WAKE CUP! Deck #766922 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Cyber Jar x3, Mahjong Munia Maidens x3, Mimicking Man-Eater Bug x3. Created Oct 18, 2026 by YGO Mod.

Deck WAKE CUP! Master Duel

Created by: YGO Mod (20517634)

Created On: 10/18/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: Medium
45± 7/ 100
Power Score

Deck — Deck Power Evaluation

Final Contextual Deck Power: 45/100 (Confidence: Medium)

  • Primary strategy: Toolbox
  • Secondary strategies: Midrange
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Flip-monster board (WAKE CUP! Kuro / Earl, Mimicking Man-Eater Bug) converted into Level 7 and Level 4 Xyz or Link-enabled pressure from the 15-card Extra Deck; Cyber Jar flip reset and Call of the Haunted reanimation of a removal target, followed by a single Extra-Deck boss
  • Turn 1 (going first): Search or summon a WAKE CUP! starter (Kuro, Earl or Mocha), flip a Flip monster for board or removal, then extend into a Level 7 or Level 4 Xyz or Link from the Extra Deck
  • Turn 2 (going second): Use on-turn removal and resets (Mystical Space Typhoon, Swords of Revealing Light, Compulsory Evacuation Device, Cyber Jar, Call of the Haunted) to clear the opponent's board, then rebuild with Flip monsters; no hand traps or negates are present
  • Recovery: Flip monsters recur bodies to the board, Kuro's hand effect pulls another Flip monster, and Call of the Haunted reuses a Graveyard monster; two or more lines remain after one interruption
  • After siding: No side deck is present, so there is no post-side plan; best-of-3 play repeats the main deck unchanged

Why it scores here

The deck is a toolbox-style Flip build around WAKE CUP! (7 copies, about 64% to have at least one in a going-first opening 5, Inferred), backed by flip monsters that double as Level 4 and Level 7 Xyz material and Link fodder. Its interaction is dense on paper (about 18 removal-text cards including Mystical Space Typhoon, Swords of Revealing Light, Cyber Jar and Call of the Haunted), but it is all on-turn and has no negates or hand traps, which holds the going-second score down. The Extra Deck is 15 singletons with few shared enablers, so most Extra Deck choices are conditional and the boss count per game is modest. There is no side deck, so the post-side score is near the floor. Popularity was not credited: the archetype core is only 44% present against the usage baseline, and the score comes from the system's consistency, interaction and closing reach, not from averaging card power.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(>=1 WAKE CUP! starter in opening 5) ~0.64 for 7 copies, ~0.71 going second (Inferred, hypergeometric); multiple Flip starters besides WAKE CUP! (Inferred)
D2 Opening-Hand Quality & Brick Management 48 21 of 40 main cards are Spell/Trap, so about 3% of going-first 5-card hands have no monster (Inferred); several Spells are dead without targets
D3 Combo Conversion & Ceiling 60 No parseable boards in combos_evidence; ceiling is a text-only read of Kuro/Earl flip-to-Xyz/Link lines (Inferred)
D4 Combo Floor & Median Output 45 No recorded combo median; text read suggests a modest typical board from one or two Flip monsters plus a removal spell (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Flip starters, Call of the Haunted and Man-Eater Bug give more than one independent line after one interruption (Inferred from text)
D6 Resource Economy, Recovery & Grind 58 Kuro's hand effect re-searches a Flip monster and Mocha/Earl offer hand-to-field recursion; no Graveyard-to-field engine beyond Call (Inferred from text)
D7 End-Board & Interaction Quality 68 18 removal-text cards and Cyber Jar's flip reset give broad on-turn interaction; no negate or hand trap, so durability is limited (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 40 No hand traps or negates; going-second answers are sorcery-speed or conditional (Inferred; no going-second combo split available)
D9 Offensive Pressure & Closing Power 60 Extra Deck boss bodies reach 2450-2800 ATK (Verified stats) but require Level 4/7 materials that are not always present (Inferred)
D10 Main Deck Efficiency & Flexibility 55 40-card main with 16 distinct cards, 14 of them at 2-3 copies; exact archetype purity 12.7% (verified composition), with generic staples carrying the rest
D11 Extra Deck Efficiency & Coverage 42 15 distinct singleton Extra Deck cards across 6 Xyz and 9 Link monsters, with few enablers for most of them; 44% of usage-core Extra cards present (verified usage, Inferred efficiency)
D12 Side Deck Adaptability 15 No side deck (0 cards); post-side adaptability cannot be assessed and is set near the floor (verified)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated meta sample; archetype fit is provisional (provisional)
D14 Pilotability & Error Tolerance 55 Flip-effect targeting and multi-step Xyz/Link routes raise decision load; the core loop is simple to repeat (Inferred)

How the score was computed

Strategy profile: Toolbox primary; Midrange weights not separately blended, applied as Toolbox profile. Modifiers: none.


More Master Duel Info

WAKE CUP!

WAKE CUP! Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top