Reading Backrow in Master Duel

By BigStupidJellyfish | 2025-June-28

Introduction#

This setting doesn't let you see your opponent's cards, so you'll have to think things through yourself.

Your opponent, having finished their combo, sets three cards face-down - all unknowns. Their archetype doesn't have much for specific backrow, so these cards are likely to be some combination of Infinite Impermanence/Called by the Grave/Crossout Designator/bluffs. The days of Mystical Space Typhoon are far gone, but as you play into their board you may get opportunities to remove some of their sets. But which of the three should you target? Is the best card in the middle?

I'll go over some general strategies and considerations, and then introduce a strategy that really shouldn't be possible, and that I haven't seen much awareness of.

Basic reads#

Suppose your opponent ends with one unknown set. There's no conclusive way to determine what it is, but a few factors can modify the probabilities. Some common examples:

  • Imperm is sort-of "optimal" to put in the pendulum zones - opponents on pendulum strategies would be forced to play into the column effect.
  • The center column is also a decent option for Imperm - an inattentive opponent is more likely to activate a Spell in the middle.
  • Those locations do send a stronger "this set may be Imperm" signal - so you could place Imperm in zone 2/4 if you'd rather your opponent read it as Called by the Grave.
  • If, while your opponent comboed, you saw delays before their effects resolved, they likely have Maxx "C"/Ash/Crossout in hand. As you begin to play, if they don't drop any handtraps (but had delays during their combo), a single set is more likely to be Crossout. Of course, other cards like Tear Kash, toggle settings, and lag can complicate this sort of read - properly covering toggle reads would need much more space. This recent video has some excellent information and examples. Always be careful.
  • In Stun, Dinomorphia, and similar decks, Iron Thunder should be set away from their Barrier Statue/Rexterm column.
  • If set cards are already on the field, placing into the same column hints at an Imperm (although this depends - setting an Imperm into an opponent's Imperm can be bad).

Metagame knowledge is obviously critical - knowing what cards which decks are likely to play is crucial to narrow down the possibilities. Setting aside delay-based reads, these considerations apply to Yugioh wherever it's played. However, Master Duel has one more unique feature that can also have an influence.

Hand sorting#

PSY-Framegear Driver doesn't appear first in your hand just because he likes you so much. It's also because Master Duel always presents your hand in a sorted manner, and normal monsters happen to have priority. You can check the duel log to see the actual draw order for your opening hand:

Generally: Monsters (Normal > Effect > Ritual, each sorted by level) > Spells > Traps.

Additional cards you draw or search will be sorted in through the same method - this is most obvious if your opponent is taking the Maxx "C" challenge.

This usually doesn't matter - when a card is played, it doesn't appear to come from any particular slot in your opponent's hand. If your opponent tribute summons Driver, it doesn't look like it was their leftmost card, for example. Things get more dangerous when it comes to setting backrow. The easiest way to set a few spells/traps is to take your leftmost card, put it in the leftmost zone you wish to use, and proceed to the right. In that case, your opponent can use their knowledge of Master Duel's sorting to estimate where specific named cards would be.

A basic example - assuming your opponent follows the "natural/easy" set order. They could also set in 3-2-1 order, producing the same result.

For your reference, and to help understand how this will specifically play out, let's go through most common Spells/Traps and their hand placement.

Spells#

From some solo mode testing, here's an (incomplete) list of somewhat commonly played Spells/Traps and the order they appear in (left-to-right). Note that it is not alphabetical, by card subtype, or by passcode. If anything, release date looks plausible. More interesting cards bolded, and some archetype-specific cards are included.

  1. Dark Hole
  2. Raigeki
  3. Harpie's Feather Duster
  4. Monster Reborn
  5. Reinforcement of the Army (standard art)
  6. Book of Moon
  7. Gold Sarcophagus
  8. Super Polymerization
  9. Emergency Teleport
  10. Book of Eclipse
  11. Forbidden Chalice
  12. Into the Void
  13. Pot of Duality
  14. Twin Twisters
  15. Cosmic Cyclone
  16. Pot of Desires
  17. Foolish Burial Goods
  18. Called by the Grave
  19. Sky Striker Mecha - Hornet Drones
  20. Sky Striker Mecha - Widow Anchor
  21. Sky Striker Mecha - Eagler Booster
  22. Sky Striker Mecha - Shark Cannon
  23. Pot of Extravagance
  24. Crossout Designator
  25. Lightning Storm
  26. Triple Tactics Talent
  27. Forbidden Droplet
  28. Ultimate Fusion
  29. Sky Striker Mobilize - Linkage!
  30. Runick Tip
  31. Runick Flashing Fire
  32. Runick Destruction
  33. Runick Freezing Curses
  34. Runick Slumber
  35. Runick Smiting Storm
  36. Runick Golden Droplet
  37. Runick Dispelling
  38. Scareclaw Straddle
  39. Kashtiratheosis
  40. Vanquish Soul Dust Devil
  41. WANTED: Seeker of Sinful Spoils
  42. Mementotlan Bone Party
  43. Mementotlan Fusion
  44. Reinforcement of the Army (Sky Striker alt art)
  45. Tales of the White Forest
  46. Vesper Girsu
  47. Scourge of the White Forest
  48. Final Bringer of the End Times
  49. Sinful Spoils of the White Forest

Traps#

  1. Solemn Judgment
  2. Rivalry of Warlords
  3. Skill Drain
  4. Macro Cosmos
  5. Eradicator Epidemic Virus
  6. Gozen Match
  7. Different Dimension Ground
  8. Solemn Strike
  9. Dimensional Barrier
  10. Heavy Storm Duster
  11. Evenly Matched
  12. There Can Be Only One
  13. Infinite Impermanence
  14. Trap Trick
  15. Eldlixir of Scarlet Sanguine
  16. Huaquero of the Golden Land
  17. Conquistador of the Golden Land
  18. Golden Land Forever!
  19. Dogmatika Punishment
  20. Ice Dragon's Prison
  21. Angel Statue - Azurune
  22. True Light
  23. Branded Retribution
  24. Branded Banishment
  25. Welcome Labrynth
  26. Archfiend's Ghastly Glitch
  27. Tearlaments Metanoise
  28. Tearlaments Sulliek
  29. Tearlaments Cryme
  30. Branded Beast
  31. Kashtira Preparations
  32. Destructive Daruma Karma Cannon
  33. Kashtira Big Bang
  34. Big Welcome Labrynth
  35. Weighbridge
  36. Brightest, Blazing, Branded King
  37. Sinful Spoils of Betrayal - Silvera
  38. Vanquish Soul Snow Devil
  39. Radiance of the Voiceless Voice
  40. Iron Thunder
  41. Sinful Spoils of Slumber - Morrian
  42. Simultaneous Equation Cannons
  43. Woes of the White Forest
  44. Azamina Aphes

Countermeasures#

There's a fairly annoying, if effective, way to make you safe from this. After deciding which cards you wish to set, just randomize the cards and/or zones you set first. Maybe roll a d6 to pick cards, setting them in zones left-to-right.

Ideally, Master Duel could implement a button to shuffle your hand. Then, you could just hit that button and lazily set the cards as they appear in your newly reordered hand. Some unofficial simulators like EDOPro have this feature already.

If you believe your opponent is assuming your own sets are placed based on card ordering, you can of course use that to your advantage by setting the cards in some other order (putting your low-value backrow/bluffs where they might expect your high-value sets to be).

Conclusion#

If you believe your opponent is being careless with their set order, some simple takeaways:

  • The first sets (if done left-to-right) are more likely to be Spells, and the last sets are more likely to be Traps
  • Super Polymerization, being one of the oldest dangerous staples and a Spell, is relatively likely to be the first set
  • An archetype released after ~2018 is more likely to set their in-archetype trap after Imperm
  • Simultaneous Equation Cannons is likely set towards the end

Of course, if your opponent lazily sets their cards right-to-left, the field position doesn't change but the order flips.

In a more competitive setting, I wouldn't recommend relying on these reads. Skilled opponents are more likely to at least somewhat randomize their set order/placement, and could even use this to mislead you.

Other notes#

The card lists were derived from in-game tests. If you see an error (cards appearing in your hand in some other sequence), please let me know so I can correct it.