Fiendsmith Deck #774727 — Yu-Gi-Oh! Master Duel
41 Main, 15 Extra, incl. Ash Blossom & Joyous Spring x3, Effect Veiler x3, Bystial Saronir x2. Created Oct 27, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/27/2026
Main Deck (41)
- Bystial Baldrake x1
- Bystial Druiswurm x1
- Bystial Magnamhut x1
- Bystial Saronir x2
- Fabled Lurrie x1
- Fiendsmith Engraver x2
- Lacrima the Crimson Tears x1
- Maxx "C" x1
- Mulcharmy Fuwalos x1
- Nibiru, the Primal Being x2
- Radiant Typhoon Eldam x2
- Radiant Typhoon Swen x2
- The Bystial Lubellion x2
- Ash Blossom & Joyous Spring x3
- Effect Veiler x3
- Ghost Mourner & Moonlit Chill x2
- Ghost Ogre & Snow Rabbit x2
- Branded Regained x1
- Crossout Designator x1
- Fiendsmith's Tract x2
- Mystical Space Typhoon x1
- Radiant Typhoon Chant x2
- Radiant Typhoon Vision x1
- The Fallen & The Virtuous x2
- Triple Tactics Talent x1
- Fiendsmith in Paradise x1
Extra Deck (15)
- Albion the Branded Dragon x1
- Fiendsmith's Desirae x1
- Fiendsmith's Lacrima x1
- Necroquip Princess x1
- Fiendsmith's Agnumday x1
- Fiendsmith's Requiem x1
- Fiendsmith's Sequence x1
- I:P Masquerena x1
- Moon of the Closed Heaven x1
- S:P Little Knight x1
- Chaos Angel x1
- Ecclesia and the Dark Dragon x1
- Constellar Ptolemy M7 x1
- Divine Arsenal AA-ZEUS - Sky Thunder x1
- Super Starslayer TY-PHON - Sky Crisis x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 53/100 (±6 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 58.5 |
| Going First | 60 |
| Going Second | 65 |
| Meta Power | provisional |
| Tournament Reliability | 56.6 |
- Primary strategy: Control
- Secondary strategies: Combo, Toolbox
- Format: master-duel
Legality
Main 41 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Extra Deck boards (Fiendsmith Desirae and Fiendsmith Lacrima, plus Bystial and Chaos Angel LIGHT/DARK closers) that come online after hand traps and negations have protected the first turns; Radiant Typhoon and Bystial recursion and draw engines that keep card advantage flowing in long games
- Turn 1 (going first): Open with Engraver or Tract to reach a Fiendsmith Link or Fusion line while holding Ash, Veiler or Ghost Mourner for the opponent's first activation; the hand-trap-heavy hand can be dead if the opponent does nothing on turn 1
- Turn 2 (going second): Use the 6-card hand to hold 1-2 hand traps and 1 starter; negate or destroy the opponent's first board, then rebuild through GY-based Fiendsmith and Bystial effects
- Recovery: Recover through Fabled Lurrie and Crimson Tears from the GY, Engraver shuffle-revival, and Bystial GY banishes into a new Extra Deck summon
- After siding: No side slot in this list (side_count 0); there is no post-side plan to evaluate
Why it scores here
The score comes from the deck as a system: it can usually reach a Fiendsmith or Bystial starter by turn 2 and then has 11 hand traps and 9 negation-text cards to protect that first line, which is the main reason it rates above average. Recursion through Fabled Lurrie, Crimson Tears, Engraver and Bystial GY banishes gives it a real grind, and the Extra Deck has enough 2500 to 3500 ATK closers to finish games. The main drags are a narrow Fiendsmith engine (11 of 56 cards are named Fiendsmith, with about 45 off-archetype copies across Bystial, Radiant Typhoon and Branded), a going-first hand that can be dead against an opponent who does nothing, and no side deck, so there is no post-side plan. Popularity and the guide's Fiendsmith Control label did not earn points on their own, and no card scores were averaged into the result.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 50 | P(at least one Engraver or Tract in a 5-card opener) is about 0.42, computed by hypergeometric from the 4 copies; the broader searcher group reaches 0.89 but includes non-Fiendsmith searchers (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 48 | 11 hand traps and 13 tech cards produce dead cards on the controller's own turn; P(at least one hand trap in a 6-card hand) is 0.87, so going-first hands are at real risk of being redundant (Inferred) |
| D3 | Combo Conversion & Ceiling | 55 | No parseable boards exist (total_combos 0); the ceiling is inferred from text, mainly Desirae negations plus Fiendsmith in Paradise and the Extra Deck closers (Inferred) |
| D4 | Combo Floor & Median Output | 45 | No recorded board distribution exists, so the median cannot be measured and is held near the middle of the scale for low confidence (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 62 | Four or more independent starters (Engraver, Tract, Crimson Tears, Lurrie, Mulcharmy draw) and recursion let the deck recover after one disruption; the Bystial and Radiant lines add redundancy (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 70 | Fabled Lurrie, Engraver and Bystial recursion, 14 searcher-text cards and 4 draw effects (Maxx C, Mulcharmy, Radiant Vision, Branded Regained) give strong card economy (Verified text, Inferred grind) |
| D7 | End-Board & Interaction Quality | 72 | 11 hand traps and 9 negation-text cards including Ash, Veiler, Ghost Ogre, Ghost Mourner and Desirae's multi-negation, with 14 removal-text cards (Verified text, Inferred quality) |
| D8 | Going-Second & Board-Breaking Power | 68 | Going-second hand carries 1-2 hand traps (P 0.87), Desirae and Bystial GY banishes can challenge a board, but Crossout Designator is Limited at 1 copy (Inferred) |
| D9 | Offensive Pressure & Closing Power | 70 | Closers include Chaos Angel 3500, Zeus 3000, Starslayer 2900, Desirae 2800, Ptolemy 2700 and multiple 2500 Bystial monsters (Verified stats, Inferred conversion) |
| D10 | Main Deck Efficiency & Flexibility | 50 | Main deck has 26 distinct cards and only 6 main-deck Fiendsmith cards; 45 of 56 total copies are off-archetype, which dilutes the engine (Verified composition, Inferred efficiency) |
| D11 | Extra Deck Efficiency & Coverage | 60 | Extra Deck has 15 cards in mixed Fusion, Link, Xyz and Synchro types, including 5 Fiendsmith monsters and generic Link and Xyz closers; the Extra Deck is well used but the Fiendsmith engine depends on several of them (Verified composition) |
| D12 | Side Deck Adaptability | 40 | No side deck is registered (side_count 0), so no post-side plan can be evaluated; the score is held low and labelled Provisional |
| D13 | Matchup Coverage & Format Fit | 50 | No dated metagame or tournament link exists; archetype meta-share is absent, so the score stays at a neutral midpoint (Provisional) |
| D14 | Pilotability & Error Tolerance | 52 | Control timing with multiple hand-trap windows, Extra Deck summon conditions and a Fiendsmith and Bystial split is moderately demanding to pilot (Inferred) |
How the score was computed
Strategy profile: Control. Structural ≈ 58.5, Going First ≈ 60, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 56.6. Modifiers: banlist_exposure (-2); engine_dilution_multi_archetype (-3); recursion_and_hand_trap_redundancy (2); weak_post_side_plan (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional; 0.80*58.5 + 0.20*56.6 = 58.1, then -5 modifiers = 53)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.42 · 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
- Eleven hand traps and nine negation-text cards protect the first lines
- Recursion (Lurrie, Crimson Tears, Engraver, Bystial GY banishes) supports a long grind
- Extra Deck closers reach 2500 to 3500 ATK
- Legal list with all banlist-limited cards at legal copy counts
Weaknesses
- Narrow Fiendsmith engine: only 6 main-deck Fiendsmith cards and 45 off-archetype copies
- Going-first hands can be dead when hand traps have no opponent action to answer
- No side deck, so there is no post-side adjustment
- No recorded combos or tournament data, so ceiling and floor are inferred
Critical choke points
- Engraver and Tract (4 copies total) are the main Fiendsmith starters; P(at least one in a 5-card opener) is about 0.42
- Maxx C and Radiant Typhoon Vision are Limited, so they cannot be replaced by extra copies
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Mulcharmy Fuwalos | Third copy of Fiendsmith's Tract (legal limit 3, currently 2) | Mulcharmy is off-archetype and needs an empty field; a third Tract raises Fiendsmith starter access in the opener |
| 2 | Triple Tactics Talent | Third copy of Fiendsmith Engraver (legal limit 3, currently 2) | Talent only activates after an opponent monster effect in your Main Phase, which is narrow; Engraver is a Fiendsmith starter and searcher |
Evidence & confidence
- Verified: Legal status, copy limits and banlist statuses of all 56 cards; Card text and stats for all listed cards; Archetype composition counts (11 Fiendsmith, 45 off-archetype); Usage stats: Ash, Maxx C and Engraver are core cards
- Inferred: Starter probability of about 0.42 for Engraver or Tract in a 5-card opener; Hand-trap dead-card risk on going first; Interaction quality and resilience estimates; Going-first and going-second power blends
- Provisional: Meta Power (null) and matchup fit (D13); Post-side plan (D12) with no side deck; Floor and median (D4) without recorded boards
- Data gaps: No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot match record are absent No win-rate telemetry exists in YGOVN, so going-first and going-second splits are Inferred Meta Power is Provisional without a dated metagame sample Usage-stat core presence (63.6%) contradicts the zone listing, which puts several core Fiendsmith cards in the Extra Deck; the usage stat appears to count Main Deck only Deck title is null Side deck is empty; post-side analysis is not possible
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