Zombies Deck #773827 — 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 25, 2026 by YGO Mod.

Deck Zombies Master Duel

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 27, 2026
47± 8/ 100
Power Score
Structural 54
Reliability 45
Going First 50
Going Second 58

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 53.5
Going First 50
Going Second 58
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Combo
  • Secondary strategies: Toolbox, Midrange
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Call of the Haunted revives a Zombie from the GY, chaining into Pumpking, Army of the Haunted and Great Mammoth for board and removal, then Xyz or Link extension for pressure.; Link and Xyz beatdown from Vampire Fascinator, Pumpking the Great Ghost King and Yuki-Onna once the board is established.
  • Turn 1 (going first): Open Call of the Haunted with a Zombie in the GY, or search Ghost Belle or Glow-Up Bloom to start the Zombie engine, and keep Ash Blossom or Ghost Belle up as hand traps.
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Belle, Ghost Ogre, Droll and Lock Bird, Maxx C) to stop the opponent's first summon or search, then rebuild with Call of the Haunted from the GY.
  • Recovery: Glow-Up Bloom and Gozuki recur Zombies from the Deck and GY; Ectoplasmic Fortification and Pumpking refill the hand.
  • After siding: No side deck exists in Master Duel, so there is no post-side plan; adaptation is limited to the Main Deck tech slots.

Why it scores here

The deck scores as a system: it reliably reaches a Zombie-recursion engine through Call of the Haunted and Pumpking, but only two Call copies (about 24% to open one in 5 cards) make the starter fragile. Ten hand traps and several negation or removal effects give the deck real interaction and going-second strength, which is why D7 and D8 sit above the mid-line. Brick risk is high because 14 tech and hand-trap cards, plus Droll and Maxx C, often sit dead in hand; the guide text flags the same problem. Popularity of the Zombies archetype did not earn points: the archetype core coverage (about 98% to see at least one core card) confirms accessibility, not power. No combo boards are recorded, so ceiling and median are text-based inferences, and no side deck or tournament data exists, which keeps D12 and D13 low and Meta Power provisional.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one Call of the Haunted in 5 cards) = 0.237 with 2 copies; core archetype group P(at least one in 5) = 0.982 (Inferred)
D2 Opening-Hand Quality & Brick Management 45 10 hand traps and about 14 tech cards create dead-hand risk; guide reports brick (Inferred)
D3 Combo Conversion & Ceiling 60 Call, Pumpking, Army and Great Mammoth text supports large boards; no recorded combo boards (Inferred)
D4 Combo Floor & Median Output 45 Median output unknown: combo data is empty; text-only estimate (Provisional)
D5 Interruption Resilience & Route Redundancy 50 Multiple hand traps and recursion give alternate routes, but guide notes easy chain-link lines (Inferred)
D6 Resource Economy, Recovery & Grind 60 Zombie recursion via Glow-Up Bloom, Gozuki, Changshi and Call; GY refuel from Fortification (Inferred)
D7 End-Board & Interaction Quality 65 10 hand traps plus Ash, Ghost Belle and Maxx C negates; Vortex of Time removal text (Inferred)
D8 Going-Second & Board-Breaking Power 60 Hand traps and Droll are strong going second; no going-second combo split recorded (Inferred)
D9 Offensive Pressure & Closing Power 55 Pumpking and Great Ghost King reach 2400 ATK; no direct or piercing closing source (Inferred)
D10 Main Deck Efficiency & Flexibility 55 40 Main with 22 distinct cards; 14 tech and 10 hand traps dilute the engine (Inferred)
D11 Extra Deck Efficiency & Coverage 50 15 Extra slots with 9 Link, 4 Xyz and flexible Link access; mostly flex (Inferred)
D12 Side Deck Adaptability 20 Master Duel has no side deck; side count is 0 (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated meta sample; Meta Power provisional (Provisional)
D14 Pilotability & Error Tolerance 50 Multi-step Zombie chains with GY-triggered choices; medium-to-high decision load (Inferred)

How the score was computed

Strategy profile: Combo primary, Toolbox secondary (not blended numerically; Combo weights used). Structural ≈ 53.5, Going First ≈ 50, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: No side deck / no post-side plan (-2); Single-choke starter (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers(-5)

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

  • Zombie-recursion engine with multiple revival routes through Call of the Haunted, Pumpking, Army of the Haunted and Great Mammoth
  • 10 hand traps and negation text give strong going-second interaction
  • Extra Deck has 9 Links and 4 Xyz for flexible extension

Weaknesses

  • Only 2 Call of the Haunted copies make the core starter fragile
  • 14 tech and hand-trap cards create dead-hand risk
  • No side deck and no recorded combo boards to confirm the median

Critical choke points

  • Call of the Haunted availability in the opening hand (about 24%)
  • A Zombie in the GY is needed before Call can revive anything
Priority Remove Add Reason
1 Maxx C (1 copy) A third Call of the Haunted or a second Glow-Up Bloom Improves starter access and reduces dead cards in hand; Maxx C is Limited and costs a card slot
2 Foolish Burial (1 copy) Ectoplasmic Fortification (1 copy) Foolish Burial is a single-card tech; Fortification adds searcher and draw density

Evidence & confidence

  • Verified: Main 40 and Extra 15 meet Master Duel size rules; Foolish Burial and Maxx C are Limited at 1 copy each; Droll and Lock Bird is Semi-Limited at 2 copies, all legal; Side count is 0; Master Duel has no side deck
  • Observed: Usage stats show core Zombie cards are in 75-100% of archetype lists
  • Inferred: Starter probability from hypergeometric draw odds; Brick risk from hand-trap and tech density; Interaction quality from negation and removal text
  • Provisional: Meta Power and format fit: no dated metagame sample
  • Data gaps: no combos supplied: combo floor, median and ceiling are text-only inference no tournament link: archetype meta-share and per-pilot record absent no win-rate telemetry: going-first, going-second and matchup rates unknown Meta Power is provisional without a dated metagame sample

More Master Duel Info

Zombies

Zombies Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
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