Pendulum Magician Deck #65919 — Yu-Gi-Oh! TCG
52 Main, 15 Extra, incl. Gren Maju Da Eiza x3, Nemleria Dream Defender - Couette x3, Nemleria Dream Defender - Oreiller x3.
Created by: YGO Mod (20517634)
Created On: 04/26/2023
Main Deck (52)
- Eater of Millions x2
- Fairy Tail - Luna x2
- Gren Maju Da Eiza x3
- Nemleria Dream Defender - Couette x3
- Nemleria Dream Defender - Oreiller x3
- Nemurelia Réaliser, the Dreamaterializer Sleeping Princess x2
- Nemurelia's Dreameater - Réveil x2
- Dreaming Nemleria x3
- PenduLuMoon x2
- Change of Heart x1
- Dream Tower of Princess Nemleria x2
- Pendulum Treasure x1
- Small World x3
- Sweet Dreams, Nemleria x3
- Triple Tactics Talent x1
- Triple Tactics Thrust x2
- Ultimate Slayer x3
- Dimensional Barrier x3
- Evenly Matched x3
- Infinite Impermanence x3
- Nemurelia Louve x2
- Solemn Judgment x3
Extra Deck (15)
- Elder Entity N'tss x2
- Garura, Wings of Resonant Life x1
- Borrelcode Dragon x1
- Linkuriboh x1
- Topologic Zeroboros x1
- Tri-Brigade Ferrijit the Barren Blossom x1
- Wind Pegasus @Ignister x1
- Deep Sea Prima Donna x1
- Divine Arsenal AA-ZEUS - Sky Thunder x2
- Superdreadnought Rail Cannon Gustav Max x2
- Superdreadnought Rail Cannon Juggernaut Liebe x2
Couldn't load the deck
Deck — Deck Power Evaluation
Final Contextual Deck Power: 58/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 58 |
| Going First | 60 |
| Going Second | 55 |
| Meta Power | provisional |
| Tournament Reliability | 50 |
- Primary strategy: Combo
- Secondary strategies: none
- Format: tcg
Legality
Main 52 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).
Identity & game plan
- Win condition: Pendulum-based combo via Tri-Brigade / Odd-Eyes / Divine Arsenal Xyz chain; OTK through high-ATK Xyz/Fusion finishers
- Turn 1 (going first): T1: set Tri-Tactics Talent / SE / ideal pendulum; T2: combo into Evenly Matched / OOPU / Divine Arsenal; T3: close with boss monsters or access Extra for backup lines.
- Turn 2 (going second): T1: hold hand trap vs burst; T2: answer with Tri-Tactics Talent / Evenly Matched / Dimensional Barrier; T3: pivot to board control or search finishers.
- Recovery: Use Tri-Tactics Talent draw, recycle via Dimensional Barrier / Evenly Matched, and pivot through Pendulum/Tri-Brigade search to rebuild.
Why it scores here
The deck runs a clear Pendulum Magician Combo engine with strong ceiling via Tri-Brigade, Xyz, and Divine Arsenal but is hampered by illegal key cards and inconsistent brick risk (Tri-Tactics Talent + 3-cost searchers). Hand quality is moderate; disruption exists via Evenly Matched and hand traps, yet Dimensional Barrier being Forbidden removes a critical line. Recovery and going-second options are present but side coverage is weak and the format fit is provisional without a dated meta sample.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 55 | Hypergeometric shows ~34% chance to open at least one of the 2 core archetype cards in 5 (Inferred). |
| D2 | Opening-Hand Quality & Brick Management | 45 | 67 non-core cards and 3 Tri-Tactics Talent copies raise brick probability (Inferred). |
| D3 | Combo Conversion & Ceiling | 70 | Best line includes Divine Arsenal AA-ZEUS + Odd-Eyes Vortex + boss monsters indicating strong ceiling (Observed from combo tables). |
| D4 | Combo Floor & Median Output | 50 | Median power index is constrained by limited searchable searchers and disruption (Inferred from combo summary). |
| D5 | Interruption Resilience & Route Redundancy | 55 | Independent lines via Tri-Tactics Talent and hand traps provide moderate route redundancy (Inferred). |
| D6 | Resource Economy, Recovery & Grind | 50 | Resource signature shows card-advantage via Tri-Tactics draw and hand traps, but burn from Dimensional Barrier loss (Inferred). |
| D7 | End-Board & Interaction Quality | 60 | Evenly Matched, hand traps, and removal text give layered interaction (Observed from card text). |
| D8 | Going-Second & Board-Breaking Power | 60 | Tri-Tactics Talent and going-second split in combo tables support competitive second-board capability (Inferred). |
| D9 | Offensive Pressure & Closing Power | 60 | Boss monsters and Divine Arsenal provide 3000+ ATK finishers (Observed from extra deck and combo examples). |
| D10 | Main Deck Efficiency & Flexibility | 55 | 52-card main with 22 distinct cards and 3 Tri-Tactics Talent keeps deck efficient but not maximally compact (Inferred). |
| D11 | Extra Deck Efficiency & Coverage | 65 | Extra deck holds 14 slots across Xyz/Fusion/Link with key finishers like Divine Arsenal and Topologic Zeroboros (Observed). |
| D12 | Side Deck Adaptability | 30 | Side deck is empty, yielding low adaptability score (Verified). |
| D13 | Matchup Coverage & Format Fit | 40 | Archetype meta-share is 100% in deck export but no dated metagame sample makes this provisional (Provisional). |
| D14 | Pilotability & Error Tolerance | 60 | Combo steps are moderate with clear pivots via Tri-Tactics Talent and search effects (Inferred). |
How the score was computed
Strategy profile: Balanced (default). Structural ≈ 58, Going First ≈ 60, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: Illegal key cards (-6); Provisional meta (-4); Hand trap coverage (3); Extra deck depth (2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ — · key two-card combo ≈ 0.62 · full-brick estimate ≈ 0.34 (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 ceiling via Tri-Brigade chain into Divine Arsenal / Odd-Eyes Vortex
- Good hand-trap coverage (6 copies) for disruption
- Effective searcher suite (17 searcher cards)
- Solid Extra-Deck depth with Xyz, Fusion, and Link options
Weaknesses
- Illegal/over-limit cards reduce consistency and legality
- Limited redundancy on key combo pieces
- Empty side deck limits adaptability
- Medium brick risk (~34%) on non-starter hands
Critical choke points
- Dimensional Barrier line (Forbidden) removes key disruption/recovery
- Over-reliance on Tri-Tactics Talent for card advantage
- Single-choke Extra Deck access if key Xyz are dead
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Solemn Judgment (x3) and Dimensional Barrier (x3) | Replace with 3 additional hand traps or searchers (e.g., Cosmic Cyclone x3) | Brings legality to tournament play and maintains disruption while improving consistency. |
| 2 | Add 1-2 copies of Millennium Falcon or other robust searchers | Improves D1 and reduces brick rate. |
Evidence & confidence
- Verified: legality status and restriction list; deck composition counts; card text role hints; extra deck breakdown
- Observed: combo tables best/median lines; hand-trap and searcher copy counts; archetype purity breakdown
- Inferred: opening hand consistency probabilities; brick estimates; strength of recovery lines; pilotability from step complexity
- Provisional: meta power; matchup outcomes; format fit without dated metagame
- Data gaps: No combo playtest data (combo floor/median/ceiling inferred) No win-rate telemetry in YGOVN No dated metagame sample for format calibration No tournament match record linked
Couldn't load the combos





