Ninja Deck #773953 — Yu-Gi-Oh! Master Duel

44 Main, 15 Extra, incl. Mitsu the Insect Ninja x3, Ninja Grandmaster Hanzo x3, Tobari the Sky Ninja x3. Created Oct 25, 2026 by YGO Mod.

Deck Ninja Master Duel

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 27, 2026
57± 6/ 100
Power Score
Structural 63
Reliability 56
Going First 64
Going Second 69

Deck — Deck Power Evaluation

Final Contextual Deck Power: 57/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 62.9
Going First 64
Going Second 69
Meta Power provisional
Tournament Reliability 56
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: master-duel

Legality

Main 44 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Ninja searcher and Ninjitsu Art chain into Fusion/Synchro/Link boards (Meizen the Battle Ninja, Yaguramaru, Albion, Draco Berserker, Ecclesia and the Dark Dragon) that present 2500-3000 ATK bodies; Fallen of Albaz / Fallen of the White Dragon fusion route into Extra Deck bosses, with Ninjitsu Art Duplication and Iron Digger as attrition
  • Turn 1 (going first): Normal Summon a Ninja (Tobari, Mitsu or Hanzo) to search or recycle a Ninjitsu Art card, set Dancing Leaves or Duplication, and keep one hand trap (Ash Blossom, Ghost Ogre, Impermanence) up for the opponent's first activation
  • Turn 2 (going second): Open a hand trap (Ash, Ghost Ogre, Impermanence, Nibiru, Maxx C) to answer the opponent's first Summon or search, then use Hanzo, Mitsu or Green Ninja to rebuild a board and Fusion or Link into a 2500+ ATK body
  • Recovery: Ninja searchers (Hanzo, Hidden Village, Iron Digger, Incredible Ecclesia) and Mulcharmy draw effects refill the hand; Ninja Grandmaster Saizo and Ninjitsu Art cards re-set from the Deck
  • After siding: None: the deck runs an empty Side Deck (Side Deck size 0), so there is no evidenced post-side plan

Why it scores here

The deck reliably opens a Ninja starter: 24 archetype-core copies give about 0.99 chance of at least one in a 5-card opening hand, and three Ninja monsters (Tobari, Mitsu, Hanzo) plus Green Ninja and Kagero supply repeatable Special Summon and search lines. Its interaction is the strongest part of the system: 9 hand traps and 8 negation texts (Ash Blossom, Ghost Ogre, Infinite Impermanence, Nibiru, Maxx C) give about 0.77 chance of at least one hand trap in a 6-card going-second hand, which is what carries the Medium-confidence case for going second. Conversion is credible on paper, since searchers and Ninjitsu Art cards feed Fusion and Link bosses at 2500 to 3000 ATK, but no recorded boards exist, so ceiling and median are text-only inferences. The score comes from consistency, interaction, and resource recovery on the list as a whole, not from averaging card scores, and not from the archetype being popular: the guide snippet and the usage statistics confirm the list is real and accessible but earn no points by themselves. The deck is held down by an empty Side Deck, a low exact-name archetype purity (33.9%) with Mulcharmy empty-field draw effects conflicting with Ninja field play, and three Limited cards run at full legal count.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(>=1 archetype-core card in 5-card hand) = 0.986; three 3-copy Ninja starters, P(>=1 Tobari or Mitsu or Hanzo in hand5) approx 0.31 each (Inferred)
D2 Opening-Hand Quality & Brick Management 60 27 distinct main-deck cards with 14 singletons and some dead-in-hand spells (Triple Tactics Talent, Reinforcement); hand-trap group keeps hands functional (Inferred)
D3 Combo Conversion & Ceiling 62 Ceiling from text only: Hanzo searches Ninjitsu Art, Ninjitsu Art Duplication and Iron Digger convert to Fusion/Link bosses; no recorded boards to measure (Inferred, no combos)
D4 Combo Floor & Median Output 55 Median output unmeasured; combo data.total combos is 0, so the floor rests on the Ninja/hand-trap structure alone (Inferred)
D5 Interruption Resilience & Route Redundancy 70 9 hand traps with 2-3 copies each and 7 searcher texts give several independent lines after one interruption; Ghost Ogre and Ash can answer the same turn (Inferred)
D6 Resource Economy, Recovery & Grind 72 Searchers (7 text hits) plus Mulcharmy draw, Maxx C and Triple Tactics Talent refill the hand; netCardAdvantage not measured (Inferred)
D7 End-Board & Interaction Quality 70 Negation text in 8 cards and removal text in 8 cards, covering Ash, Impermanence, Ghost Ogre, Duplication and Iron Digger; layering is partial (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 66 Going-second hand trap probability 0.77 (Inferred); no going-first/second split was recorded (Provisional)
D9 Offensive Pressure & Closing Power 66 Extra Deck bosses at 2500-3000 ATK (Draco Berserker 3000, Meizen 2500 x2, Super Starslayer 2900); direct-attack text on Ninjas (Verified card text, Inferred closing)
D10 Main Deck Efficiency & Flexibility 62 44 main cards with 14 singletons and 9 doubles, 16 level-0 spells/traps; compact-enough for a Master Duel 40-60 range (Inferred)
D11 Extra Deck Efficiency & Coverage 60 Extra Deck 15/15 used across 13 distinct cards; several bosses (Ecclesia and the Dark Dragon, Draco Berserker) depend on a single line (Inferred)
D12 Side Deck Adaptability 10 Side Deck size 0 with no post-side data; no adaptability is evidenced (Verified legality, Inferred)
D13 Matchup Coverage & Format Fit 50 tournament data unavailable; archetype meta-share and match records absent, so format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 55 Multi-step Ninjitsu Art chains plus Fusion Summon routes and several dependent triggers; moderate pilot load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 62.9, Going First ≈ 64, Going Second ≈ 69, Meta = provisional, Tournament Reliability ≈ 56. Modifiers: Banlist exposure (-1); No side deck (-3); Engine conflict (-2); Hand-trap density (2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers(-4) = 0.80*62.9 + 0.20*56 - 4 = 57.5, rounded to 57

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.99 · key two-card combo ≈ — · full-brick estimate ≈ 0.01 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Starter density: 24 archetype-core copies give near-certain opening access (Inferred from hypergeometric)
  • Interaction breadth: 9 hand traps and 8 negation-text cards cover both turns (Verified card text, Inferred strength)
  • Resource recovery: 7 searcher-text cards plus Mulcharmy and Maxx C draw effects (Verified text, Inferred grind)
  • Extra Deck bosses at 2500-3000 ATK give a real closing route (Verified stats)

Weaknesses

  • No side deck: no post-side plan and no answer to a metagame shift (Verified legality)
  • No recorded boards, so combo ceiling and median are unmeasured (Verified absence)
  • Low exact-name archetype purity (33.9%) with Mulcharmy empty-field conflicting with Ninja field play (Verified composition, Inferred conflict)
  • Three Limited cards at full copies and Semi-Limited Fallen & Virtuous at 2 leave no room for re-runs (Verified banlist)

Critical choke points

  • Hanzo or the Ninjitsu Art searchers as the only route to a Fusion boss; losing the Ninja monster early removes the card-advantage path (Inferred)
  • Single-copy Extra Deck bosses (Draco Berserker, Ecclesia and the Dark Dragon, Albion) mean one negation or banish stalls the closing route (Inferred)
Priority Remove Add Reason
1 Triple Tactics Talent (1 copy) Ash Blossom & Joyous Spring or Infinite Impermanence into the Side Deck Side Deck is empty; a post-side plan is the largest gap in D12 and it cannot be built from the main deck alone
2 Reinforcement of the Army (1 copy, Limited) A second Ninjitsu Art or Ninja searcher from the Deck Reinforcement searches a Warrior that the deck seldom needs; a Ninja searcher keeps the archetype-core line consistent (Inferred)
3 Mulcharmy Purulia (2 copies) Ninja Grandmaster Saizo or a second Kagero-style Ninja Reduces the empty-field conflict with Ninja field play and raises purity (Inferred)

Evidence & confidence

  • Verified: Legal: 44 main cards within 40-60, 15 Extra within 0-15, copy limits met for Limited and Semi-Limited cards (legality block); Hand traps 9, negation text 8, searcher text 7, removal text 8 (role_hint counts); Archetype core 24 copies; exact-name purity 33.9% (composition); No combos recorded and no tournament link (combo data, tournament data)
  • Observed: Usage statistics show 100% inclusion for the core Ninja cards (usage statistics)
  • Inferred: Starter consistency from hypergeometric draws (0.986 core in hand5; 0.77 hand trap in hand6); Hand-trap and negation coverage read from card text; Midrange profile and secondary Toolbox/Stun reads; Mulcharmy empty-field conflict with Ninja field play
  • Provisional: Meta Power (null) and D13 matchup/format fit (no dated metagame sample)
  • Data gaps: no combos supplied, so combo floor, median and ceiling are text-only inference no tournament link, so archetype meta-share and match record are absent no win-rate telemetry (going-first/second, matchup, brick/starter rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied usage statistics marks Millennium-Eyes Restrict, Yaguramaru, Meizen, Mirrorjade, Ultimate Great Insect, Draco Berserker, Ecclesia and the Dark Dragon, Super Starslayer, Ninja Grandmaster Saizo, Cross-Sheep and Albion as in this deck=false, but the cards list has them in zone extra; the Extra-deck flags look wrong and core-card presence (56) is likely understated; the cards list was treated as authoritative deck.title is null, so no deck name is available

More Master Duel Info

Ninja

Ninja Breakdown

 
 

 

 

 

 

 

 
 

 

 
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