Archfiend Deck #765751 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Crimson Resonator x3, Crimson Gaia x3, Resonator Call x3. Created Oct 14, 2026 by YGO Mod.

Deck Archfiend Master Duel

Created by: YGO Mod (20517634)

Created On: 10/14/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 17, 2026
57± 7/ 100
Power Score
Structural 59
Reliability 54
Going First 60
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 57/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 59
Going First 60
Going Second 62
Meta Power provisional
Tournament Reliability 54
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Synchro Summon Red Dragon Archfiend (or Bane, Nova, Supernova) off a Resonator-tuner board and attack through the field; Chain Resonator and Synkron Resonator recursion to re-stack Resonator tuners and rebuild Synchro access
  • Turn 1 (going first): Search or Special Summon a Fiend tuner (Soul Resonator, Vision Resonator, Synkron Resonator), then Synchro into a Red Dragon Archfiend or Power Vice Dragon line while holding Ash Blossom and Droll as hand interaction
  • Turn 2 (going second): Hold Ash Blossom, Droll and Maxx C to answer the opponent's first summons, then rebuild the Resonator tuner chain through Crimson Gaia and Resonator Call
  • Recovery: Recover tuners from the Graveyard via Synkron Resonator and Vision Resonator's Graveyard effect, then re-enter a Red Dragon Archfiend
  • After siding: No side deck is registered, so no post-side plan can be evaluated; the deck is effectively fixed for all three games

Why it scores here

The deck reliably opens a playable line most of the time: the searcher text is dense (p of at least one searcher in a 5-card opening hand is about 0.96), and the Resonator tuners give several independent entry points into Synchro Summons. Its interaction is the strongest part of the list, with seven hand traps (two Ash Blossom, two Droll and Lock Bird, Maxx C, Nibiru, Ghost Belle) plus removal and negation text, which supports going second. Its closing power comes from single-copy top-end Synchros such as Red Supernova Dragon and Hot Red Dragon Archfiend Bane, and from the three Red Dragon Archfiend-family attackers. No recorded boards exist, so the combo ceiling and median are inferred from card text rather than measured; popularity and the single guide did not earn points, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(at least one searcher in a 5-card hand) approximately 0.96; Resonator core only 2 copies each, P(at least one core in hand) about 0.24 (Inferred)
D2 Opening-Hand Quality & Brick Management 60 15 Tuners plus several 0-level spells and 11 singletons give functional but sometimes redundant hands (Inferred)
D3 Combo Conversion & Ceiling 58 Ceiling read from text: Red Dragon Archfiend and Bane/Nova boards with Resonator recursion; no recorded boards (Inferred)
D4 Combo Floor & Median Output 52 Median output inferred from starter diversity and interaction density; no power-distribution data (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Multiple engines (Resonator, Archfiend, King) and recursion via Synkron and Vision Resonator; hand-trap redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 58 Searchers and Graveyard recursion sustain grind; no resource signature data (Inferred)
D7 End-Board & Interaction Quality 70 Seven hand traps plus 10 removal-text and 3 negation-text cards; layered answers (Inferred semantic from card text, role tags verified)
D8 Going-Second & Board-Breaking Power 60 Going-second hand-trap probability about 0.71 for at least one of seven interaction cards; no going-second split recorded (Inferred)
D9 Offensive Pressure & Closing Power 66 Single-copy 3500 to 4000 ATK Synchros and Red Dragon Archfiend attackers; closing depends on reaching the board (Verified stats, Inferred conversion)
D10 Main Deck Efficiency & Flexibility 55 40-card main with 24 distinct cards and 11 singletons; 20 percent exact-name purity with heavy Resonator and generic sub-archetype spread (Verified composition, Inferred coherence)
D11 Extra Deck Efficiency & Coverage 70 All 15 Extra Deck slots are Synchros with 9 distinct cards; 2-copy core plus single-copy tops (Verified composition)
D12 Side Deck Adaptability 20 No side deck registered (side_count 0), so no post-side adaptation (Verified legality, Provisional for performance)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; neutral placeholder (Provisional)
D14 Pilotability & Error Tolerance 58 Multi-step Synchro lines with several branching summon conditions; moderate decision load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 59, Going First ≈ 60, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 54. Modifiers: Banlist exposure (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers = 0.80*59.08 + 0.20*54.3 - 1 ≈ 57

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.96 · 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

  • Seven hand traps and about 13 interaction-text cards give layered answers
  • Dense searcher text (18 cards) keeps opening hands functional
  • Single-copy top-end Synchros (Red Supernova Dragon, Bane, Nova) give closing power
  • Full 15-card Extra Deck used with no dead slots

Weaknesses

  • No side deck at all, so no adaptation across best-of-3
  • Exact archetype purity only 20 percent; the list relies on Resonator and generic cards
  • Fifteen tuners and many 0-level spells raise brick risk
  • No recorded combo boards, so the ceiling and median are unverified

Critical choke points

  • Reaching a Tuner-plus-Synchro board depends on one or two Fiend tuners in hand
  • Floodgate or Shifter-style cards named in the guide would hit the Archfiend engine hard
Priority Remove Add Reason
1 One Chain Resonator A side deck of 15 with extra hand traps or floodgate answers Best-of-3 play has no adaptation; a side deck directly addresses the largest structural gap
2 One 0-level spell A second Resonator Command or a Red Dragon Archfiend-mentioning spell Reduces brick risk and raises engine consistency

Evidence & confidence

  • Verified: Legal status, 40/15/0 sizing, Limited and Semi-Limited copy counts; Card stats and role tags from the evidence pack; Searcher-text count of 18 and hand-trap count of 7
  • Observed: Usage stats: Maxx C 70 percent and Ghost Belle 60 percent inclusion
  • Inferred: Starter and brick probabilities from hypergeometric draws; Combo ceiling and median from card text, since no boards exist; Interaction quality and going-second split read from text
  • Provisional: Meta power (no dated sample); Matchup and format fit (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 match record absent no win-rate telemetry; going-first and going-second splits are Inferred Meta Power is Provisional unless a dated metagame sample is supplied no side deck registered; post-side performance unknowable

More Master Duel Info

Archfiend

Archfiend Breakdown

 
 

 

 

 

 

 

 
 

 

 
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