Enneacraft Deck #766322 — Yu-Gi-Oh! Master Duel

43 Main, 15 Extra, incl. Deftero Enneacraft - 'alazoneIA' x3, Ekto Enneacraft - 'tromarIA' x3, Enneacraft - Asta.PIXEA x3. Created Oct 18, 2026 by YGO Mod.

Deck Enneacraft Master Duel

Created by: YGO Mod (20517634)

Created On: 10/18/2026

 
 


Official AI Deck Power Analysis
ControlConfidence: MediumEvaluated Oct 20, 2026
53± 8/ 100
Power Score
Structural 58
Reliability 52
Going First 57
Going Second 63

Deck — Deck Power Evaluation

Final Contextual Deck Power: 53/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 58.5
Going First 57
Going Second 63
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Control
  • Secondary strategies: Stun
  • Format: master-duel

Legality

Main 43 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Lock the opponent out with floodgates and negates (Dimensional Fissure, Rivalry of Warlords, Enneacraft Reset), then finish with Pendulum destruction and Enneapolis E.C. Counter burn (900 damage per counter).; Extra Deck Xyz and Synchro bosses (Super Starslayer TY-PHON, Psychic End Punisher, Divine Arsenal) that take over a board that has already been stalled.
  • Turn 1 (going first): Pendulum-set the Enneacraft Pendulum monsters, bring up Enneapolis and Dimensional Fissure, and start building the floodgate lock. Text-only read (Inferred).
  • Turn 2 (going second): Use Maxx C (hand trap) and the Enneacraft Reset / Reverth negates from the Graveyard to answer the first summon, then use Rivalry of Warlords to reset the opponent's board. Hand-trap odds are low (about 14% with Maxx C in a six-card hand). (Inferred)
  • Recovery: Enneacraft Reverth shuffles Enneacraft monsters back into the Deck to draw cards, and the Pendulum searchers (tromarIA, orgIA, exapatisIA, oknirIA, alazoneIA) add monsters back to hand for 900 LP. (Inferred)
  • After siding: None. The deck runs 0 side cards, so there is no post-side plan.

Why it scores here

The deck scores as a Control/Stun system, not as an average of its cards. Its searchers (about 90% at least one in a five-card hand) and its Pendulum recursion give it a reasonable chance to keep finding its engine pieces. Its interaction suite is the strongest part of the list: two floodgates, two negates, a hand trap and multiple Pendulum-based removal effects, which produce high end-board interaction and good going-second board-breaking. The weak points are the lack of any recorded boards (so the combo ceiling and median are text-only inferences), an empty Side Deck, and an Extra Deck where most cards are off-archetype. Archetype popularity (every core card at 100% inclusion) confirms the list is real and played, but it did not add any points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 P(at least one Pendulum starter in 5 cards) about 0.32 per 3-copy card; P(at least one of 15 searchers in 5 cards) about 0.90 (Inferred). Engine is readily accessible but depends on Pendulum Zone setup.
D2 Opening-Hand Quality & Brick Management 55 Pendulum monsters need the Pendulum Zone, and 5 off-archetype tech and floodgate spells add dead-draw risk; no brick estimate was produced (Inferred).
D3 Combo Conversion & Ceiling 55 No parseable combos; the only ceiling evidence is the community guide's claim of a turn-1 combo, which is unverified (Inferred).
D4 Combo Floor & Median Output 50 No combo data, so the median cannot be measured; the guide describes a control floor (Provisional).
D5 Interruption Resilience & Route Redundancy 60 Negates and floodgates plus GY recursion (Reverth, Release, Reset) provide multiple lines after disruption (Inferred).
D6 Resource Economy, Recovery & Grind 65 15 searchers, Pendulum recursion and Enneacraft Reverth provide strong grind; the Enneapolis counter-burn adds damage. (Inferred)
D7 End-Board & Interaction Quality 75 Two floodgates (Dimensional Fissure, Rivalry of Warlords), two negates, Maxx C, and Pendulum destruction give broad, layered interaction (Verified card text, Inferred quality).
D8 Going-Second & Board-Breaking Power 70 Rivalry of Warlords and destruction effects break established boards, and Maxx C plus the GY negates answer a going-second summon (Inferred).
D9 Offensive Pressure & Closing Power 60 Pendulum monsters reach 3000 ATK and Enneapolis gives burn, but there is no recorded closing data (Inferred).
D10 Main Deck Efficiency & Flexibility 60 43 main cards with 20 distinct names, 16 cards at 3 copies, and a 55% exact archetype-name purity; compact enough to stay consistent (Inferred).
D11 Extra Deck Efficiency & Coverage 40 15 Extra cards, with 7 Xyz and 5 Synchro bosses, but most are off-archetype and Enneacraft Release's Graveyard effect has no Enneacraft Extra Deck target (Inferred).
D12 Side Deck Adaptability 25 0 Side Deck cards, so there is no measured or listed post-side adaptation (Inferred).
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated metagame sample, so matchup fit is Provisional; archetype usage stats confirm the list is standard (Provisional).
D14 Pilotability & Error Tolerance 40 Pendulum, Xyz, Synchro, Link and floodgate sequencing create many decision points (Inferred).

How the score was computed

Strategy profile: Control primary; Stun is only reflected through the interaction dimensions. Structural ≈ 58.5, Going First ≈ 57, Going Second ≈ 63, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: banlist_exposure (-1); weak_post_side_plan (-2); off_archetype_extra_deck_and_dead_effect (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional) = 0.80*58.5 + 0.20*52 - 4 = 53.2 -> 53

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.32 · 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

  • Layered interaction: two floodgates, two negates, Maxx C and Pendulum destruction
  • Dense searchers (15) and recursion (Reverth, Release, Reset) for grind
  • Consistent core: archetype usage stats show the main Enneacraft cards at 100% inclusion

Weaknesses

  • No side deck (0 of 15), so no post-side adaptation
  • Extra Deck is mostly off-archetype and includes a dead-ish Enneacraft Release effect
  • No recorded combos, so the ceiling and floor are unmeasured

Critical choke points

  • Pendulum Zone setup for the Pendulum monsters
  • Single copies of Maxx C and Rivalry of Warlords (Limited 1) for the hand trap and the floodgate reset
Priority Remove Add Reason
1 none Side Deck of up to 15 cards A 0-card Side Deck means the deck cannot adapt between games. Add answers to the most common threats in the format (Inferred).
2 Enneacraft Release (2 copies) a card that works in this list Its Graveyard effect needs an Enneacraft monster in the Extra Deck, and this list has none (Inferred from card text and the Extra Deck list).

Evidence & confidence

  • Verified: Legal status: 43 Main, 15 Extra, 0 Side against Master Duel size rules; Banlist: Maxx C and Rivalry of Warlords are Limited at 1 copy each, which is legal; Card text for all listed cards, from the evidence pack; Archetype usage stats: core cards at 100% inclusion
  • Inferred: Hypergeometric starter and searcher odds; Interaction quality, board-breaking and Control strategy classification from card text; Going-first and going-second plans; Enneacraft Release has no Extra Deck target
  • Provisional: Meta Power (null) and matchup fit (D13), since no dated metagame sample was supplied
  • Data gaps: No combos supplied, so combo 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 exists in YGOVN Meta Power is Provisional unless a dated metagame sample is supplied The deck has no title (deck_name is null)

More Master Duel Info

Enneacraft

Enneacraft Breakdown

 
 

 

 

 

 

 

 
 

 

 
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