Mitsurugi Deck #774255 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Girsu, the Orcust Mekk-Knight x3, Mulcharmy Fuwalos x3, Orcust Harp Horror x3. Created Oct 25, 2026 by YGO Mod.

Deck Mitsurugi Master Duel

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 27, 2026
50± 8/ 100
Power Score
Structural 56
Reliability 50
Going First 54
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 50/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 56
Going First 54
Going Second 60
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Ritual or Link/Xyz boards (Ame no Murakumo no Mitsurugi 3200 ATK, Dingirsu 2600 ATK, Enlilgirsu 2600 ATK, The Zombie Vampire 3000 ATK) built from Mitsurugi searchers and Orcust recursion; Orcust Link chain via Galatea, Longirsu and Orcust recursion, with Mekk-Knight Link support
  • Turn 1 (going first): Open a searcher (Saji, Aramasa, Kusanagi, Pre-Preparation of Rites) and pair it with Mitsurugi Ritual or Mirror to reach a Ritual boss, holding Ash Blossom or Droll as a backup interaction layer
  • Turn 2 (going second): Use Ash Blossom, Droll & Lock Bird, Maxx C and Forbidden Droplet to strip the opponent's first search or summon, then rebuild a Link line from the hand and GY
  • Recovery: Recover through banished or GY Orcust and Mitsurugi cards (Orcustrated Babel, Galatea-I, Mitsurugi Prayers) and Mitsurugi searchers that re-add a Ritual monster
  • After siding: No side deck is registered, so there is no post-side plan; the deck cannot change its interaction suite between games

Why it scores here

The deck opens a playable plan reasonably often: 12 searcher-text cards in the Main Deck give P(at least one searcher in a 5-card opening hand) of about 0.85, and the 19-copy archetype core is present in about 97% of 5-card hands (Inferred). It converts those openings into Ritual or Link pressure whose ceiling is high, with several 2600–3200 ATK bosses in the Extra Deck, but there are no recorded boards, so the conversion score rests on text reads, not observed output. Interaction is the strongest part of the system: six hand traps and roughly 13 negation-text cards let it answer going-second turns, and this is why going-second power scores above going-first. The score is held down by the absence of a side deck (no post-side plan), a low exact-archetype purity of 16% that splits the build across Orcust, Mekk-Knight and generic cards, and missing Mitsurugi staples such as Great Purification and Futsu no Mitama. Popularity of the archetype did not earn points; the score comes from the consistency, median output and interaction of the system, not from averaging individual card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one searcher in 5-card hand) ≈ 0.85; archetype core 19 copies, P(≥1 in hand) ≈ 0.97 (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Interaction-heavy 40-card list with 6 hand traps and several situational spells; brick risk moderate with no measured data (Inferred)
D3 Combo Conversion & Ceiling 58 No recorded boards; ceiling is text-only from Ritual bosses at 3200 ATK and Link/Xyz boss summons (Inferred)
D4 Combo Floor & Median Output 50 Median output unmeasured; split across three sub-archetypes lowers the typical board (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Multiple independent answers (Ash, Droll, Maxx C, Droplet, Dominus Impulse) give several routes after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 62 Searchers and Orcust GY recursion give steady resource regeneration (Inferred)
D7 End-Board & Interaction Quality 60 Layered interaction with about 13 negation-text cards, though durability of the answers is untested (Inferred)
D8 Going-Second & Board-Breaking Power 62 Hand traps and Droll handle going-second boards well, but no going-second split data exists (Inferred)
D9 Offensive Pressure & Closing Power 58 Strong Extra Deck bosses at 2600–3200 ATK; closing reliability unmeasured (Verified stats, Inferred pressure)
D10 Main Deck Efficiency & Flexibility 50 40 Main Deck cards across 25 distinct names; exact archetype purity only 16.4%, with Orcust and Mulcharmy filler (Verified)
D11 Extra Deck Efficiency & Coverage 55 Full 15-card Extra Deck with 11 Link and 4 Xyz monsters, mostly Orcust-linked and playable across several engines (Verified)
D12 Side Deck Adaptability 10 No side deck registered; post-side adaptability cannot be scored (Verified gap)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; archetype meta-share absent (Provisional)
D14 Pilotability & Error Tolerance 50 Three overlapping sub-archetypes and a multi-step Ritual and Link sequence raise the pilot burden (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 56, Going First ≈ 54, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: No side deck / weak post-side plan (-3); Engine conflicts across sub-archetypes (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Structural 56 → 44.8 + 10.0 = 54.8, plus modifiers −5 → 49.8 ≈ 50

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.85 · 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

  • Dense searcher suite (12 searcher-text cards) gives a high chance of a live opening
  • Six hand traps plus Droll and Maxx C give strong going-second interaction
  • Extra Deck has several high-ATK bosses (Murakumo, Dingirsu, Enlilgirsu, Zombie Vampire)

Weaknesses

  • No side deck, so no post-side plan
  • Low exact-archetype purity (16.4%) with Orcust and Mulcharmy filler
  • Missing high-usage Mitsurugi staples (Great Purification, Futsu no Mitama)

Critical choke points

  • Droll & Lock Bird and Maxx C stop the searcher line early, so a single hand trap can break a going-first hand
  • Ritual boss access depends on Mitsurugi Ritual or Mirror plus Reptile tributes
Priority Remove Add Reason
1 Mulcharmy Fuwalos (1 copy) Mitsurugi Great Purification (1 copy) Returns the archetype's 96%-inclusion staple, raising exact purity and Ritual access (Verified usage stat)
2 Forbidden Droplet (1 copy) Futsu no Mitama no Mitsurugi (1 copy) Adds a 90%-inclusion Ritual boss and cuts off-archetype negation (Verified usage stat)
3 none Side deck of 3 to 5 cards (e.g. Dominus Impulse copies or Crossout Designator) Gives the deck any post-side plan; currently Side count is 0 (Verified legality gap)

Evidence & confidence

  • Verified: Deck is legal under master-duel rules: 40 Main, 15 Extra, 0 Side within size rules; Limited and Semi-Limited copy counts respected (Maxx C 1, Crossout 1, Mitsurugi Prayers 1, Droll 2, Habakiri 2); Core usage: Mitsurugi Great Purification 96% and Futsu no Mitama 90% are absent from the list; Exact archetype purity 16.4%
  • Inferred: Opening-hand consistency P(searcher) ≈ 0.85; Going-second interaction density from hand traps and negation text; Going-second power ahead of going-first
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (no tournament data)
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN — going-first/second and matchup rates unknown Meta Power is Provisional unless a dated metagame sample is supplied No side deck registered (side_count 0)

More Master Duel Info

Mitsurugi

Mitsurugi Breakdown

 
 

 

 

 

 

 

 
 

 

 
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