Mitsurugi Deck #773395 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Cooky☆Yummy x3, Mulcharmy Fuwalos x3, Ash Blossom & Joyous Spring x3. Created Oct 22, 2026 by YGO Mod.

Deck Mitsurugi Master Duel

Created by: YGO Mod (20517634)

Created On: 10/22/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 22, 2026
55± 7/ 100
Power Score
Structural 60
Reliability 58
Going First 57
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 55/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 59.7
Going First 57
Going Second 58
Meta Power provisional
Tournament Reliability 58
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Ritual/Synchro/Link mechanics
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Ritual Summon Ame no Murakumo no Mitsurugi (3200 ATK) or Ame no Habakiri no Mitsurugi (2400 ATK), backed by synchro and link extenders; Baronne de Fleur (3000 ATK) and Futsu no Mitama no Mitsurugi (2000 ATK / 3400 DEF) as recursive boards
  • Turn 1 (going first): Search a Mitsurugi monster or Spell/Trap with Saji, Aramasa or Kusanagi, convert via Mitsurugi Ritual or a Yummy link/synchro line, and hold Ash Blossom, Infinite Impermanence or Droll as protection
  • Turn 2 (going second): Use the 8 hand traps (Ash, Impermanence, Maxx C, Droll, Herald-style negation) to stop the opponent's first summon, then rebuild a Ritual board from the GY
  • Recovery: Recycle Mitsurugi monsters and Spells from the GY through Saji, Kusanagi and Pre-Preparation of Rites, and use Mulcharmy draw effects to refill
  • After siding: No side deck is registered, so there is no post-side plan; the deck cannot change its configuration between games

Why it scores here

The deck reliably opens a functional plan: 14 searcher-text cards give about a 0.90 chance of at least one searcher in a 5-card opening hand, and the 98% archetype-core presence (21 core copies) means the list runs the standard Mitsurugi core. Conversion is credible but ritual-dependent: Mitsurugi Ritual plus four Ritual monsters and Saji/Kusanagi recursion turn into 2000 to 3200 ATK boards, with synchro and link extenders adding follow-up. Survival rests on eight hand traps and eight negate/removal effects, giving roughly a 0.76 chance of at least one hand trap in a 6-card going-second hand, though a single Droll or a graveyard banish plan is a documented weakness. No combo boards or tournament data exist, so the ceiling and floor are text-based inference, and the score comes from consistency, recovery and interaction on the system, not from the archetype's popularity or from averaging the card scores. The Yummy and Mulcharmy splash (about 22% exact-name purity) adds engine conflict, which is the main reason the score sits in the mid-50s.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 Searcher-text group P(at least one in 5) = 0.90; core presence 98% of archetype cards (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Yummy and Mulcharmy splash plus 8 hand traps and 2-copy ritual pieces create conflicting hands; estimated brick risk moderate (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards; ceiling read from text only: Murakumo, Habakiri and Fleur boards (Inferred)
D4 Combo Floor & Median Output 50 No combo boards; floor and median can only be estimated from starter diversity and card text (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Mitsurugi GY recursion (Saji, Kusanagi, Futsu) and 8 hand traps give independent lines after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 66 Recursion and draw effects (Mulcharmy, Maxx C, Kusanagi search) regenerate resources; no resource telemetry (Inferred)
D7 End-Board & Interaction Quality 70 Murakumo destroys all opposing monsters on Special Summon; Baronne de Fleur and Herald add removal and negation (Inferred from text)
D8 Going-Second & Board-Breaking Power 66 Hand-trap density gives about 0.76 chance of a hand trap in a going-second 6-card hand; no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 62 Murakumo 3200 ATK and Habakiri 2400 ATK, Baronne 3000 ATK; no piercing or direct-attack data (Verified from stats, Inferred for closing)
D10 Main Deck Efficiency & Flexibility 55 40 main cards across 25 distinct names, with 43 off-archetype copies lowering coherence (Verified composition)
D11 Extra Deck Efficiency & Coverage 60 15 Extra cards: 9 Link, 6 Synchro, with a broad but partly off-theme set (Verified composition)
D12 Side Deck Adaptability 20 No side deck registered (0 of 15 side slots used), so no post-side plan exists (Verified)
D13 Matchup Coverage & Format Fit 50 No dated meta sample or tournament link; archetype share is not available (Provisional)
D14 Pilotability & Error Tolerance 55 Ritual, synchro and link sequencing across several decision points; moderately complex (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 59.7, Going First ≈ 57, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: Engine conflicts (Yummy/Mulcharmy/Sky Striker splash) (-2); Ritual choke point (-1); Unrecoverable choke point (Droll & Lock Bird) (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional; no dated meta sample)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.9 · 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

  • Dense searcher suite (14 searcher-text cards) gives high starter access
  • Eight hand traps plus eight negate/removal effects give layered interaction
  • Link and synchro extenders (9 Link, 6 Synchro) supply Extra-Deck flexibility
  • Mitsurugi GY recursion regenerates resources after interruption

Weaknesses

  • Low exact-name purity (21.8%) splits the engine across Yummy, Mulcharmy and Sky Striker
  • Ritual pieces (Mitsurugi Ritual x2, Habakiri x2) are a narrow bottleneck
  • No side deck means no post-side adjustment
  • Guide reports vulnerability to a single Droll and to graveyard banish

Critical choke points

  • Mitsurugi Ritual and its Ritual monsters
  • Droll & Lock Bird as a single-card lock on the opponent's draw
Priority Remove Add Reason
1 One off-archetype Yummy Spell A second Mitsurugi-named searcher or recursion card, if legal Raises exact-name purity and reduces the engine split that drives the modifier
2 Excess Yummy field-spell copies Ritual-support spell that works from the GY Reduces the single Ritual Spell bottleneck and improves recovery

Evidence & confidence

  • Verified: Main Deck 40 cards, Extra 15 cards, Side 0 (within master-duel size rules); All restricted cards run at or below legal copy limits; Exact-name purity 21.8% from composition; Usage stats: 14 of 25 archetype core cards present (56%)
  • Inferred: Starter access about 0.90 from searcher-text hypergeometric; Ceiling and floor from card text only (no combo boards); Going-second hand-trap density 0.76; Interruption recovery through Mitsurugi GY recursion
  • Provisional: Meta power (no dated metagame sample); Matchup and format fit (D13)
  • Data gaps: No parseable combo boards; combo floor, median and ceiling are text-only No tournament link; archetype meta-share and per-pilot record absent No win-rate telemetry; going-first and going-second splits are Inferred No side deck registered; post-side performance unknown Guide is a single Vietnamese snippet without section structure

More Master Duel Info

Mitsurugi

Mitsurugi Breakdown

 
 

 

 

 

 

 

 
 

 

 
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