Elfnote Deck #765900 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Elfnote Lucina x3, Elfnote Regina x3, Elfnote Tinia x3. Created Oct 15, 2026 by YGO Mod.

Deck Elfnote Master Duel

Created by: YGO Mod (20517634)

Created On: 10/15/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 17, 2026
55± 6/ 100
Power Score
Structural 65
Reliability 55
Going First 68
Going Second 68

Deck — Deck Power Evaluation

Final Contextual Deck Power: 55/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 64.8
Going First 68
Going Second 68
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Combo
  • Secondary strategies: Midrange
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Synchro boards (Chaos Angel, Seraphim Strelitzia, Crystal Wing, Black Rose Dragon, Vidolium) built from Elfnote center-zone starters and Power Patron/Mulcharmy engine pieces; Ecclesia / Branded Fusion and Synchro lines through Fallen & The Virtuous, Ecclesia and the Dark Dragon and Albion, when Fallen of Albaz is available
  • Turn 1 (going first): Open with an Elfnote starter (Lucina, Tinia, Regina or Fortuna) in hand, Special Summon to the center MZ, extend with Elfnote searches and Power Patron, then Synchro into a boss while Ash Blossom and Maxx C cover the opponent's first activation
  • Turn 2 (going second): Use hand traps (Ash Blossom x3, Droll & Lock Bird, Ghost Ogre, Maxx C) to answer the opponent's first board, then starter-to-Synchro through the center zone
  • Recovery: Medius the Pure, Junoldo and Mulcharmy draw effects, plus Elfnotes: Welcome Home, rebuild a center-zone monster and recover card flow from the Graveyard
  • After siding: No side deck is registered, so there is no post-side plan; the list cannot adapt between games

Why it scores here

The deck reliably opens a live Elfnote starter: 12 copies of hand-summonable Elfnote starters give roughly P(at least one in a 5-card opening hand) = 0.85 and P(at least one in a 6-card hand going second) = 0.90, both Inferred hypergeometric estimates. Those starters feed a 14-Synchro plus 1-Fusion Extra Deck, and the 6 hand traps and 5 negation-text cards give it real interaction on the opponent's first turn. The score comes from consistency, median output and interaction read on the system as a whole. The deck is an off-archetype build (exact-name purity 30.9%, only 13 of 24 core cards present), so archetype popularity earned no points and card scores were not averaged. It has no recorded boards, no side deck and no tournament or win-rate data, so the score stays bounded at Medium confidence and a provisional Meta Power.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(at least one of 12 hand-summonable Elfnote starters) ~0.85 going first and ~0.90 going second; the center-zone engine is the single point of failure (Inferred)
D2 Opening-Hand Quality & Brick Management 62 6 hand traps and 16 searcher-text cards support hands, but Elfnote, Power Patron, Ecclesia/Branded and Mulcharmy pieces conflict in one hand (Inferred)
D3 Combo Conversion & Ceiling 70 Ceiling is high: Synchro boards with Chaos Angel, Seraphim Strelitzia, Black Rose Dragon and Vidolium, but no recorded boards exist (Inferred semantic read)
D4 Combo Floor & Median Output 60 Median output is held back by 22 distinct main-deck cards and split brand lines, with no combo data to confirm the typical board (Inferred)
D5 Interruption Resilience & Route Redundancy 68 Six hand traps, several independent starters and Fydraulis Harmonia offer more than one route after a single interruption (Inferred)
D6 Resource Economy, Recovery & Grind 66 16 searcher-text cards and Medius/Junoldo/Mulcharmy draw effects replenish resources; no resource telemetry (Inferred)
D7 End-Board & Interaction Quality 72 Baronne de Fleur and Crystal Wing are absent, but Tinia, Ash, Maxx C, Droll, Ghost Ogre and Fallen removal cover the board (Inferred semantic, with verified card text)
D8 Going-Second & Board-Breaking Power 68 Going-second value is carried by 6 hand traps and Ghost Ogre/Crossout/Maxx C negation, with no split data (Inferred)
D9 Offensive Pressure & Closing Power 70 Closing power depends on 5000-ATK Vidolium and 3000+ ATK Synchros, with no recorded win data (Inferred)
D10 Main Deck Efficiency & Flexibility 58 40 main cards with 11 singletons and 7 three-copy slots; 8 tech cards dilute the core (Inferred)
D11 Extra Deck Efficiency & Coverage 60 14 Synchro plus 1 Fusion Extra slot; Albion depends on Fallen of Albaz, and 11 core Extra cards are absent (Verified list, Inferred use)
D12 Side Deck Adaptability 15 No side deck is present, so post-game adaptation is zero (Verified)
D13 Matchup Coverage & Format Fit 50 No dated metagame sample or tournament link exists, so matchup fit is provisional at neutral 50 (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step center-zone sequencing with Extra Deck choices and hand-trap timing is demanding to pilot (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 64.8, Going First ≈ 68, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: banlist_exposure (-1); unrecoverable_choke_point (-2); weak_post_side_plan (-3); engine_conflicts (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional) = 0.80*64.8 + 0.20*55 - 8 = 54.8 -> 55

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.85 · 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

  • Twelve hand-summonable starters give high access to a live center-zone engine
  • Six hand traps plus Maxx C and Droll cover both going first and going second
  • Synchro ceiling with several 3000+ ATK bosses and Vidolium at 5000 ATK
  • Searcher density (16) supports recovery after one disruption

Weaknesses

  • No side deck, so no post-game adaptation
  • Off-archetype build: only 54.2% of core cards and 30.9% exact-name purity, with engine conflicts across sub-archetypes
  • Heavy reliance on the center Main Monster Zone for starters and bosses
  • Limited hand-trap redundancy: 6 hand traps can be dead against non-responsive boards

Critical choke points

  • Center Main Monster Zone: a single board breaker or negation can stop most starters
  • Fallen of Albaz requirement for Albion and Ecclesia/Branded lines
  • Limited single-copy interaction (Maxx C, Crossout Designator)
Priority Remove Add Reason
1 Dead or off-plan singletons with weak Synchro/Extra follow-up (review the Ecclesia/Branded splash) A 15-card side deck with extra hand traps or anti-interaction answers Side deck is empty; adding a side allows adaptation for best-of-3 play (Inferred)
2 One non-core Extra Deck Synchro that conflicts with the Elfnote center-zone plan A core Elfnote Synchro such as Seraphim Strelitzia or Baronne de Fleur, which appear in over 95% of archetype lists Core cards are absent from the Extra Deck, and this improves Extra coverage and consistency (Verified usage stat)

Evidence & confidence

  • Verified: Legal status: 40 Main, 15 Extra, 0 Side, all restricted cards within legal copies; Archetype usage: 13 of 24 core cards present (54.2%); Role tags: 6 hand traps, 16 searcher-text cards, 17 removal-text cards
  • Inferred: P(at least one hand-summonable starter) ~0.85 going first and ~0.90 going second; Ceiling and interaction reads from card text; Engine-conflict and choke-point analysis
  • Provisional: Meta Power (null) and matchup fit (D13 at neutral 50)
  • Data gaps: No combos supplied, so floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot records are absent No win-rate telemetry (going first/second, matchup, brick/starter rates) No side deck, so D12 is structural only

More Master Duel Info

Elfnote

Elfnote Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top