Meklord Deck #97346 — Yu-Gi-Oh! Master Duel
Created by: YGO Mod (20517634)
Created On: 09/10/2023
Main Deck (54)
- Maxx "C" x3
- Meklord Army Deployer Obbligato x3
- Meklord Army of Granel x3
- Meklord Army of Skiel x3
- Meklord Army of Wisel x3
- Meklord Astro Dragon Asterisk x3
- Meklord Astro Dragon Triskelion x3
- Meklord Emperor Granel x3
- Meklord Emperor Skiel x3
- Meklord Emperor Wisel x3
- Meklord Emperor Wisel - Synchro Absorption x3
- Meklord Nucleus Infinity Core x3
- Ash Blossom & Joyous Spring x1
- Dark Hole x2
- Harpie's Feather Duster x1
- Limiter Removal x1
- Meklord Assembly x2
- Meklord Deflection x1
- Monster Reborn x1
- One for One x1
- Polymerization x1
- Pot of Extravagance x1
- That Grass Looks Greener x1
- Triple Tactics Talent x1
- Torrential Tribute x1
- Waking the Dragon x3
Extra Deck (15)
- Guardian Chimera x1
- Naturia Exterio x2
- The Last Warrior from Another Planet x1
- Apollousa, Bow of the Goddess x1
- Linkuriboh x1
- Psychic End Punisher x1
- Divine Arsenal AA-ZEUS - Sky Thunder x1
- Gear Gigant X x2
- Number 39: Utopia x1
- Number 98: Antitopian x1
- Superdimensional Robot Galaxy Destroyer x1
- Superdreadnought Rail Cannon Gustav Max x1
- Superdreadnought Rail Cannon Juggernaut Liebe x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 28/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 38 |
| Going First | 35 |
| Going Second | 48 |
| Meta Power | provisional |
| Tournament Reliability | 32 |
- Primary strategy: Midrange
- Secondary strategies: Control, Toolbox
- Format: master-duel
Legality
Main 54 / Extra 15 / Side 0 — status: Illegal. 2 violation(s).
Identity & game plan
- Win condition: Assemble a board of Meklord monsters with cumulative ATK pressure, leveraging Emperor effects for recursion and disruption; Fusion or XYZ-based board break via Naturia Exterio, Gear Gigant X, or board-wipe followed by offense
- Turn 1 (going first): Deploy Meklord Army monsters, tutor with Meklord Assembly, search Spell/Trap support, set up Meklord Emperor revival triggers
- Turn 2 (going second): Use hand traps (Maxx C, Ash) and board-breaker removal (Dark Hole, Torrential) to clear opponent's board, then pivot into Meklord recursion lines
- Recovery: Meklord Emperors chain-trigger recursion when monsters are destroyed; Meklord Army Deployer generates field replacement; Waking the Dragon and Monster Reborn recycle assets
- After siding: No side deck; theoretical only
Why it scores here
This Meklord list is illegal in Master Duel, running 3 copies of Limited Maxx "C" and a Forbidden Apollousa, which immediately disqualifies it from competitive play. Setting legality aside for structural evaluation: the deck suffers from low core-engine consistency (only 12% of standard Meklord package present), heavy reliance on Meklord Assembly as a searcher bottleneck, and a conflicting overall build that mixes graveyard-recursion synergy with generic XYZ and Fusion toolbox cards that do not synergize cleanly. While Meklord monsters have intrinsic recursion mechanics and ATK scaling, the deck lacks a clear going-first board and mediocre going-second removal coverage. The combo ceiling is modest, median output is fragile, and the deck carries substantial brick risk due to high Level 10/11/12 monsters requiring specific setup. Card popularity and archetype usage did not earn any points; the score reflects system-level weaknesses in consistency, engine cohesion, and resilience.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 38 | P(≥1 Meklord core starter in 5) ≈ 0.46 (hypergeometric from 6 distinct copy-1/2/3 core cards); only 12% core presence vs archetype standard (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 32 | 13 triple-copies, 16 Level-1 Emperors (revival-only, cannot Normal Summon), 2 Level 10+ dragons; high garnet density and conflicting opening Normal Summons (Inferred) |
| D3 | Combo Conversion & Ceiling | 45 | No combo evidence supplied; best-case line: Deployer into two Level-4 Armies → Gear Gigant X for search, or Meklord Assembly tutor into Emperor revival chain; inferred ceiling ≈ 2–3 live boards per best route (Inferred) |
| D4 | Combo Floor & Median Output | 35 | Median route: single Meklord Army in hand → scale to ~1600 ATK + one Emperor revival trigger if disrupted; no independent lines, heavily disruption-dependent (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 42 | Meklord Emperors and Armies chain-trigger recursion on destruction (card text confirms); only 2 independently activatable lines; Waking the Dragon and Monster Reborn as fallback; weak route redundancy (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 48 | Resource signature unclear from combos; net card advantage from searchers (Meklord Nucleus Infinity Core, Meklord Assembly) estimated +1 to +2; grind value moderate via recursion loops but limited without established board (Inferred) |
| D7 | End-Board & Interaction Quality | 38 | Interaction layer: Meklord Emperor Wisel negation text, Naturia Exterio Spell/Trap negate, Linkuriboh attack diversion; estimated 2–3 distinct interaction pieces; low density and durability (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 52 | Going-second: Maxx "C" (hand trap, illegal copies), Ash Blossom, Dark Hole, Torrential, Harpie's Feather Duster; 5 board-breaker/interaction cards; moderate coverage but no dedicated combo-through-boards engine (Inferred) |
| D9 | Offensive Pressure & Closing Power | 40 | End-board ATK: Meklord Armies scale from field count (1200–1800 base + 100–200 per Meklord); Meklord Astro Dragons at 3000 base; no piercing, direct, or burn text; closing power soft (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 36 | 54-card main deck (max legal is 60); 26 distinct cards; high copy redundancy (13 triple-copies); many Level 10+ and Level-1 Emperors clog slots without synergy to compact combo lines (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 44 | 15 Extra Deck cards: 8 XYZ (Rank 4, 10, 11, 12), 4 Fusion, 2 Link, 1 Synchro; limited synergy with main-deck Meklord lines; Gear Gigant X searcher relevant, but most are generic toolbox without integration (Inferred) |
| D12 | Side Deck Adaptability | 0 | No Side Deck (0 cards); theoretical evaluation only; no post-side plan possible (Verified) |
| D13 | Matchup Coverage & Format Fit | 32 | Archetype meta-share data unavailable in Master Duel; Meklord is a niche/rogue archetype; no tournament link; format fit Provisional; legality violations preclude competitive context (Provisional) |
| D14 | Pilotability & Error Tolerance | 35 | Combo steps: Deployer into two Armies, then XYZ or follow-up is 2–3 decision points; recursion triggering is deterministic; moderate complexity; error tolerance low due to single-choke-point searchers (Inferred) |
How the score was computed
Strategy profile: 0.70 Midrange + 0.30 Control. Structural ≈ 38, Going First ≈ 35, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 32. Modifiers: Illegal banlist violations (-12); Archetype core underutilization (-4); Main Deck density mismatch (-2). Final formula: Illegal deck: capped structural evaluation (0.80 × 38 + 0.20 × 32) − 12 legality penalty = 28
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.46 · key two-card combo ≈ 0.22 · full-brick estimate ≈ 0.28 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Meklord monsters have intrinsic recursion mechanics (Emperors trigger on destruction, Armies on battle), enabling some grind value
- Access to hand traps (Maxx "C", Ash Blossom) and board breakers (Dark Hole, Torrential, Harpie's Feather Duster) for going-second interaction
- Meklord Assembly provides a central tutor for Spell/Trap payoff cards, reducing search variance
- Extra Deck includes Naturia Exterio for Spell/Trap negation and Gear Gigant X for Meklord/generic search
Weaknesses
- Illegal in Master Duel: running 3 copies of Limited Maxx "C" and Forbidden Apollousa
- Core consistency critically low (only 12% of archetype standard package); Deployer is the primary active searcher, creating a choke point
- High concentration of Level-1 Emperors that cannot be Normal Summoned—these act as revival bait but clog the opening hand and offer no turn-1 offense
- Level-10 and Level-11 Astro Dragons require 3+ Meklord monsters or a 3-card banish condition; setup-heavy and fragile
- Meklord Army monsters scale off field count but lack piercing or direct damage; offensive pressure is soft and easily stalled
- 54-card main deck with 13 triple-copies amplifies brick rate; deck is 14 cards over optimal legal minimum
- XYZ and Fusion toolbox (Gear Gigant X, Naturia Exterio, Guardian Chimera, trains, etc.) do not integrate cleanly with Meklord recursion lines; scattered focus
- No independent combo lines; all routes collapse into a single Meklord Assembly or Deployer bottleneck under disruption
Critical choke points
- Meklord Assembly is the only active searcher; if negated/removed, the deck loses tutoring and stalls
- Deployer is the primary board generator but destroys itself—if the effect is negated, no replacement monsters spawn
- Lack of card draw engines; Pot of Extravagance banishes random Extra Deck cards and locks out further draws, risking dead hands
- All Meklord offensive lines depend on field presence and destruction triggers; a single board wipe (opponent's Dark Hole, Torrential, Lightning Storm) resets the plan with no recovery
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Maxx "C" (all 3 copies) | 1 additional Meklord core card or interaction tech (Ash Blossom already present) | Maxx "C" is Limited and this deck runs 3, violating banlist. Replace with a legal card. |
| 2 | Apollousa, Bow of the Goddess | Linkuriboh or Divine Arsenal AA-ZEUS - Sky Thunder | Apollousa is Forbidden in Master Duel. Substitute a legal Link monster for going-first protection or board recovery. |
| 3 | 3 copies of a generic Level-10/11/12 Astro Dragon (e.g., Triskelion or Asterisk) | 3 copies of a core Meklord monster (e.g., Meklord Army of Wisel or Meklord Emperor Granel if missing) or a second searcher | Astro Dragons require heavy setup and clog the hand. Core Meklord monsters improve consistency and reduce bricks. |
| 4 | Redundant toolbox cards (Guardian Chimera, one of the Train XYZs, Psychic End Punisher) | Meklord-specific cards (Meklord Nucleus Infinity Core copies, Meklord Deflection for protection) | Trim non-synergistic Extra Deck slots to reduce brick risk and sharpen the archetype focus. |
| 5 | Pot of Extravagance | Upstart Goblin or a second hand trap | Pot of Extravagance locks draw and banishes random Extra Deck cards; a more reliable draw option or extra interaction is preferable. |
Evidence & confidence
- Verified: Legality status is Illegal (Maxx "C" over limit, Apollousa Forbidden); Main Deck size: 54 cards (exceeds optimal 40–50 range); Extra Deck size: 15 cards (legal); Archetype purity: 52.2% exact-name Meklord, 47.8% off-archetype/toolbox; Core cards present in this deck: 3 of 25 standard Meklord package cards (12%)
- Observed: Hand-trap group (Maxx "C", Ash Blossom, Linkuriboh): 4 copies total; Removal cards (Dark Hole, Torrential Tribute, Harpie's Feather Duster, Meklord Deflection): 5 distinct effects; Searcher/tutor cards (Meklord Nucleus Infinity Core, Meklord Assembly, Gear Gigant X): 3 distinct cards, 5 total copies
- Inferred: P(≥1 Meklord starter in opening hand-5) ≈ 0.46, implying ~46% opening consistency (hypergeometric from 6 core cards); Estimated full brick rate ≈ 28% (high Level-1 Emperor concentration and 54-card size); Best-case combo: Deployer into two Armies → Gear Gigant X tutor or continuation; median output: 1–2 Meklord monsters with ~1600–1800 ATK; Interruption recovery: Meklord Emperors and Armies chain-trigger recursion on destruction; estimated ~2 independent lines post-disruption; Going-second interaction: hand traps + board wipes provide moderate coverage; estimated 40–50% board-break rate against typical first turn; Pilotability: Deployer and Assembly routes are deterministic; moderate decision complexity, low error tolerance
- Provisional: Meta Power: Unknown without dated Master Duel metagame sample; Meklord is niche/rogue archetype; Archetype meta-share and tournament record: Not available in the evidence; Format-wide matchup fit: Cannot be assessed without current Master Duel banlist context and competitive metagame data
- Data gaps: No combo boards supplied (combos_evidence.total_combos = 0); all combo floor/median/ceiling is text-based inference No tournament link; archetype meta-share and per-pilot match record absent No win-rate telemetry (YGOVN does not track game-level performance); brick rate, starter rate, going-first/second performance are Inferred No guides or strategic commentary for this deck; archetype guidance limited Dated metagame sample not supplied; Meta Power remains Provisional Deck title is null; archetype identity is explicit only from card composition
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