K9 Deck #773425 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. K9-17 Izuna x3, Vanquish Soul Dr. Mad Love x3, Vanquish Soul Hollie Sue x3. Created Oct 22, 2026 by YGO Mod.

Deck K9 Master Duel

Created by: YGO Mod (20517634)

Created On: 10/22/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 22, 2026
58± 7/ 100
Power Score
Structural 61
Reliability 58
Going First 58
Going Second 66

Deck — Deck Power Evaluation

Final Contextual Deck Power: 58/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 61
Going First 58
Going Second 66
Meta Power provisional
Tournament Reliability 58
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Xyz and Link pressure from K9 and Vanquish Soul boards (K9-X Werewolf 3300 ATK, Vanquish Soul Caesar Valius 3000 ATK, K9-66X Jacks removal-on-summon), converted through hand-trap-protected summons; Vanquish Soul Rocks and Rock of the Vanquisher recursion lines, with Divine Arsenal and the Number chain as late-game extenders
  • Turn 1 (going first): Open with a Level 5 K9 monster Normal Summoned without tribute, search a K9 or Vanquish Soul card, and build toward a K9 Xyz using K9-17 Ripper and K9-66X Jacks; hold Ash Blossom and Ghost Ogre when the hand supports it
  • Turn 2 (going second): Use the six-card hand to present Ash Blossom, Ghost Ogre, Maxx C, Droll and Ghost Mourner against the opponent's first summon or search, then rebuild through Vanquish Soul Hollie Sue or Dr. Mad Love with the Level 4 and Level 5 bodies
  • Recovery: Searchers (A Case for K9, Vanquish Soul Start, Dr. Mad Love, Razen) and Mulcharmy draw effects refill the hand; K9-X Forced Release resurrects an Xyz to reuse materials
  • After siding: Not applicable: Master Duel has no sideboard in this format, so side adaptability is neutral and not credited

Why it scores here

The deck reliably opens a functional K9 or Vanquish Soul starter: the core archetype group has an estimated 99.5% chance of at least one piece in a five-card opening hand, and searchers are present in 13 slots (about 88% chance of at least one in hand). Its interaction package (seven hand-trap or negation monsters, Crossout Designator, Maxx C and Droll and Lock Bird) gives it a credible going-second plan, which is why Interaction and Going-Second score above the Structural average. Conversion and floor are scored conservatively because no recorded boards exist, so combo ceiling and median are text-only inferences. Popularity and archetype usage stats confirm the list is real and accessible but added no points, and the score was built from the system rather than from averaging the card scores. Brick risk from hand traps that need the opponent to act and the split between two archetype engines holds the score down.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 Core archetype group P(at least one in hand5) = 0.995; K9 and Vanquish Soul each have multiple T1 starters at 2-3 copies (Inferred from probabilities and usage)
D2 Opening-Hand Quality & Brick Management 55 Seven hand traps plus Triple Tactics Talent are dead without opposing activity, and the Level 5 Normal Summon condition is conditional on opponent hand size (Inferred)
D3 Combo Conversion & Ceiling 58 No parseable boards; ceiling is a text-only read of K9-X Forced Release, Jacks and Werewolf chains and Number 104 negation (Inferred)
D4 Combo Floor & Median Output 50 combo data reports zero boards, so floor and median are unmeasured and held near neutral (Provisional)
D5 Interruption Resilience & Route Redundancy 65 Two engines (K9 and Vanquish Soul) and 7 hand traps provide several independent lines after one disruption (Inferred from starter diversity-style reasoning and card text)
D6 Resource Economy, Recovery & Grind 65 13 searcher-text cards plus Mulcharmy draw and Forced Release resurrection support rebuild after a board loss (Inferred from card text)
D7 End-Board & Interaction Quality 70 7 hand-trap or negation cards, 9 removal-text cards, and Number 104 and Ripper negation give layered interaction (Verified from role tags; quality Inferred)
D8 Going-Second & Board-Breaking Power 62 Going-second hand-trap probability is 0.71 for at least one hand trap in six cards; K9-X Forced Release and Lupis add board breaking (Inferred from probabilities and text)
D9 Offensive Pressure & Closing Power 66 End-board ATK includes 3300 Werewolf, 3000 Caesar Valius, 3000 Zeus and 2600 Jacks, with piercing via Lupis and Jacks removal (Verified stats, Inferred closing)
D10 Main Deck Efficiency & Flexibility 58 40 main slots with 26 distinct cards and 4 three-copy cards; 7 spells and several tech slots reduce adjustability (Inferred from composition)
D11 Extra Deck Efficiency & Coverage 55 15 Extra cards across 13 distinct names, with two Ripper, two Rock of the Vanquisher and a single Number 104 chain; several engine branches are only single copies (Verified composition, Inferred efficiency)
D12 Side Deck Adaptability 50 No sideboard in Master Duel; score is neutral and not credited (Provisional)
D13 Matchup Coverage & Format Fit 50 No dated meta share or tournament link; archetype share unavailable, held at neutral (Provisional)
D14 Pilotability & Error Tolerance 55 Multi-branch Xyz chains and hand-trap timing require several decision points per turn; handled by a moderate step count (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 61, Going First ≈ 58, Going Second ≈ 66, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: engine split across two archetypes (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers = 0.80*61 + 0.20*58 - 2 = 58

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.88 · 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

  • Core archetype cards are almost always in the opening hand (0.995)
  • Seven hand-trap or negation monsters give going-second and disruption coverage
  • Two engines (K9 and Vanquish Soul) provide independent lines after a single disruption
  • Extra Deck covers Level 4 and Level 5 Xyz options and several strong boss monsters

Weaknesses

  • Hand traps are dead without opposing activity, causing brick risk in some hands
  • No recorded boards, so combo ceiling and median are unmeasured
  • Partial engine split between K9 and Vanquish Soul; only one Number 104 chain card
  • Master Duel has no sideboard, so post-side adaptability cannot be credited

Critical choke points

  • The Number 104 chain depends on a single N.As.H Knight
  • Opponent's first monster activation or search is the trigger for most hand traps
Priority Remove Add Reason
1 Triple Tactics Talent second copy of Ghost Mourner & Moonlit Chill Triple Tactics Talent is conditional on an opponent's monster effect during your Main Phase; a second hand trap adds reliable interaction on the going-second plan (Inferred)

Evidence & confidence

  • Verified: Legal status: 40 main, 15 extra, 0 side within Master Duel size rules; all restricted cards within legal copies; Archetype core group copies and probabilities as provided; Role tags: 7 hand traps, 13 searcher texts, 9 removal texts, 5 negation texts
  • Inferred: Consistency and brick estimates derived from hypergeometric draws and card text; Going-second hand-trap coverage and engine split penalty
  • Provisional: Meta power (null), matchup fit (D13 neutral 50) and tournament reliability inputs without a dated meta or match record
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta share and pilot match record absent usage statistics marks Werewolf, Ripper, Jacks and Number 104 as not in this deck (in this deck=false, copies_in_deck=0), but the cards array lists them in the Extra Deck with copies 1 or 2; the core-present % (56) may be understated, so core presence was taken from cards[] instead No win-rate telemetry; going-first and going-second splits are Inferred Meta Power is provisional; no dated metagame sample supplied Deck title is null in the export

More Master Duel Info

K9

K9 Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
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