Charmer Deck #27779 — Yu-Gi-Oh! TCG

59 Main, 15 Extra, incl. Dogmatika Ecclesia, the Virtuous x3, Kashtira Fenrir x3, Kurikara Divincarnate x3.

Created by: YGO Mod (20517634)

Created On: 11/13/2022

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 22, 2026
25± 8/ 100
Power Score
Structural 43
Reliability 35
Going First 45
Going Second 35

Deck — Deck Power Evaluation

Final Contextual Deck Power: 25/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 43
Going First 45
Going Second 35
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: tcg

Legality

Main 59 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Extra Deck boss monsters (Zoroa, Vahram, Mirrorjade, Aiwass) reached through Magistus and Dogmatika summon lines; Possessed and Charmer board presence with Awakening / Unpossessed protection
  • Turn 1 (going first): Search with Spirit Charmers, Dogmatika Ecclesia and Incredible Ecclesia, then reach a Synchro, Fusion or Link boss (Inferred; the Forbidden cards cannot legally be run)
  • Turn 2 (going second): Hand traps (Evenly Matched, Ultimate Slayer, Nadir Servant) to interrupt the opponent's first summon, then a 2-card Extra Deck line (Inferred)
  • Recovery: Searchers recover the hand from the Deck and GY (Inferred; 26 searcher-text cards)
  • After siding: Not assessable: the deck runs 0 side cards

Why it scores here

The deck is illegal in TCG: it runs Forbidden cards (Kashtira Fenrir x3, Secret Village x2, Magicians' Souls x2, PSY-Framelord Omega x1) and two copies of the Limited Bystial Magnamhut, so the rubric's Illegal cap applies and the score is structural-only. Structurally, the list is a Midrange shell that spreads across five sub-archetypes (Magistus, Dogmatika, Possessed, Spiritual Art, Bystial) with only 5.4% exact Charmer purity, so the engine is diffuse rather than coherent. Its strengths are many searchers (26 cards, about 95% chance of at least one in a 5-card hand) and a strong Extra Deck boss suite, but the 3-copy starters each reach only about 24% in the opening hand, and the core Charmer cards are almost entirely absent (3 of 25 usage core cards). The score was not raised by Charmer's popularity, and the card scores were not averaged into it. There is no side deck, no combo data and no meta sample, so the going-second and matchup reads are inferred and the uncertainty is wide.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(at least 1 of a 3-copy starter in a 5-card opening hand) ≈ 0.24 per card; 26 searchers give P ≈ 0.95 for a search, but the engine is spread across sub-archetypes (Inferred)
D2 Opening-Hand Quality & Brick Management 45 Many searchers and 3 hand traps help hand quality, but Normal Summon conflicts and dead Dogmatika/Possessed pieces without their engine are likely (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable combos, so the ceiling is read from card text only: Extra Deck bosses (Zoroa, Vahram, Mirrorjade) are strong but unverified (Inferred)
D4 Combo Floor & Median Output 35 No recorded boards, so the median is unknown and set low by the lack of a consistent starter (Inferred)
D5 Interruption Resilience & Route Redundancy 45 Removal text (18) and negation text (10) give some route redundancy, but no independent second line is evidenced (Inferred)
D6 Resource Economy, Recovery & Grind 50 Searchers and recursion (Preparation of Rites, Sprind, Titaniklad) give reasonable card economy, though the text is not verified (Inferred)
D7 End-Board & Interaction Quality 50 Negation text (10), removal text (18) and 3 hand traps give layered interaction; Forbidden and Limited cards are removed in a legal build (Inferred)
D8 Going-Second & Board-Breaking Power 40 Going-second hand-trap chance is P ≈ 0.28 for 3 copies; no going-second combo split is available (Inferred)
D9 Offensive Pressure & Closing Power 55 Extra Deck bosses of 2500 to 3000 ATK (Zoroa, Vahram, Mirrorjade, Titaniklad) give closing power, but Kashtira Fenrir is Forbidden (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 40 59 main-deck cards with 23 spells and 30 distinct main-deck cards; only 5.4% exact-archetype purity, so the build is loose (Verified composition, Inferred consequence)
D11 Extra Deck Efficiency & Coverage 50 Full 15-card Extra Deck spread across fusion, synchro, link and XYZ (Verified composition), with several bosses that need specific materials (Inferred)
D12 Side Deck Adaptability 10 No side deck is listed, so post-side adaptability is effectively absent (Verified composition)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; the Provisional value is set low and kept outside the Final formula (Provisional)
D14 Pilotability & Error Tolerance 35 Several multi-step summon chains with multi-archetype decision points make the deck hard to pilot consistently (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 43, Going First ≈ 45, Going Second ≈ 35, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist exposure (-10); illegal list cap (-6). Final formula: Illegal cap: 0.80*Structural(43) + 0.20*TournamentReliability(35) = 41.4, with banlist exposure -10 = 31.4, then capped at 25 for an Illegal list (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.24 · 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

  • Heavy searcher density (26 cards), so a 5-card hand usually has a search (Inferred)
  • Extra Deck bosses of 2500 to 3000 ATK with several Synchro, Fusion and Link options (Verified stats)
  • Layered interaction: 3 hand traps, 10 negation-text cards and 18 removal-text cards (Inferred from text)

Weaknesses

  • Illegal in TCG: Forbidden and over-limit cards (Verified)
  • Diffuse engine across five sub-archetypes with only 5.4% exact-archetype purity (Verified)
  • No side deck (Verified)
  • Core Charmer cards are missing (3 of 25 usage core cards present) (Verified)

Critical choke points

  • Each 3-copy starter reaches the opening hand only about 24% of the time (Inferred)
  • Going second, a single hand trap has about a 28% chance of being in the 6-card hand (Inferred)
Priority Remove Add Reason
1 Kashtira Fenrir x3, Secret Village of the Spellcasters x2, Magicians' Souls x2, PSY-Framelord Omega x1, one Bystial Magnamhut Legal replacements from the same sub-archetypes (e.g. Possessed or Dogmatika playables) Restores legality; the deck cannot be ranked until the copy limits and banlist are satisfied
2 Off-archetype filler, about 2 of the 70 off-archetype copies Core engine cards for one sub-archetype Raises engine coherence and starter density (Inferred)
3 None A 15-card side deck A side deck is needed for any post-side plan and for D12

Evidence & confidence

  • Verified: Illegal status with five copy-limit violations (Forbidden and Limited); 59 main, 15 extra and 0 side cards; Exact-archetype purity 5.4%; 3 of 25 usage core cards present; Per-card P(at least 1 in a 5-card opening hand) = 0.237 for 3-copy cards
  • Inferred: Consistency and brick estimates from hypergeometric odds and text; Going-first and going-second plans; Interaction and resilience reads from card text
  • Provisional: Meta Power null; matchup and format fit (D13) with no dated metagame sample
  • Data gaps: No combos supplied: floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record absent No win-rate telemetry for going-first, going-second, matchup or brick rates No side deck: post-side plan cannot be assessed Deck title is null

More TCG Info

Charmer

Charmer Breakdown

 
 

 

 

 

 

 

 
 

 

 
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