Deck Elfnote #736294 — Yu-Gi-Oh! Master Duel
40 lá Main, 15 Extra, gồm Elfnote Lucina x3, Elfnote Regina x3, Elfnote Tinia x3 - Skill: Không có. Tạo 26/07/2026 bởi YGO Mod.
Được tạo bởi: YGO Mod (20517634)
Được tạo ngày: Chủ Nhật, 26 tháng 7 2026
Main Deck (40)
- Bystial Magnamhut x1
- Elfnote Fortuna x1
- Elfnote Lucina x3
- Elfnote Regina x3
- Elfnote Tinia x3
- Fallen of the White Dragon x3
- Maxx "C" x1
- Medius the Pure x3
- Mulcharmy Fuwalos x3
- Ash Blossom & Joyous Spring x3
- Elfnote Power Patron x2
- Fydraulis Harmonia x3
- Incredible Ecclesia, the Virtuous x1
- Called by the Grave x1
- Crossout Designator x1
- Elfnotes: Welcome Home x1
- The Fallen & The Virtuous x3
- Triple Tactics Talent x3
- Elfnotes: Rhapsodia of Madness x1
Extra Deck (15)
- Alba-Lenatus the Abyss Dragon x1
- Albion the Branded Dragon x1
- Titaniklad the Ash Dragon x1
- Accel Synchro Stardust Dragon x1
- Baronne de Fleur x1
- Black Rose Dragon x1
- Chaos Angel x1
- Chaos Archfiend x1
- Ecclesia and the Dark Dragon x1
- Elfnote Seraphim Strelitzia x1
- PSY-Framelord Omega x1
- Psychic End Punisher x1
- Stardust Dragon x1
- Stellar Wind Wolfrayet x1
- Golden Cloud Beast - Malong x1
Không tải được deck
Deck — Deck Power Evaluation
Final Contextual Deck Power: 59/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 60.07 |
| Going First | 70 |
| Going Second | 70 |
| Meta Power | provisional |
| Tournament Reliability | 55 |
- Primary strategy: Stun
- Secondary strategies: Midrange
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Synchro/Extra‑Deck board built from Elfnote special‑summon starters; Hand‑trap disruption to force opponent mistakes and win on board control
- Turn 1 (going first): Play hand traps (Ash Blossom, Maxx C) to disrupt opponent, then special‑summon an Elfnote starter (Lucina/Regina/Tinia) to search and set up 1 Synchro monster
- Turn 2 (going second): With six cards aim for 1 hand trap plus 1 starter, negate opponent plays, then summon and Synchro into 1 high‑ATK monster
- Recovery: Use draw engines (Mulcharmy Fuwalos, Triple Tactics Talent) and searchers (Elfnote Lucina, Regina, Power Patron) to refill missing pieces after disruption
- After siding: No side deck; rely on flexible hand‑trap and extra‑deck options for post‑side adaptation
Why it scores here
The deck reliably opens với an Elfnote starter in about 78 % of opening hands and has 1 very low full‑brick chance, giving solid consistency. Hand traps and tech cards provide redundancy against disruption, while draw engines and multiple searchers keep resources flowing. Though the extra deck is populated với many generic synchros, the deck can still build 1 respectable board and close với high‑ATK monsters. Low archetype purity and the lack of 1 side deck limit flexibility, and vớiout recorded combo data the ceiling is modest. Overall the system is steady but not exceptionally powerful.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 78 | P(at least one Elfnote starter in opening 5) ≈ 0.78 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 85 | Full‑brick probability ≈0.0012; hand contains many flexible cards, so opening‑hand reliability high (Inferred) |
| D3 | Combo Conversion & Ceiling | 65 | One‑card combo can fetch 1 second Elfnote and launch 1 Synchro, giving 1 ceiling board of ~2‑3 monsters (Inferred) |
| D4 | Combo Floor & Median Output | 60 | Typical games open với 1 single Elfnote monster and later add 1 Synchro, yielding 1 median board of 1‑2 monsters (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 70 | Multiple hand traps (Ash Blossom, Maxx C) and techs (Crossout Designator) provide redundancy against disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 75 | Draw engines (Mulcharmy Fuwalos, Triple Tactics Talent) and numerous searchers give positive net card advantage (Inferred) |
| D7 | End-Board & Interaction Quality | 68 | Contains 6 hand‑trap/negation cards and 15 removal effects, giving strong interaction density (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 60 | Going‑second hand‑trap presence ≈0.49 and several removal spells enable board breaking (Inferred) |
| D9 | Offensive Pressure & Closing Power | 65 | Extra‑deck includes high‑ATK synchros (Chaos Angel 3500) and board‑clearers, allowing solid closing power (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 55 | 40‑card main deck với 19 distinct cards and only 27% archetype purity reduces efficiency (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 55 | 15‑card extra deck fills most slots but many are generic, limiting focused coverage (Inferred) |
| D12 | Side Deck Adaptability | 10 | No side deck present, so post‑side adaptability is minimal (Inferred) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament data; matchup fit is unknown and marked provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 55 | Hand‑trap heavy, multiple conditional effects increase pilot complexity (Inferred) |
How the score was computed
Strategy profile: Stun. Structural ≈ 60.07, Going First ≈ 70, Going Second ≈ 70, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: none. Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening 1 starter: P(≥1) ≈ 0.78 · key two-card combo ≈ — · full-brick estimate ≈ 0 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High consistency of Elfnote starters
- Strong hand‑trap and disruption suite
- Multiple draw and search engines
Weaknesses
- Low archetype purity and many off‑archetype cards
- No side deck for post‑side adaptation
- No recorded combo data, ceiling limited
Critical choke points
- Missing core Elfnote Seraphim Strelitzia reduces optimal Synchro lines
- Reliance on multiple conditional effects increases vulnerability to misplays
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Infinite Impermanence | Adds 1 versatile hand‑trap that works on both opponent and self, increasing board‑break potential | |
| 2 | Droll & Lock Bird | Helps mitigate decks that draw heavily, improving resilience |
Evidence & confidence
- Verified: legality status; card text excerpts; hypergeometric probabilities
- Inferred: engine accessibility; brick management; combo ceiling and floor; interruption resilience; resource economy; interaction quality; going‑second board breaking; offensive closing power; main deck efficiency; extra deck efficiency; pilotability
- Provisional: matchup format fit
- 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, matchup, game‑level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless 1 dated metagame sample is supplied
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