finito) is only a text-based read, and the floor is unknown. Popularity and archetype share earned no points, because the usage data is partly inconsistent and no tournament context exists. The score comes from consistency, interaction and recovery on the system as a whole, not from averaging card scores.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 76 | Roughly 20 starter or searcher cards in 40; P(at least one in opening 5) ≈ 0.98 by hypergeometric count; Acropolis, Finmel and Vandalism at 3 copies each (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 58 | 10 hand traps, 13 tech cards and 3 conditional Triple Tactics/Illusion Gate cards add dead-draw risk; the hand-trap hit rate is 0.85 going second (Inferred) |
| D3 | Combo Conversion & Ceiling | 64 | No parseable boards; ceiling read from text: Nerva needs 3 Artmage monsters, Diactorus and Non-Finito need Medius plus an Artmage (Inferred semantic read, no combo data) |
| D4 | Combo Floor & Median Output | 55 | No recorded boards, so median and floor are unknown; redundancy of starters suggests a reasonable floor but this is not measured (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 72 | Eight distinct starters, GY recursion via Litera, Medius and Masterwork, and 10 hand traps give several independent routes after an interruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 70 | Recovery from GY through Litera, Medius and Masterwork banish; Super Polymerization and Acropolis re-placement regenerate resources (Inferred from card text) |
| D7 | End-Board & Interaction Quality | 74 | 10 hand traps plus Impasto, Pact and Infinite Impermanence give broad, layered negation; several are restricted to 1 copy (Inferred semantic, flags Verified) |
| D8 | Going-Second & Board-Breaking Power | 72 | Going-second P(hand 6 holds a hand trap) ≈ 0.85; Illusion Gate and Impasto give board-breaking reach; no post-board data (Inferred) |
| D9 | Offensive Pressure & Closing Power | 72 | Boss ATK in extra deck: Nerva 3300, Arc Rebellion 3000, Diactorus 2800, Non-Finito 2400; Garura doubles battle damage (Verified stats, Inferred closing) |
| D10 | Main Deck Efficiency & Flexibility | 60 | 21 distinct main-deck cards; 17 of 40 are generic or tech; 45.5% exact-name purity dilutes the engine (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 60 | 15 Extra cards with 11 Fusion; roughly 9 of 15 are off-archetype (Magistus, Azamina, Predaplant, Ecclesia, Albion, Raider's Knight, Mudragon, Arc Rebellion, S:P Little Knight), so flex value is high but coherence is low (Verified composition, Inferred) |
| D12 | Side Deck Adaptability | 40 | No side deck supplied (side_count 0) and no best-of-3 data; scored neutral-low as provisional |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link and no dated meta sample; archetype meta-share is absent; neutral placeholder, dropped from structural weighting (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Multiple fusion chains (Acropolis, Masterwork, Power Patron, Super Polymerization) and hand-trap timing choices make execution demanding (Inferred) |
How the score was computed
Strategy profile: Midrange, D13 dropped and renormalised over 95. Structural ≈ 66, Going First ≈ 68, Going Second ≈ 71, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: Diluted engine / off-archetype Extra Deck (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (no dated meta, Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.98 · 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
- Redundant engine: about 20 starter or searcher cards and roughly 0.98 odds of one in an opening five
- Dense interaction: 10 hand traps plus layered backrow negation
- Good GY recovery through Litera, Medius and Masterwork
- Strong going-second hand-trap coverage (about 0.85)
- Boss monsters with high ATK in the Extra Deck
Weaknesses
- No recorded boards, so the ceiling and median are text-only estimates
- Low exact-name purity (45.5%) and off-archetype Extra Deck spread
- Heavy generic and tech load (17 of 40 main cards)
- High execution complexity across fusion chains
- No side deck or post-side data
Critical choke points
- Artmage Academic Arcane Arts Acropolis as the engine hub (3 copies, but the field spell is a single point of failure once removed)
- Super Polymerization and Power Patron as the only fusion enablers in the main deck (2 copies each)
- Limited and Semi-Limited restricted cards (Maxx C, Droll and Lock Bird, Super Polymerization, The Fallen and The Virtuous) cap redundancy at legal copy limits
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Triple Tactics Talent | A second Artmage Pact or a consistent engine starter | Triple Tactics Talent needs an opponent's monster effect to have activated this turn, so it is dead in many hands; a starter would improve going-first consistency (Inferred). |
| 2 | Illusion Gate | Artmage Litera at 3 copies (currently 2) | Illusion Gate is a once-per-Duel board breaker with a LP cost; more Litera improves the recovery engine, which is the stronger line in this list (Inferred). |
Evidence & confidence
- Verified: Main Deck 40 cards, Extra Deck 15 cards, no side; legal under master-duel size rules; Copy histogram and banlist statuses (Maxx C Limited 1; Droll and Lock Bird, Super Polymerization, The Fallen and The Virtuous Semi-Limited 2); Hypergeometric numbers match the stated formulas (0.3376 for 3 copies in an opening 5)
- Observed: Usage statistics show the archetype core is widely run (Ash Blossom 94%, Impasto 94%, Power Patron 89%)
- Inferred: Starter redundancy and opening-hand consistency (about 0.98 for at least one starter in five); Interaction layering from card text (10 hand traps plus negation and backrow); Recovery through GY effects from card text; Going-second hand-trap odds of about 0.85
- Provisional: Meta Power is null; no dated metagame sample; Matchup and format fit (D13) is a neutral placeholder with no tournament link
- 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 side deck and no post-side data Usage-statistics conflict: Nerva, S:P Little Knight, Predaplant Dragostapelia, Mudragon of the Swamp and Artmage Diactorus appear in the cards list with 1 to 2 copies, yet usage_statistics marks them in_this_deck=false. The core-present percentage (40%) and missing_core list are therefore unreliable and were not used to score Usage typical copies differ from the deck's run: Varnish typical 1 vs 3 run, Graflare typical 1 vs 2, Litera typical 1 vs 2 No win-rate telemetry; going-first and going-second split is Inferred only Meta Power is Provisional unless a dated metagame sample is supplied
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