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.

Deck Fiendsmith Master Duel

Created by: YGO Mod (20517634)

Created On: 10/27/2026

 
 


Official AI Deck Power Analysis
ControlConfidence: MediumEvaluated Oct 29, 2026
53± 6/ 100
Power Score
Structural 58
Reliability 57
Going First 60
Going Second 65

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
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

More Master Duel Info

Fiendsmith

Fiendsmith Breakdown

 
 

 

 

 

 

 

 
 

 

 
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