Dracotail Deck #766432 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Dracotail Faimena x3, Mulcharmy Fuwalos x3, Ash Blossom & Joyous Spring x3. Created Oct 18, 2026 by YGO Mod.

Deck Dracotail Master Duel

Created by: YGO Mod (20517634)

Created On: 10/18/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 20, 2026
57± 8/ 100
Power Score
Structural 62
Reliability 55
Going First 62
Going Second 68

Deck — Deck Power Evaluation

Final Contextual Deck Power: 57/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 62
Going First 62
Going Second 68
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Midrange
  • Secondary strategies: Control, Toolbox
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Fusion Summon a 2500-3000 ATK Dragon boss (Arthalion, Mysterion, Albion the Sanctifire Dragon, Gulamel) from the Extra Deck, using Dracotail and Fallen of Albaz monsters as material; Disruption via hand traps and Spell/Trap negation, grinding the opponent's resources while the deck recurs Dracotail cards
  • Turn 1 (going first): Open with a Dracotail starter (Faimena, Mululu, Lukias, Phryxul) or a Blazing Cartesia/Fallen of White Dragon line to reach a Fusion Summon; hold Ash Blossom or Effect Veiler for the opponent's first effect
  • Turn 2 (going second): Respond on the opponent's turn with hand traps (Ash Blossom, Ghost Belle, Ghost Ogre, Effect Veiler, Maxx C) and Dracotail Flame or Horn, then rebuild a board with a Fusion Summon in the End Phase or on the next turn
  • Recovery: Dracotail monsters and Spell/Traps placed on the deck bottom from the GY or banishment, combined with draw effects (Mululu, Flame, Sting, Horn) and Ketu/Rahu searches, to restock the hand
  • After siding: No Side Deck is registered, so there is no post-side plan in the list; the best-of-3 adjustment is unevaluated

Why it scores here

The deck reliably opens a functional plan: the 26-copy Dracotail core has a 99.7% chance of at least one card in a 5-card opening hand, and the 9 searcher-text cards give a 74% chance of at least one search in the same hand. It converts that plan into Fusion boards with several 2500-3000 ATK bosses and a large Extra Deck with no garnets. Eight hand traps and ten negation effects give the deck a strong going-second answer (76% chance of a hand trap in a 6-card hand), so interaction is layered rather than single-threaded. Its weaknesses are the lack of recorded boards, which leaves the ceiling and median as text-based inference, and the empty Side Deck, which gives no post-side plan. Popularity and archetype usage stats confirm the list is a real build but did not add points; the score comes from consistency, recursion, interaction and closing power on the system, not from averaging card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 P(at least one core Dracotail card in opening 5) = 0.997; 3-copy starters at 0.34 each; fusion-starter line is the limiting factor (Inferred)
D2 Opening-Hand Quality & Brick Management 62 8 hand traps and 9 searchers in a 40-card main; single copies of most bosses; Fallen of Albaz and Dracotail requirements can conflict in hand (Inferred)
D3 Combo Conversion & Ceiling 58 No recorded boards; ceiling read from card text: 2500-3000 ATK Fusion bosses with on-summon removal and bounce (Inferred)
D4 Combo Floor & Median Output 50 No recorded boards; median inferred from the Fusion-starter dependence and hand-trap-heavy openings (Inferred)
D5 Interruption Resilience & Route Redundancy 66 Dracotail GY and banish recursion plus 8 hand traps give a second line after one disruption; no tested route data (Inferred)
D6 Resource Economy, Recovery & Grind 70 Four draw effects (Mululu, Flame, Sting, Horn) and GY recursion restock the hand; no recorded resource data (Inferred)
D7 End-Board & Interaction Quality 72 10 negation-text cards and 8 removal-text cards give layered end-board interaction and a 76% chance of a hand trap going second (Inferred)
D8 Going-Second & Board-Breaking Power 68 Hand traps and Ghost Ogre/Ghost Belle removal cover going-second boards; no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 74 Multiple 2500-3000 ATK Fusion bosses with piercing or removal text; no end-board sample (Verified text, Inferred closing)
D10 Main Deck Efficiency & Flexibility 65 27 distinct main cards, 18 singletons, no garnets or dead-slot padding visible in the list (Verified composition, Inferred)
D11 Extra Deck Efficiency & Coverage 60 15 Extra slots, 13 Fusion monsters plus Link and Synchro; flexible use of the Extra Deck but high Fusion dependence (Verified composition)
D12 Side Deck Adaptability 15 No Side Deck cards; no post-side plan can be evaluated (Verified, Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link; archetype meta-share absent; no dated meta sample (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Fusion lines and many Quick Effects make execution complex; decision points are frequent (Inferred)

How the score was computed

Strategy profile: Midrange 100% (Control influence reflected in D7 and D5 scores, not weights). Structural ≈ 62, Going First ≈ 62, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: banlist_exposure (-2); no_side_deck (-2). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*62.14 + 0.20*55 - 4 = 56.7, rounded to 57

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 1 · 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: 8 hand traps plus 10 negation-text cards, with 76% odds of a hand trap going second
  • Strong Fusion closers: multiple 2500-3000 ATK bosses with removal or bounce text
  • Core consistency: the Dracotail core has 99.7% odds of appearing in the opening 5
  • Recursion and draw: Mululu, Flame, Sting and Horn restock the hand after disruption

Weaknesses

  • No Side Deck, so no post-side plan and a weak best-of-3 adjustment
  • Fusion-heavy line with 13 Fusion monsters; execution depends on specific material combinations
  • Six Limited cards at a single copy each create a single point of failure if one is removed or banned
  • No recorded boards, so ceiling and median are unmeasured

Critical choke points

  • Fusion Summon enablement: most boss lines need Dracotail or Fallen of Albaz monsters in hand plus a valid Extra Deck monster
  • Limited single copies (Branded Fusion, Dracotail Lukias, Rahu Dracotail) as irreplaceable engine pieces
Priority Remove Add Reason
1 One low-impact tech slot in the main deck A Side Deck of 10-15 cards covering the most common opposing strategies D12 scores 15 with no Side Deck; adding any post-side plan is the largest single gain available
2 A redundant Limited-status card, if the deck has a copy that can be replaced A second copy of a Semi-Limited or Unlimited Dracotail card Lowers single-copy dependence on the six Limited cards and improves D1 and D2 consistency

Evidence & confidence

  • Verified: Legal status: 40 Main, 15 Extra, 0 Side within Master Duel size rules; Restricted cards: 6 Limited at 1 copy, 3 Semi-Limited at 2 copies, all within legal limits; Card text for all 40 Main and 15 Extra cards from the card database; Usage stats: Dracotail core inclusion rates from the archetype table
  • Observed: Core Dracotail cards present: 16 of 25 tracked core cards
  • Inferred: Opening-hand consistency estimates from hypergeometric draw tables; Going-first and going-second strength split; Resilience and resource economy estimates from card text
  • Provisional: Meta Power (null, no dated metagame sample); D13 matchup and format fit (no tournament context)
  • 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 are absent No win-rate telemetry exists in YGOVN for going-first, going-second, matchup, brick or OTK rates Meta Power is provisional unless a dated metagame sample is supplied Side Deck is empty, so post-side behavior cannot be evaluated

More Master Duel Info

Dracotail

Dracotail Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top