D.D. Deck #773514 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Gem-Armadillo x3, Gem-Knight Alexandrite x3, Gem-Turtle x3. Created Oct 22, 2026 by YGO Mod.

Deck D.D. Master Duel

Created by: YGO Mod (20517634)

Created On: 10/22/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 22, 2026
52± 6/ 100
Power Score
Structural 54
Reliability 52
Going First 55
Going Second 47

Deck — Deck Power Evaluation

Final Contextual Deck Power: 52/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 54
Going First 55
Going Second 47
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Extra Deck Fusion/Xyz/Link
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Gem-Knight Fusion Summons (Gem-Knight Ruby x3 as the main threat, Gem-Knight Topaz with double attack and Amethyst as backups) backed by a Gem-Knight Normal Monster and Level 4 board; Level 4 Xyz and Link beaters from the Extra Deck (Diamond Crab King, Cairngorgon, Kachi Kochi, Merrowgeist, Rhapsody, Gaia Saber, Ningirsu, Imduk, Sorcerer of Sebek, Codebreaker), reachable only when the board happens to hold the right materials
  • Turn 1 (going first): Unexpected Dai (no monsters on field) summons a Normal Monster (Garnet, Tourmaline, or Sapphire) or Gem-Armadillo's Normal Summon adds a Gem-Knight from the Deck; Alexandrite Tribute summon or Garnet plus a Gem-Knight feeds Gem-Knight Fusion or Ruby. Turtle's FLIP can add Gem-Knight Fusion. Inferred from card text; no combo data.
  • Turn 2 (going second): Six-card hand must find Dai, Armadillo, Alexandrite, or Garnet, then respond with Mystical Space Typhoon, Swords of Revealing Light, Compulsory Evacuation Device, Jelly Cannon, Overexaggeration, or Santa Claws (Tribute-summoned onto the opponent's field) before a Fusion line.
  • Recovery: Gem-Knight Fusion recovers from the Graveyard by banishing a Gem-Knight monster from the GY; Turtle's FLIP can re-search Gem-Knight Fusion; Armadillo re-searches a Gem-Knight. Recovery is text-supported only; no observed boards.
  • After siding: None: the export has 0 Side Deck cards and Master Duel has no side-deck step in this export, so there is no post-side plan to score.

Why it scores here

The deck's real engine is the Gem-Knight core (Armadillo, Turtle, Alexandrite, Garnet, Sapphire, Tourmaline, Gem-Knight Fusion) feeding Gem-Knight Ruby and Topaz. Hypergeometric estimates give roughly 0.85 for at least one of Dai, Armadillo, Alexandrite, or Garnet in a 5-card opening hand (Inferred), so the engine is usually live on turn 1 but depends on a small set of specific cards. The score comes from consistency, the Gem-Knight recursion loop, and a 13-copy non-hand-trap interaction suite, not from averaging card scores. The 'D.D.' archetype label is not supported by the list (only D.D. Post, exact-name purity 1.8%), and popularity or usage data was not used to earn points. With no combo records and no tournament data, median output and matchup fit stay Inferred or Provisional, and the score is held near the middle.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(≥1 of Dai/Armadillo/Alexandrite/Garnet in 5-card hand) ≈ 0.85; the Gem-Knight core is 21 'Gem-' copies (Inferred, hypergeometric from the evidence draw table)
D2 Opening-Hand Quality & Brick Management 55 Hand brick risk from 22 non-monster copies out of 40 and only 16 Level 4 Main Deck monsters; needs Garnet/Gem-Knight pairing (Inferred)
D3 Combo Conversion & Ceiling 62 Ceiling is Ruby 2500 ATK and Topaz double attack through Fusion; no recorded boards to confirm (Inferred semantic read from card text)
D4 Combo Floor & Median Output 52 Median output unknown: combo data has 0 scored boards, so this is a text-only estimate (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Three starter families (Dai, Armadillo/Turtle, Alexandrite/Garnet) give some redundancy after one disruption, but no recorded routes (Inferred)
D6 Resource Economy, Recovery & Grind 62 Gem-Knight Fusion recurs from the GY by banishing a Gem-Knight, and Turtle's FLIP re-searches it (card text, Inferred)
D7 End-Board & Interaction Quality 55 Mystical Space Typhoon x3, Swords of Revealing Light x3, Compulsory Evacuation Device x3, Jelly Cannon x2, Overexaggeration x2; no hand traps or negation (Verified card list, Inferred quality)
D8 Going-Second & Board-Breaking Power 48 Going-second board-breaking relies on Santa Claws, Overexaggeration, and Topaz double attack; no going-second combo split exists (Inferred)
D9 Offensive Pressure & Closing Power 58 Ruby 2500 ATK and Topaz double attack provide closing power; no end-board or damage observations (Inferred)
D10 Main Deck Efficiency & Flexibility 50 40 Main Deck cards in 17 distinct entries, 22 non-monster cards and 9 Traps; compact but spell-heavy (Verified count, Inferred quality)
D11 Extra Deck Efficiency & Coverage 45 15 Extra slots: 5 Gem-Knight Fusions and 10 generic Xyz/Link cards that need Level 4 or 2+ monster materials; partial dilution (Verified list, Inferred use)
D12 Side Deck Adaptability 20 No Side Deck in the export; no post-side plan (Verified absence, Provisional)
D13 Matchup Coverage & Format Fit 40 Tournament link absent, so archetype meta-share and matchup fit are not available (Provisional)
D14 Pilotability & Error Tolerance 55 Fusion timing and Level 4 material counting need careful sequencing; several dead non-monster slots add decision points (Inferred)

How the score was computed

Strategy profile: approx 85/15 Midrange/Toolbox (structure favors Midrange; the extra-deck spread supports the Toolbox read). Structural ≈ 54, Going First ≈ 55, Going Second ≈ 47, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: engine_conflicts_extra_deck_dilution (-3); dead_archetype_card (-1); engine compactness (2). Final formula: 0.80*Structural(54) + 0.20*TournamentReliability(52) + ContextModifiers(-2) = 51.6, rounded to 52 (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.85 · 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

  • Gem-Knight core: 16 Main Deck monsters at Level 4, with Gem-Knight Garnet x3 feeding Ruby x3
  • Redundant opening starters (Dai, Armadillo, Alexandrite, Garnet) and Turtle FLIP searches Gem-Knight Fusion
  • Recursion: Gem-Knight Fusion returns from the GY by banishing a Gem-Knight
  • 13 non-hand-trap interaction copies, mostly spells and traps that are not dead on the board

Weaknesses

  • Archetype label 'D.D.' does not match the list (exact-name purity 1.8%)
  • No hand traps or negation, weak going-second interaction on the opponent's turn
  • Extra Deck dilution: about 10 of 15 slots need materials outside the core
  • No side deck and no combo or tournament data to confirm conversion

Critical choke points

  • Gem-Knight Garnet and Gem-Knight monsters for every Fusion (Ruby needs Garnet plus a Gem-Knight; Topaz needs the single Tourmaline)
  • Gem-Knight Fusion (2 copies) is the only Fusion Spell and is the recovery route
  • Dai, Armadillo, Alexandrite, or Garnet must appear in the opening hand
Priority Remove Add Reason
1 D.D. Post a 3rd Gem-Knight Fusion D.D. Post has no D.D. monster support in the list; the third Fusion Spell adds a second Gem-Knight Fusion recovery and Turtle target without a new archetype.
2 Imduk the World Chalice Dragon (Extra) one more Level 4 Xyz or Link that uses Gem-Knight materials, if available in the card pool Reduces dilution in the 15-card Extra Deck; keeps Gem-Knight-friendly material routes.

Evidence & confidence

  • Verified: Legality: 40 Main, 15 Extra, 0 Side; Master Duel size rules met; no banned or limited cards in the list; Copy histogram: 9 cards x3, 5 cards x2, 3 cards x1 (sums to 40); Card text for Dai, Armadillo, Turtle, Alexandrite, Garnet, Fusion, Ruby, Topaz, Amethyst, and the trap/spell suite; Archetype spread: Gem- 21, generic 25, Call 3, World Chalice 2, D.D. 1 (exact-name purity 1.8%)
  • Observed: Usage statistics: 5 of 8 core cards present; the core list is archetype-level, not this deck's record
  • Inferred: P(≥1 starter in 5 cards) ≈ 0.85 from the Main Deck hypergeometric estimate; Going-first and going-second plans derived from card text, not from recorded boards; Interaction quality (13 non-hand-trap copies) read from text, not from match data; Structural scores D1-D11 and D14 from the Midrange profile
  • Provisional: Meta Power is null: no dated metagame sample supplied; D13 matchup and format fit: no tournament link, archetype share unavailable; D12 side deck: no side deck in the export, so the score is provisional
  • Data gaps: Archetype label 'D.D.' conflicts with the list (Gem-Knight is the real engine); exact-name purity 1.8% No combos supplied: combo floor, median, and ceiling are text-only No tournament link: archetype meta-share and per-pilot record absent usage statistics marks Diamond Crab King, Cairngorgon, and Rhapsody as not in this deck, but the card list includes all three in the Extra Deck; the reference IDs may not match the card IDs No win-rate telemetry (going-first/second, matchup, starter/brick rates) Meta Power is Provisional unless a dated metagame sample is supplied

More Master Duel Info

D.D.

D.D. Breakdown

 
 

 

 

 

 

 

 
 

 

 
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