Dark Magician Deck #712504 — Yu-Gi-Oh! Master Duel

Created by: YGO Mod (20517634)

Created On: 06/01/2026

 
 


Official AI Deck Power Analysis
ControlConfidence: Medium
59± 5/ 100
Power Score
Structural 60
Reliability 55
Going First 55
Going Second 70

Deck — Deck Power Evaluation

Final Contextual Deck Power: 59/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 60
Going First 55
Going Second 70
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Control
  • Secondary strategies: Toolbox
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Dark Magician / Fusion monster board (e.g., Red-Eyes Dark Dragoon, Dark Magician of Destruction); Control via hand traps and disruption
  • Turn 1 (going first): Open with hand traps (Ash Blossom, Infinite Impermanence, Effect Veiler, Droll & Lock Bird, Maxx "C"); search Dark Magician or key spellcasters with Magician's Rod / Spenta; set Shining Sarcophagus and begin Fusion setup.
  • Turn 2 (going second): Use hand traps to negate opponent plays; draw engine (Mulcharmy Fuwalos / Purulia) to refill hand; then launch Fusion or Ritual summons on turn 2‑3.
  • Recovery: If board is cleared, use draw engines (Mulcharmy, Droll & Lock Bird) and Magician's Rod to retrieve spells; recycle banished monsters with Fiendsmith's Tract or Ninaruru effects.
  • After siding: No side deck; rely on hand‑trap density and on‑field resources to adapt.

Why it scores here

The deck reliably opens with a strong hand‑trap suite (≈78% chance of a starter) and draws engines that keep resources flowing. It converts that consistency into board control and can break opponent boards on turn 2‑3, especially when going second. Recovery is possible via draw cards and recycling effects, but the lack of a side deck and low combo ceiling limit its ceiling potential. Popularity of the Dark Magician archetype does not inflate the score; the evaluation is based on system‑wide consistency, interaction and resource loops.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 78 P(at least one core starter in opening 5) = 0.7834 (Inferred)
D2 Opening-Hand Quality & Brick Management 70 Estimated brick probability = 0.2166, giving decent opening quality (Inferred)
D3 Combo Conversion & Ceiling 30 No recorded combo boards; deck lacks dedicated multi‑step combos (Inferred)
D4 Combo Floor & Median Output 35 Median output inferred low due to absence of combo data (Inferred)
D5 Interruption Resilience & Route Redundancy 65 Multiple independent disruption lines (hand traps, draw engines) provide resilience (Inferred)
D6 Resource Economy, Recovery & Grind 70 Draw engines (Mulcharmy Fuwalos, Droll & Lock Bird) and recycle effects (Magician's Rod) support resource economy (Inferred)
D7 End-Board & Interaction Quality 65 Hand‑trap density and removal spells give solid end‑board interaction (Inferred)
D8 Going-Second & Board-Breaking Power 80 Hand‑trap count 11 and 6‑card hand quality p≈0.8762 give strong going‑second board‑breaking (Inferred)
D9 Offensive Pressure & Closing Power 70 High‑ATK fusion monsters (Red‑Eyes Dark Dragoon 3000, Dark Magician of Destruction 2800) provide closing power (Inferred)
D10 Main Deck Efficiency & Flexibility 55 40‑card main deck with 27 distinct cards; low archetype purity (12.7%) reduces efficiency (Inferred)
D11 Extra Deck Efficiency & Coverage 60 15‑card extra deck covers many archetypes but many slots are non‑core (Inferred)
D12 Side Deck Adaptability 20 Side deck empty; no post‑side adaptability (Inferred)
D13 Matchup Coverage & Format Fit 40 No tournament data; archetype meta‑share unavailable (Provisional)
D14 Pilotability & Error Tolerance 55 Many decision points (hand traps, multiple tech cards) raise pilot error tolerance (Inferred)

How the score was computed

Strategy profile: Control. Structural ≈ 60, Going First ≈ 55, Going Second ≈ 70, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: Low archetype purity (-2); No side deck (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.78 · key two-card combo ≈ — · full-brick estimate ≈ 0.22 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Very high hand‑trap density for disruption
  • Multiple draw engines (Mulcharmy, Droll & Lock Bird) sustain resources
  • Flexible extra‑deck with several powerful fusion/synchro options

Weaknesses

  • Low combo ceiling; no dedicated multi‑step combos
  • No side deck limits post‑side adaptability
  • Low exact‑archetype purity makes the deck reliant on tech cards

Critical choke points

  • Reliance on drawing Dark Magician or key fusion material early
  • Need to protect the board once high‑ATK fusion monsters are summoned
Priority Remove Add Reason
1 Some off‑archetype filler (e.g., Fiendsmith cards not essential) Side‑deck anti‑graveyard cards (e.g., Evenly Matched, Droll & Lock Bird copies) to improve post‑side plans Reduces side‑deck void and strengthens late‑game resilience

Evidence & confidence

  • Verified: Legality status Legal; Card text excerpts for each listed card; Copy histogram and copy limits
  • Inferred: Engine accessibility probability 0.7834; Brick estimate 0.2166; Hand‑trap count and hand‑trap probability 0.8762; Resource loops from draw engines; Extra‑deck slot usage
  • Provisional: Matchup coverage due to missing tournament data
  • 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 — those signals are Inferred or Unknown

More Master Duel Info

Dark Magician

Dark Magician Breakdown

 
 

 

 

 

 

 

 
 

 

 
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