Meklord Deck #97346 — Yu-Gi-Oh! Master Duel

Created by: YGO Mod (20517634)

Created On: 09/10/2023

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Medium
28± 8/ 100
Power Score
Structural 38
Reliability 32
Going First 35
Going Second 48

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
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

More Master Duel Info

Meklord

Meklord Breakdown

 
 

 

 

 

 

 

 
 

 

 
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