Fiendsmith Deck #773727 — Yu-Gi-Oh! TCG
55 Main, 15 Extra, incl. Fiendsmith Engraver x3, Mulcharmy Fuwalos x3, Santa Claws x3. Created Oct 24, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/24/2026
Main Deck (55)
- Droll & Lock Bird x1
- Fabled Lurrie x1
- Fiendsmith Engraver x3
- Lacrima the Crimson Tears x1
- Live☆Twin Ki-sikil x2
- Live☆Twin Ki-sikil Frost x1
- Live☆Twin Lil-la x1
- Live☆Twin Lil-la Sweet x1
- Mulcharmy Fuwalos x3
- Nibiru, the Primal Being x2
- Santa Claws x3
- Ash Blossom & Joyous Spring x3
- Effect Veiler x3
- Ghost Belle & Haunted Mansion x3
- Ghost Ogre & Snow Rabbit x3
- Cosmic Cyclone x2
- Fiendsmith's Tract x2
- Harpie's Feather Duster x1
- Live☆Twin Sunny's Snitch x1
- Mistaken Arrest x3
- Raigeki x1
- Secret Password x1
- Triple Tactics Thrust x3
- Evenly Matched x2
- Fiendsmith in Paradise x1
- Fiendsmith Kyrie x1
- Infinite Impermanence x3
- Typhoon x3
Extra Deck (15)
- Fiendsmith's Desirae x1
- Fiendsmith's Lacrima x1
- Fiendsmith's Rextremende x1
- A Bao A Qu, the Lightless Shadow x1
- Evil★Twin Ki-sikil x1
- Evil★Twin Ki-sikil Deal x1
- Evil★Twin Lil-la x1
- Evil★Twin's Trouble Sunny x1
- Fiendsmith's Agnumday x1
- Fiendsmith's Requiem x1
- Fiendsmith's Sequence x1
- I:P Masquerena x1
- S:P Little Knight x1
- Underworld Goddess of the Closed World x1
- Chaos Angel x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 36/100 (±10 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 50 |
| Going First | 42 |
| Going Second | 48 |
| Meta Power | provisional |
| Tournament Reliability | 40 |
- Primary strategy: Combo
- Secondary strategies: Midrange, Toolbox
- Format: tcg
Legality
Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).
Identity & game plan
- Win condition: Fiendsmith Fusion/Link extra-deck boards (Fiendsmith's Rextremende, Fiendsmith's Lacrima, Evil Twin Link monsters) converting into high-ATK end boards; the list also runs Chaos Angel, Underworld Goddess and Evil Twin's Trouble Sunny as Extra Deck payoffs.; Hand-trap and negation pressure (Ash Blossom, Ghost Belle, Ghost Ogre, Effect Veiler, Evenly Matched) that buys time for the engine on the opponent's turn.
- Turn 1 (going first): Open on Fiendsmith Engraver or Fiendsmith's Tract to reach a LIGHT Fiend starter, then Fusion/Link toward a Fiendsmith board. Legally this line is cut short by the copy-limit violations, so the plan is theoretical.
- Turn 2 (going second): Hold 2-3 hand traps (at least one hand trap in the six-card hand is very likely) and negate the opponent's first engine summon, then rebuild through Fiendsmith monsters in the GY.
- Recovery: Recursion through GY-revival effects (Fiendsmith's Sequence and Requiem are not in the list, so recovery depends on Lacrima the Crimson Tears and Fiendsmith in Paradise, plus Fabled Lurrie discard-summon).
- After siding: No Side Deck is registered (Side Deck size 0), so there is no post-side plan. The deck cannot adapt between games.
Why it scores here
The deck is scored as a system, not as an average of its card scores. The Fiendsmith core (Engraver, Tract, Lacrima and the Fusion/Link Extra Deck) has a reasonable chance of appearing early: the archetype core group hits at least once in a 5-card opening hand about 76% of the time (Inferred). Its interaction density is high, with about 20 hand-trap and tech cards and 13 negation-text cards, so the engine has a decent chance of surviving one interruption. Its end-board closing power is real (Rextremende 3000 ATK, Chaos Angel 3500, Trouble Sunny 3300, Underworld Goddess 3000). Against that, the list is illegal: Ash Blossom is over the Semi-Limited limit, and Engraver and Tract are over the Limited limit, so the normal Final formula does not apply and the score is capped low as a theoretical, structural-only read. No combo recordings exist, so the combo floor and median are text-only inferences. Archetype popularity earned no points, and no tournament or win-rate data was supplied.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 50 | Archetype core group P(>=1 in 5-card hand) = 0.76, but the engine cards are over their copy limits, so the legal version of the engine is weaker (Inferred). |
| D2 | Opening-Hand Quality & Brick Management | 45 | About 20 hand-trap and tech cards plus 24 level-0 spells and traps raise the chance of dead or redundant hands; no hand-level simulation exists (Inferred). |
| D3 | Combo Conversion & Ceiling | 50 | No parseable combo boards; ceiling is a text-only read of Fusion/Link payoffs (Rextremende, Chaos Angel, Trouble Sunny) (Inferred). |
| D4 | Combo Floor & Median Output | 40 | No recorded boards, so the median output is not measured; the text-only read suggests the median is well below the ceiling (Inferred). |
| D5 | Interruption Resilience & Route Redundancy | 60 | Multiple independent negation and hand-trap routes (Ash, Ghost Belle, Ghost Ogre, Effect Veiler, Droll and Lock Bird) give redundancy after one interruption (Inferred). |
| D6 | Resource Economy, Recovery & Grind | 45 | Recursion through GY effects (Lacrima, Fiendsmith in Paradise) exists, but the list has no Requiem or Sequence to recover the engine reliably (Inferred). |
| D7 | End-Board & Interaction Quality | 65 | Hand-trap, negation (13) and removal (20) text density is high, with Evenly Matched and Typhoon adding board-level answers (Inferred semantic, flags Verified). |
| D8 | Going-Second & Board-Breaking Power | 55 | Going-second hand-trap probability is 0.944 for at least one card in six cards, but the board-breaking density is driven by hand traps rather than end-board answers (Inferred). |
| D9 | Offensive Pressure & Closing Power | 60 | Extra Deck end-board ATK reaches 3000 to 3500 with Rextremende, Chaos Angel and Trouble Sunny (Verified stats, Inferred closing). |
| D10 | Main Deck Efficiency & Flexibility | 35 | 55 main cards from 28 distinct names, with 11 cards at 3 copies and 12 singletons, so the deck is heavy with duplicate hand traps and not compact (Verified counts, Inferred efficiency). |
| D11 | Extra Deck Efficiency & Coverage | 55 | Extra Deck is full (15 cards, 11 Link, 3 Fusion, 1 Synchro) with no visible dead slots, but several Extra cards compete for the same Fiendsmith materials (Verified composition, Inferred). |
| D12 | Side Deck Adaptability | 10 | No Side Deck is registered (Side Deck size 0), so there is no post-side adaptation at all (Verified). |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament link and no dated meta sample; the archetype is niche in the export (Provisional). |
| D14 | Pilotability & Error Tolerance | 40 | Several multi-step Fusion/Link lines and many hand-trap timing decisions; complexity is high but the core lines are readable (Inferred). |
How the score was computed
Strategy profile: Combo. Structural ≈ 50, Going First ≈ 42, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-6); illegal copy-limit (-6). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*50 + 0.20*40 - 12 = 36; Illegal deck, so theoretical/structural-only and not a normal Final score
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.76 · 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 hand-trap and negation package (about 20 hand-trap/tech cards, 13 negation-text cards)
- Strong Extra Deck end-board options (Rextremende 3000, Chaos Angel 3500, Trouble Sunny 3300, Underworld Goddess 3000)
- Archetype core is present often enough (about 76% for at least one core card in a 5-card hand)
Weaknesses
- Illegal as built: three cards exceed their copy limits
- Duplicate-heavy main deck with 28 distinct names and 55 cards, with 24 level-0 spells and traps
- No Side Deck, so the deck cannot adapt between games
- No combo recordings, so the floor and median are unmeasured
Critical choke points
- Fiendsmith Engraver and Tract are the only reliable starters for the Fiendsmith engine, and both are over their Limited limit
- Without a Fusion or Link starter in hand, the Extra Deck payoffs stay dead
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | 1 Fiendsmith Engraver, 1 Fiendsmith's Tract | 1 legal Fiendsmith starter or a non-Limited searcher | Brings the list under the copy limits so it can be scored as a normal deck |
| 2 | 1 Ash Blossom & Joyous Spring | 1 non-Semi-Limited hand trap (for example Effect Veiler, already present at 3) | Ash Blossom is over its Semi-Limited limit of 2 |
| 3 | 1 Live Twin Sunny's Snitch or a low-impact tech card | 1 Side Deck card (for example a Fiendsmith-compatible answer) | The list has no Side Deck, so it cannot adapt between games |
Evidence & confidence
- Verified: Main 55, Extra 15, Side 0 counts within size rules; Ash Blossom 3 vs 2 legal, Engraver 3 vs 1 legal, Tract 2 vs 1 legal; Archetype core group P(>=1 in hand 5) = 0.7555; Extra Deck composition 11 Link, 3 Fusion, 1 Synchro
- Inferred: Consistency estimate from hypergeometric draw odds; Interaction density estimate from card-text flags; Structural dimension scores and weight profile
- Provisional: Meta Power (null) and D13 format fit, no dated metagame sample supplied
- Data gaps: no combos supplied; combo floor, median and ceiling are 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 registered, so D12 has no post-side data
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