Mayakashi Shiranui Deck #773857 — Yu-Gi-Oh! Master Duel

60 Main, 15 Extra, incl. Eldlich the Golden Lord x3, Hajun, the Winged Mayakashi x3, Imsety, Glory of Horus x3. Created Oct 25, 2026 by YGO Mod.

Deck Mayakashi Shiranui Master Duel

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Medium
54± 7/ 100
Power Score
Structural 56
Reliability 52
Going First 62
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 54/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 55.8
Going First 62
Going Second 62
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • Format: master-duel

Legality

Main 60 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Extra Deck Link, Synchro and XYZ boards built from Zombie and Mayakashi monsters, closing with 2800-3300 ATK monsters (Gashadokuro, Yoko, Yuki-Onna Absolute Zero, The Zombie Vampire); Eldlich the Golden Lord and Golden Land recursion from the GY, with Zombie World as a field-wide Zombie enabler
  • Turn 1 (going first): Open Mayakashi Return or Cursed Eldland to find a Mayakashi or Eldlich starter, Special Summon through Hajun, Imsety, Eldlich or Yuki-Musume, then Link or Synchro into the Extra Deck board
  • Turn 2 (going second): Use Ash Blossom, Ghost Ogre, Ghost Belle, Droll and Maxx C to answer the opponent's first summon or activation, then rebuild the board from the GY through Eldlich, Mezuki and Glow-Up Bloom
  • Recovery: Recur from the GY: Eldlich the Golden Lord, Mezuki, Glow-Up Bloom and Yuki-Musume all have GY effects, and Golden Land traps can banish from the GY to set Eldlixirs
  • After siding: No side deck is registered in the export, so no post-side plan can be verified

Why it scores here

The deck reliably opens a starter about one time in four in a 5-card opening hand per copy, but a searcher is live in about 84% of opening hands (Mayakashi Return, Cursed Eldland, Glow-Up Bloom, Delta of Invitation), so the engine is reachable without being guaranteed. Its interaction is the strongest part of the system: nine hand traps (Ash Blossom, Ghost Ogre, Ghost Belle, Droll, Maxx C) give about a 64% chance of at least one hand trap when going second, and the Golden Land and Eldlixir traps add removal and negation on the field. Resilience comes from having several independent GY-recursion routes rather than a single starter. The main weaknesses are the cohesion of the Extra Deck, which includes Vampire, Vendread and Level 12 Xyz cards that the main deck barely enables, and the 34 Spell/Trap slots that dilute the Mayakashi and Eldlich engine. Popularity and archetype usage were not counted as power, and no card scores were averaged; the score comes from consistency, interaction and recursion as they interact in this list.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(>=1 searcher in opening 5) ≈ 0.84; P(>=1 Mayakashi Return in 5) ≈ 0.23; engine starters are single-copy-dependent (Inferred)
D2 Opening-Hand Quality & Brick Management 50 Nine hand traps, 13 tech cards and 19 singleton slots; several dead-in-hand cards without a board (Zombie World, Harpie's Feather Duster, Rivalry of Warlords) (Inferred)
D3 Combo Conversion & Ceiling 55 Ceiling reads from card text: Hajun, Eldlich, Yuki-Musume, and 2800-3300 ATK Extra Deck boards; no recorded combos to verify (Inferred)
D4 Combo Floor & Median Output 45 No parseable boards, so median output cannot be measured; held low to reflect uncertainty (Provisional)
D5 Interruption Resilience & Route Redundancy 62 Four distinct hand traps plus GY recursion (Mezuki, Eldlich, Glow-Up Bloom) give several independent lines after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Golden Land banish-from-GY Eldlixir setups and Cursed Eldland pay 800 LP for recovery; recursion is strong but LP-costly (Inferred)
D7 End-Board & Interaction Quality 70 Nine hand traps, Golden Land Forever!, Huaquero/Conquistador removal, and Yuki-Onna negation effects give broad layered interaction (Inferred)
D8 Going-Second & Board-Breaking Power 68 Ash, Ghost Ogre, Ghost Belle, Droll and Maxx C punish summons on the opponent's turn; ≈0.64 for at least one hand trap going second (Inferred)
D9 Offensive Pressure & Closing Power 62 Extra Deck closers at 2900-3300 ATK (Gashadokuro, Yoko, Yuki-Onna Absolute Zero, Zombie Vampire) are real but not all summonable from the main deck (Verified stats, Inferred access)
D10 Main Deck Efficiency & Flexibility 48 26 monsters and 34 Spell/Trap slots in 60 cards; 17+ off-archetype singletons dilute the core engine (Verified composition, Inferred impact)
D11 Extra Deck Efficiency & Coverage 45 Extra Deck is split across Mayakashi, Vampire, Vendread, Yuki-Onna and TY-PHON; the Vampire, Vendread and Level 12 Xyz cards have few main-deck enablers (Inferred)
D12 Side Deck Adaptability 25 No side deck in the export, so post-side adaptation cannot be assessed (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link, no dated meta sample, and no archetype share in the export; fit is unknown (Provisional)
D14 Pilotability & Error Tolerance 40 Several branching decisions (hand-trap timing, Golden Land GY banish, Link vs Synchro routes) raise pilot demands (Inferred)

How the score was computed

Strategy profile: Midrange primary; Combo weights not blended. Structural ≈ 55.8, Going First ≈ 62, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: Engine conflicts in Extra Deck (-3); Layered interaction breadth (2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Structural 55.8, TR 52, modifiers -1 => 54


More Master Duel Info

Mayakashi Shiranui

Mayakashi Shiranui Breakdown

 
 

 

 

 

 

 

 
 

 

 
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