Pendulum Magician Deck #28559 — Yu-Gi-Oh! TCG
40 Main, 15 Extra, incl. Dinomight Powerload, the Dracoslayer x3, Ignis Phoenix, the Dracoslayer x3, Majespecter Raccoon - Bunbuku x3.
Created by: YGO Mod (20517634)
Created On: 11/16/2022
Main Deck (40)
- Amorphage Sloth x1
- Astrograph Sorcerer x1
- Dinomight Powerload, the Dracoslayer x3
- Ignis Phoenix, the Dracoslayer x3
- Majespecter Raccoon - Bunbuku x3
- Majesty Pegasus, the Dracoslayer x3
- Odd-Eyes Revolution Dragon x3
- Performapal Celestial Magician x1
- Performapal Monkeyboard x1
- Performapal Skullcrobat Joker x1
- Purple Poison Magician x2
- Master Pendulum, the Dracoslayer x2
- Harmonizing Magician x3
- Luster Pendulum, the Dracoslayer x3
- Ash Blossom & Joyous Spring x3
- Dinomist Charge x2
- Necrovalley x1
- Set Rotation x1
- Sky Iris x1
- Triple Tactics Talent x2
Extra Deck (15)
- Dinoster Power, the Mighty Dracoslayer x1
- Beyond the Pendulum x2
- Hieratic Seal of the Heavenly Spheres x1
- Selene, Queen of the Master Magicians x1
- Worldsea Dragon Zealantis x1
- Baronne de Fleur x1
- Ignister Prominence, the Blasting Dracoslayer x2
- Tilting Entrainment x1
- Abyss Dweller x1
- Divine Arsenal AA-ZEUS - Sky Thunder x1
- Majester Paladin, the Ascending Dracoslayer x1
- Number 38: Hope Harbinger Dragon Titanic Galaxy x1
- Number 41: Bagooska the Terribly Tired Tapir x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 58/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 58 |
| Going First | 58 |
| Going Second | 57 |
| Meta Power | provisional |
| Tournament Reliability | 50 |
- Primary strategy: Combo
- Secondary strategies: none
- Format: tcg
Legality
Main 40 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).
Identity & game plan
- Win condition: Pendulum Magician combo via Dracoslayer/Synchro/Xyz fusion
- Turn 1 (going first): Play Odd-Eyes Revolution Dragon or Luster Pendulum, then assemble Dracoslayer/Synchro/Xyz for board clear and lethal
- Turn 2 (going second): Use 6-card hand to find key combiners (Majesty Pegasus, Luster Pendulum) and answer opponent setups
- Recovery: Return from board clear via Ash Blossom, dimensional shifting, and pendulum re-summon loops
- After siding: No side deck plan supplied
Why it scores here
The deck runs a Pendulum Magician engine with strong combo ceiling via Dracoslayer/Synchro/Xyz lines, but is hampered by illegal key cards and inconsistent starter density. Hand quality is fragile due to limited searchers and brick potential in the 40-card main. Interaction exists (Ash Blossom, negate effects) but disruption can lock the plan, and resource grind is moderate. The build is combinable yet fragile to interruption, with modest end-board pressure and no post-side adaptation.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 55 | P(≥1 starter in 5) ≈ 0.507 from hypergeometric; archetype core present but key cards illegal (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 45 | 33.76% chance to open ≥1 of 12 critical cards in hand5; brick risk elevated by 3 non-searching spell/tuner lines (Inferred) |
| D3 | Combo Conversion & Ceiling | 65 | Best line yields strong board clear and lethal potential, but ceiling capped by missing key cards (Inferred) |
| D4 | Combo Floor & Median Output | 50 | Median output limited by inconsistent starts and reliance on specific combiners (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 40 | Only 3 hand traps and limited redundancy; single disruption point can stall the plan (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 55 | Resource curve leans mid-game; recursion via Ash Blossom and pendulum loops provide moderate sustain (Inferred) |
| D7 | End-Board & Interaction Quality | 60 | 20+ removal/interaction cards and negation tools give layered answers, but reliance on specific targets (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 55 | Going-second has 6-card draw and key search targets, yet must compete through disruption (Inferred) |
| D9 | Offensive Pressure & Closing Power | 60 | High-ATK Dracoslayer finishers present, but consistency to close reduced by brick risk (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 50 | 40-card main with 20 distinct cards and 15 extra creates moderate flexibility, but illegal slots reduce net efficiency (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 55 | Extra deck covers Synchro/Xyz/Fusion, yet key enablers are limited and some slots are mandatory (Inferred) |
| D12 | Side Deck Adaptability | 50 | Side deck absent; adaptability relies on in-deck tech which is constrained by format legality (Inferred) |
| D13 | Matchup Coverage & Format Fit | 45 | Archetype share is niche; format meta mismatch and banlist exposure reduce fit (Provisional) |
| D14 | Pilotability & Error Tolerance | 55 | 10–12 decision points per combo line; error tolerance moderate due to hand-trap safety nets (Inferred) |
How the score was computed
Strategy profile: Balanced (primary Combo with moderate Midrange elements). Structural ≈ 58, Going First ≈ 58, Going Second ≈ 57, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: illegal_key_cards (-10); combo_line_depth (5); hand_trap_count (3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ — · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
- Combo output: best PowerIndex 82, median 61, board-per-starter 2.6
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Strong pendulum-based searcher suite (25 searcher texts)
- High-impact Dracoslayer/Xyz finishers with board clear
- Multiple negation and removal options for interaction
- Good hand-trap coverage with Ash Blossom & Joyous Spring
Weaknesses
- Illegal key cards reduce consistency and format viability
- Limited early disruption increases brick risk
- Combo lines are long and error-prone
- No formal side deck plan
Critical choke points
- Dependence on specific pendulum/tuner enablers
- Lack of reliable hand traps against backrow removal
- Single-copy key cards create dead-draw risk
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Triple Tactics Talent, Abyss Dweller, Baronne de Fleur (illegal/overcapped) | Search-heavy Magician/Tuner lines to smooth consistency | Replace over-limit and Forbidden cards to meet format rules and reduce brick rate |
| 2 | Additional hand traps and disruption (e.g., Ash Blossom, Imperial Order) | Improve interruption resilience and backrow control | |
| 3 | Side deck with meta-relevant counters | Build a proper side plan for format adaptation |
Evidence & confidence
- Verified: Deck size 40 main / 15 extra (legal limits checked); Card text and role hints from evidence.json
- Inferred: Hypergeometric opening probabilities; Combo ceiling and floor from text and archetype pattern; Tournament reliability estimate
- Provisional: Meta Power (no dated metagame sample); Matchup outcomes
- Data gaps: No combo boards supplied — floor/median/ceiling inferred from text No win-rate telemetry in YGOVN export No tournament link or per-pilot match record No dated metagame sample for Meta Power
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