Call of the Haunted Deck #773769 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Gem-Armadillo x3, Gem-Knight Alexandrite x3, Gem-Turtle x3. Created Oct 24, 2026 by YGO Mod.

Deck Call of the Haunted Master Duel

Created by: YGO Mod (20517634)

Created On: 10/24/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 27, 2026
54± 6/ 100
Power Score
Structural 60
Reliability 52
Going First 61
Going Second 57

Deck — Deck Power Evaluation

Final Contextual Deck Power: 54/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 60
Going First 61
Going Second 57
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Combo
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Fusion Summon Gem-Knight Ruby, Topaz or Amethyst from the Extra Deck, using Gem-Knight Garnet/Tourmaline and Gem-Knight monsters, to push damage through a board.; Call of the Haunted revives a Gem-Knight from the GY, and Gem-Knight Fusion recovers from the GY by banishing a Gem-Knight monster.
  • Turn 1 (going first): Normal Summon Gem-Armadillo or Gem-Turtle to search the Gem-Knight engine (Fusion or Fusion-related Gem-Knight), then extend through Alexandrite or Dai into a Fusion Summon.
  • Turn 2 (going second): Use Mystical Space Typhoon, Swords of Revealing Light, Compulsory Evacuation Device or Overexaggeration to clear the opposing set-up, then convert with Fusion monsters or a Xyz from the Extra Deck.
  • Recovery: Gem-Knight Fusion from the GY, Call of the Haunted from the GY on a Gem-Knight, and Alexandrite recursion keep the deck playing after one interruption.
  • After siding: No side Deck is registered (0 cards), so there is no post-side plan in the list; any change requires a rebuild outside the registered deck.

Why it scores here

The deck is scored as a connected Gem-Knight system, not as an average of its card scores. Gem-Armadillo, Gem-Turtle, Alexandrite, Garnet and Unexpected Dai give several independent starter routes, and the 17-copy core group opens at least one copy in about 95% of going-first hands (Inferred). Fusion Monsters (Ruby, Topaz, Amethyst) and Xyz/Link finishers give real closing power, but no recorded boards exist, so the ceiling and median are text-based only. Interaction (MST, Swords, Compulsory Evacuation Device, Overexaggeration, Jelly Cannon) is dense but has no hand traps or negations, and the deck runs no side deck, which holds back the score. Popularity or archetype label did not add points; 10 of 15 Extra Deck slots are off-engine Xyz/Link cards, which dilutes the system.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(>=1 of the 17-copy Gem-Knight core in opening 5) ~0.95; single 3-copy starter ~0.34 each; multiple starters (Armadillo, Turtle, Garnet, Dai) (Inferred)
D2 Opening-Hand Quality & Brick Management 58 22 of 40 main cards are Spell/Trap with no monster role and no hand traps; Dai and Garnet keep hands functional but many dead draws remain (Inferred)
D3 Combo Conversion & Ceiling 64 No parseable recorded boards; ceiling from text only: Ruby 2500 ATK, Topaz double attack and Call of the Haunted recursion (Inferred)
D4 Combo Floor & Median Output 52 No recorded boards, so median output cannot be measured; reduced for dependence on Fusion materials (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Armadillo/Turtle/Alexandrite/Dai give several alternative routes; Gem-Knight Fusion and Call recur from GY (Inferred)
D6 Resource Economy, Recovery & Grind 64 Gem-Knight Fusion banish-to-hand and Call of the Haunted revival from GY give recovery; D.D. Post is a single copy (Inferred)
D7 End-Board & Interaction Quality 60 16 removal-text cards (MST x3, SoRL x3, CED x3, Overexaggeration x2, Jelly Cannon x2) but zero hand traps or negations (Verified flags, Inferred quality)
D8 Going-Second & Board-Breaking Power 58 Going-second split not available; board breaking via Overexaggeration and Fusion attacks, with no hand-trap pressure (Inferred)
D9 Offensive Pressure & Closing Power 70 Ruby 2500 ATK, Topaz double attack, Ningirsu 2500 ATK and Codebreaker 2300 ATK give a strong end-board (Verified stats, Inferred)
D10 Main Deck Efficiency & Flexibility 62 40 cards, 17 distinct, copy histogram 3/5/9 with 3-copy staples; compact and coherent for the Gem-Knight engine (Verified)
D11 Extra Deck Efficiency & Coverage 50 5 Gem-Knight Extra cards plus 10 off-engine Xyz/Link cards (World Chalice, Prophecy, Gaia, Gishki); low engine coherence (Verified composition)
D12 Side Deck Adaptability 20 Zero side deck cards; no post-side adaptation is possible in this list (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 58 Multi-step Fusion and Xyz/Link sequences with several decision points (Inferred from card text)

How the score was computed

Strategy profile: Midrange. Structural ≈ 60, Going First ≈ 61, Going Second ≈ 57, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: Weak post-side plan (-2); Extra Deck engine dilution (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional); 0.80*60 + 0.20*52 = 58.4, minus 4 = 54.4, rounded to 54

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.95 · key two-card combo ≈ — · full-brick estimate ≈ 0.05 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Multiple independent starter routes (Gem-Armadillo, Gem-Turtle, Alexandrite, Garnet, Unexpected Dai)
  • Dense removal-text interaction across Spell/Trap slots (16 cards)
  • Strong closing Fusion and Xyz/Link threats (Ruby 2500, Topaz double attack, Ningirsu 2500)
  • Clean main deck: 17 distinct cards, all Unlimited banlist status
  • Recovery through Gem-Knight Fusion and Call of the Haunted from the GY

Weaknesses

  • No hand traps or negations (hand_trap_group count 0)
  • No side deck, so no post-side adaptation
  • 10 of 15 Extra Deck slots are off-engine Xyz/Link monsters
  • 22 Spell/Trap cards without a monster role raise brick risk
  • No recorded boards, so combo ceiling and median are unverified

Critical choke points

  • Gem-Knight Fusion and Fusion monsters need Garnet/Tourmaline on the field or in hand, so losing those to interaction stalls the Fusion route
  • Call of the Haunted depends on a Gem-Knight Monster in the GY
Priority Remove Add Reason
1 Off-engine Link Imduk the World Chalice Dragon A Gem-Knight-compatible Extra Deck card or a hand trap, if one is available in the format Reduce Extra Deck dilution and add early interaction against going-second boards (Inferred)
2 One Jelly Cannon A monster that fits the Gem-Knight engine Reduce non-monster dead draws and raise starter density (Inferred)

Evidence & confidence

  • Verified: Legal under master-duel size rules: 40 main, 15 extra, 0 side; All cards Unlimited under BanMasterDuel; 17 distinct main cards; copy histogram 3/5/9; Archetype purity exact-name 5.5%; 21 Gem- copies; 0 hand traps; 16 removal-text cards
  • Inferred: Core-group opening-hand availability ~0.95; Per-copy 3-copy opening probability 0.3376; Starter and recursion routes from card text; Off-engine Extra Deck dilution; Going-first and going-second power components
  • Provisional: Matchup fit and meta position (no dated meta sample); Tournament reliability post-side inputs (no side deck)
  • 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 No win-rate telemetry in YGOVN; brick, starter and matchup rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied Archetype label Call of the Haunted does not match the Gem-Knight engine; no guides attached

More Master Duel Info

Call of the Haunted

Call of the Haunted Breakdown

 
 

 

 

 

 

 

 
 

 

 
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