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.
Created by: YGO Mod (20517634)
Created On: 10/25/2026
Main Deck (40)
- Army of the Haunted x1
- Changshi the Spiridao x1
- Droll & Lock Bird x2
- Eldlich the Golden Lord x1
- Gozuki x1
- Great Mammoth of the Netherworld x1
- Maxx "C" x1
- Officiating Reverie x1
- Pumpking the King of Grave Ghosts x3
- Stare of the Snake Hair x3
- Wandering Titan of Tartarus x1
- Ash Blossom & Joyous Spring x3
- Ghost Belle & Haunted Mansion x2
- Ghost Ogre & Snow Rabbit x2
- Glow-Up Bloom x1
- Uni-Zombie x3
- Delta of Invitation x3
- Ectoplasmic Fortification x3
- Foolish Burial x1
- Forbidden Droplet x3
- Vortex of Time x1
- Call of the Haunted x2
Extra Deck (15)
- Fallen Angel of the Golden Land x1
- Charmer Quartet in Bloom x1
- Flying Mary, the Wandering Ghost Ship x1
- I:P Masquerena x1
- Linkuriboh x1
- S:P Little Knight x1
- Vampire Fascinator x1
- Vampire Sucker x1
- W:P Fancy Ball x1
- Yuki-Onna, the Absolute Zero Mayakashi x1
- Baronne de Fleur x1
- Officiator of Doom Samuel x1
- Pumpking the Great Ghost King x1
- The Undying Legion x1
- Wollow, Founder of the Drudge Dragons x1
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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
Recommended changes
| 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
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