Dracotail Deck #765877 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Dracotail Faimena x3, Mulcharmy Fuwalos x3, Ash Blossom & Joyous Spring x3. Created Oct 15, 2026 by YGO Mod.

Deck Dracotail Master Duel

Created by: YGO Mod (20517634)

Created On: 10/15/2026

 
 


Official AI Deck Power Analysis
ControlConfidence: MediumEvaluated Oct 17, 2026
59± 8/ 100
Power Score
Structural 64
Reliability 60
Going First 60
Going Second 72

Deck — Deck Power Evaluation

Final Contextual Deck Power: 59/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 64
Going First 60
Going Second 72
Meta Power provisional
Tournament Reliability 60
  • Primary strategy: Control
  • Secondary strategies: Stun, Combo
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Fusion Summon Dracotail and Albaz-family bosses (Arthalion, Albion the Sanctifire Dragon, Gulamel) after the opponent's turn has been disrupted by hand traps and Spell/Trap responses; Attrition: Dracotail Sting and Dracotail Flame remove cards and recur Dracotail monsters from the GY or banishment to the bottom of the Deck while drawing
  • Turn 1 (going first): Open with a Dracotail starter (Faimena, Mululu, Ketu, Lukias) or a searcher, keep hand traps (Ash Blossom, Ghost Ogre, Droll, Effect Veiler) up for the opponent's first Main Phase, and fuse only when a sweep or a hand trap cannot be stopped
  • Turn 2 (going second): Use the six-card hand to present a hand trap on the opponent's first meaningful activation (about 85% of 6-card hands contain one), then rebuild with Fallen of the White Dragon, Ketu and Branded Fusion into a 3000-ATK boss
  • Recovery: Recur Dracotail monsters from the GY (Phryxul, Lukias, Urgula) and rebuild through Dracotail Sting / Flame draws, using the 10 searcher-text cards to refill the hand
  • After siding: No side deck is registered (side_count 0), so there is no post-side plan in the export; if the format allows a side, the empty slot is a gap, not a strength

Why it scores here

The deck opens reliably: the searcher-text group reaches at least one copy in a 5-card opening hand about 78% of the time, and the archetype core is essentially always present (Inferred, hypergeometric). Its real strength is interaction on the system rather than any single card: 10 hand traps and 10 removal-text cards mean the opponent's turn is usually answered, and about 85% of 6-card going-second hands contain a hand trap, which lifts the going-second score. Conversion into a closing threat relies on 3000-ATK fusion bosses reached through Fusion Summons that disruption can break, so the ceiling is held back by the lack of recorded boards and the fragility of the single Fusion route. The score comes from consistency, interaction and resilience on the system; Dracotail's popularity and the archetype share did not add points, and card scores were not averaged. The deck has no side and no tournament record, so Meta and matchup fit stay provisional.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(at least one searcher-text card in a 5-card opening hand) ≈ 0.78; 3-copy Faimena and Ash Blossom give P ≈ 0.34 per copy-count group; core archetype group open ≈ 0.997 (Inferred)
D2 Opening-Hand Quality & Brick Management 58 10 hand traps and 10 searchers blunt bricks, but Dracotail-specific starters are only partly redundant and no brick rate is measured (Inferred)
D3 Combo Conversion & Ceiling 68 No recorded boards; the ceiling is read from card text: Fusion-based disruption with Branded Fusion, Arthalion and Gulamel (Inferred)
D4 Combo Floor & Median Output 58 No recorded boards; median set near the ceiling minus the fragility of a single Fusion route (Inferred)
D5 Interruption Resilience & Route Redundancy 70 Ten hand traps and recursive Dracotail monsters give independent routes after one disruption; no board data (Inferred)
D6 Resource Economy, Recovery & Grind 66 Dracotail Sting and Flame draw cards and recur monsters from the GY; hand traps spend cards for tempo (Inferred)
D7 End-Board & Interaction Quality 72 Ten removal-text and ten negation-text cards, with Ghost Belle and Ghost Ogre answering Spells, Traps and monster effects (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 74 About 85% of 6-card going-second hands hold a hand trap; Fallen and Branded Fusion-based boards pressure the second player (Inferred)
D9 Offensive Pressure & Closing Power 62 Extra bosses at 3000 ATK (Arthalion, Albion the Sanctifire Dragon) and 2800 ATK (Gulamel) give closing power, but the path to them depends on Fusion access (Inferred)
D10 Main Deck Efficiency & Flexibility 64 40 Main cards with 15 singletons and 8 two-of copies; exact-name purity is only 32.7%, but generic hand traps keep the list flexible (Verified composition, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 66 13 Fusion Monsters plus 2 Synchro/Link cards give wide Extra Deck coverage; Albaz and Branded fusion options overlap heavily (Verified composition)
D12 Side Deck Adaptability 35 No side deck is registered, so no post-side adaptability can be credited; the single-game format limits the penalty (Provisional)
D13 Matchup Coverage & Format Fit 55 No tournament link and no dated meta sample; archetype usage stats confirm the deck is real but not its matchup fit (Provisional)
D14 Pilotability & Error Tolerance 52 Multi-step Fusion chains and hand-trap timing require frequent decisions, so pilotability is moderate; no combo step counts exist (Inferred)

How the score was computed

Strategy profile: Control. Structural ≈ 64, Going First ≈ 60, Going Second ≈ 72, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: banlist exposure (-2); engine split (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional, null)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.78 · 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

  • Ten hand traps and nine negation-text cards answer the opponent's turn
  • Strong going-second hand-trap density (about 85% of 6-card hands)
  • Recursive Dracotail monsters and Sting/Flame give card economy
  • Wide Extra Deck coverage across 13 Fusion options

Weaknesses

  • No combo evidence, so the ceiling and median are text-based only
  • Low exact-name purity (32.7%) splits the engine across sub-archetypes
  • No side deck registered, so no post-side adaptation
  • Six Limited cards run at their caps

Critical choke points

  • Fusion Summon access: most bosses need a Dracotail or Albaz monster plus material from hand or field
  • Limited Maxx C and Dracotail Lukias are single copies; their loss removes a route
Priority Remove Add Reason
1 Rahu Dracotail (1 copy) A second Dracotail searcher or a 2-of recursion card Rahu is a Limited single Fusion enabler; a non-Limited searcher would improve line redundancy (Inferred)
2 Predaplant Verte Anaconda A Dracotail-archetype Extra Deck monster in the same slot The Predaplant link is off-archetype and runs as a one-copy Limited card, which adds banlist exposure without engine benefit (Inferred)

Evidence & confidence

  • Verified: Main 40, Extra 15, Side 0 within master-duel size rules; All restricted cards run within legal copy limits; Exact-name purity 32.7%; Usage stats: Dracotail core cards at 100% inclusion
  • Inferred: Opening-hand and going-second probabilities via hypergeometric estimates; Strategy classification from card text and guide snippet; Floor, median and ceiling inferred from text only (no recorded boards)
  • Provisional: Meta Power (no dated sample); Matchup and format fit (no tournament link); Post-side plan (no side deck)
  • 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 in YGOVN (going-first/second, matchup, brick and starter rates); those signals are Inferred or Unknown Meta Power is provisional unless a dated metagame sample is supplied Guide snippet is one Vietnamese excerpt with no sections, so strategy intent is only lightly confirmed

More Master Duel Info

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