Zombies Deck #773538 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Pumpking the King of Grave Ghosts x3, Stare of the Snake Hair x3, Ash Blossom & Joyous Spring x3. Created Oct 24, 2026 by YGO Mod.

Deck Zombies Master Duel

Created by: YGO Mod (20517634)

Created On: 10/24/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 27, 2026
47± 8/ 100
Power Score
Structural 52
Reliability 48
Going First 45
Going Second 55

Deck — Deck Power Evaluation

Final Contextual Deck Power: 47/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 52.5
Going First 45
Going Second 55
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Link/Xyz
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Call of the Haunted / Pumpking recursion into 2400-2600 ATK Zombie boards, closed by Xyz and Link bosses (Pumpking the Great Ghost King, Vampire Fascinator, W:P Fancy Ball, Yuki-Onna); Wandering Titan of Tartarus and Eldlich-to-Fallen Angel Fusion pressure as a late-game finisher
  • Turn 1 (going first): Open a Zombie starter (Uni-Zombie, Stare of the Snake Hair, Pumpking the King of Grave Ghosts) and search or summon toward Call of the Haunted and a Level 6 Zombie; accept that the going-first hand has few interaction answers
  • Turn 2 (going second): Hold 2-3 hand traps (Ash Blossom, Ghost Belle, Ghost Ogre, Droll) to stop the opponent's first summon or search, then rebuild a board from the graveyard using Army of the Haunted and Changshi
  • Recovery: Recover through graveyard effects: Glow-Up Bloom, Gozuki, Changshi, Army of the Haunted and Officiating Reverie-style revival recursion, plus Call of the Haunted reset
  • After siding: No side deck is run (0 side cards); post-side adaptation is not available in this format build, so this is rated as a structural gap

Why it scores here

The deck opens a Zombie engine reasonably often, since the core Zombie monsters and searchers are present in multiples, but the Call of the Haunted engine itself is only 2 copies, so a 5-card going-first hand hits it about 24% of the time (Inferred). Its ceiling is a 2400-2600 ATK board recovered from the graveyard by Call of the Haunted and Army of the Haunted, which is credible on a good turn; its median output is much lower because no recorded boards exist and the guide notes it is slow and easily chain-linked. Interaction is real but mostly hand traps (10 copies), which are dead on the opponent's board-less turn and are the main source of brick risk, so the score reflects the system's broad but unfocused interaction rather than any single strong answer. Popularity and archetype usage stats confirm the list is a real, accessible build, but they earned no points on their own, and no card scores were averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(>=1 Call of the Haunted in 5-card hand) ~ 0.24 and P(>=1 Pumpking in 5 cards) ~ 0.34; archetype-core proxy is high but not a true starter rate (Inferred)
D2 Opening-Hand Quality & Brick Management 50 10 hand traps are dead on a no-board turn and a going-first hand can brick on them; P(>=1 hand trap in 6 cards going second) ~ 0.85 but this is a double-edged inclusion (Inferred)
D3 Combo Conversion & Ceiling 60 Call of the Haunted into Pumpking/Army/Mammoth reaches 2400-2600 ATK bosses, and Officiating Reverie/Glow-Up Bloom add recursion, but no recorded combos exist, so the ceiling is text-only inference (Inferred)
D4 Combo Floor & Median Output 45 No combo data boards; the guide describes the deck as slow and easily chain-linked, which points to a low median output (Inferred, with guide snippet as weak support)
D5 Interruption Resilience & Route Redundancy 45 Interruption leaves few independent routes: the Call engine is only 2 copies, and the guide's chain-link warning lowers resilience to a single interruption (Inferred)
D6 Resource Economy, Recovery & Grind 58 Recursion from the graveyard via Army of the Haunted, Changshi, Gozuki and Glow-Up Bloom gives a real grind, but the spend side is heavy (Inferred from card text)
D7 End-Board & Interaction Quality 62 Interaction density is broad (Ash Blossom, Ghost Belle, Ghost Ogre, Droll & Lock Bird, Forbidden Droplet, Great Mammoth destroy, Baronne-style negation absent) and reasonable as an end-board layer (Inferred from card text)
D8 Going-Second & Board-Breaking Power 58 Going-second value comes from hand traps and Forbidden Droplet plus Army-of-the-Haunted-style revival; there is no going-second split in the evidence (Inferred)
D9 Offensive Pressure & Closing Power 65 Several 2400-2600 ATK bosses (Pumpking the Great Ghost King, Army of the Haunted 2400, Wandering Titan 2600, Vampire Fascinator 2400, Yuki-Onna 2900) give real closing power (Verified stats)
D10 Main Deck Efficiency & Flexibility 55 40 Main / 22 distinct cards with 3-copy staples and 14 tech slots; compact enough but heavy on situational hand traps and a 13-card spell/trap block (Inferred)
D11 Extra Deck Efficiency & Coverage 55 15 Extra slots with 9 Link, 4 Xyz, 1 Fusion, 1 Synchro; several Extra cards (Undying Legion, Officiator, Little Knight) are absent from the list, so Extra coverage is flexible but unfocused (Inferred)
D12 Side Deck Adaptability 30 Zero side cards and no post-side evidence; scored low because adaptability cannot be assessed and the format build does not use a side (Provisional)
D13 Matchup Coverage & Format Fit 35 No tournament link and no meta sample; the guide calls the archetype a meme deck weak to meta interaction, so fit is scored low and kept provisional (Provisional)
D14 Pilotability & Error Tolerance 50 Multi-step Zombie summon chains with several conditional hand traps and Xyz/Link decisions give moderate pilot complexity (Inferred)

How the score was computed

Strategy profile: Midrange primary; Toolbox noted as secondary, weights not blended. Structural ≈ 52.5, Going First ≈ 45, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: unrecoverable choke point (-3); hand-trap brick risk (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional): 0.80*52.5 + 0.20*48 - 5 = 46.6, rounded to 47

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.24 · 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

  • Broad interaction across hand traps and negations (10 hand traps, plus Droll & Lock Bird, Forbidden Droplet, Ash Blossom)
  • Strong boss bodies at 2400-2900 ATK
  • Graveyard recursion (Army of the Haunted, Changshi, Gozuki, Glow-Up Bloom) gives a real grind

Weaknesses

  • Only 2 Call of the Haunted, so the engine is inconsistent on the opening hand
  • 10 hand traps create brick risk and dead cards on going first
  • No side deck and no evidence of post-side adaptation
  • Guide notes slowness and vulnerability to chain-link interruption

Critical choke points

  • Call of the Haunted (2 copies) as the engine trigger for Pumpking and Army of the Haunted
Priority Remove Add Reason
1 1 hand trap (e.g. Ghost Ogre & Snow Rabbit) 1 extra Call of the Haunted or a non-hand-trap starter Raises engine access on going-first hands and reduces brick risk without changing the interaction core

Evidence & confidence

  • Verified: Deck legality: 40 Main / 15 Extra / 0 Side within Master Duel size rules; no violations; Banlist: Foolish Burial and Maxx "C" Limited at 1 copy; Droll & Lock Bird Semi-Limited at 2 copies; Card stats and text for all listed cards; Usage stats: Call of the Haunted core present at 2 copies
  • Observed: No combo boards recorded (combo data total 0)
  • Inferred: Starter access: P(>=1 Call of the Haunted in 5-card hand) ~ 0.24; Brick and dead-hand risk from hand traps; Interaction density and resilience estimates from card text
  • Provisional: Meta Power (null): no dated metagame sample supplied; Matchup fit (D13): no tournament or matchup data
  • Data gaps: no combos supplied: combo floor/median/ceiling is text-only inference no tournament link: archetype meta-share and per-pilot match record absent no win-rate telemetry: going-first/second, matchup, brick and OTK rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied no side deck: post-side plan cannot be evaluated

More Master Duel Info

Zombies

Zombies Breakdown

 
 

 

 

 

 

 

 
 

 

 
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