Artmage Deck #765354 — Yu-Gi-Oh! Master Duel

Created by: YGO Mod (20517634)

Created On: 10/14/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Medium
62± 8/ 100
Power Score
Structural 66
Reliability 60
Going First 68
Going Second 71

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
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

More Master Duel Info

Artmage

Artmage Breakdown

 
 

 

 

 

 

 

 
 

 

 
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