Dark Magician Deck #718140 — Yu-Gi-Oh! Duel Links
Created by: YGO Mod (20517634)
Created On: 06/11/2026
The Eye of the United Dragon
Main Deck (30)
- Dark Magician Girl x1
- Magician's Rod x1
- Magicians' Souls x1
- Nibiru, the Primal Being x1
- Thunder King, the Lightningstrike Kaiju x1
- Timaeus the United Dragon x2
- Dark Magician x2
- Aether, the Evil Empowering Dragon x1
- Illusion of Chaos x3
- Effect Veiler x3
- Dark Magic Attack x1
- Dark Magical Circle x1
- Dark Ruler No More x3
- Preparation of Rites x3
- Secrets of Dark Magic x1
- Small World x2
- Soul Servant x2
- Eternal Soul x1
Extra Deck (9)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 66/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 68 |
| Going First | 70 |
| Going Second | 68 |
| Meta Power | provisional |
| Tournament Reliability | 56 |
- Primary strategy: Combo
- Secondary strategies: Control
- Format: duel-links
Legality
Main 30 / Extra 9 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Summon a high‑ATK Fusion/Link monster such as Red‑Eyes Dark Dragoon or Dark Magician the Dragon Knight; Control the board with hand traps and negation effects
- Turn 1 (going first): Search Dark Magician with Magician's Rod or Dark Magical Circle, activate Eternal Soul, then use Secrets of Dark Magic or Fusion spells to bring out a powerful Fusion/Link monster
- Turn 2 (going second): Deploy hand traps like Effect Veiler or Nibiru to disrupt opponent, then use the same search‑fusion chain to establish a strong board
- Recovery: Use Magicians' Souls and The Dark Magicians draw effects, plus Eternal Soul recycling, to regain hand advantage after disruption
- After siding: No side deck; rely on in‑game hand‑trap flexibility and extra‑deck options
Why it scores here
The deck reliably opens with a Dark Magician or related searcher in almost every hand (p≈0.997), allowing its core engine to activate by turn 2. It can convert that starter into a high‑ATK Fusion or Link monster, giving strong offensive pressure, while hand traps and negation cards provide solid interruption resilience. Resource loops from Magicians' Souls and Eternal Soul keep the deck from grinding out, but the heavy reliance on many off‑archetype cards and the lack of a side deck reduce efficiency and pilotability. No tournament data is available, so matchup fit is provisional. Overall the system is consistent and powerful enough to score in the mid‑high 60s.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 85 | Core‑group (19 copies) opens at least one core card with p≈0.9968 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 80 | Full‑brick estimate 0.0032, hand‑trap group p≈0.6123 for 6‑card hand (Inferred) |
| D3 | Combo Conversion & Ceiling | 70 | Potential to summon 3000‑ATK monsters like Red‑Eyes Dark Dragoon and multiple Fusion/Link options (Inferred) |
| D4 | Combo Floor & Median Output | 60 | Without recorded boards, median output inferred from typical engine size and draw loops (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 70 | Hand traps (Effect Veiler, Nibiru) and negation (Dark Ruler No More) give multiple disruption paths (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 65 | Draw engines (Magicians' Souls, The Dark Magicians, Eternal Soul) recycle resources (Inferred) |
| D7 | End-Board & Interaction Quality | 70 | End‑board includes several 3000‑ATK monsters and protection from Eternal Soul (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 68 | Hand‑trap count 4 gives going‑second hand quality p≈0.6123; board‑breakers like Dark Magic Attack and Small World (Inferred) |
| D9 | Offensive Pressure & Closing Power | 70 | High‑ATK finishers and destruction effects provide closing power (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 55 | 30‑card main deck with only 30% exact‑archetype purity, many off‑archetype cards increase clutter (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 70 | 9‑slot extra deck filled with versatile Fusion, Synchro, Link and XYZ monsters (Inferred) |
| D12 | Side Deck Adaptability | 0 | No side deck present, no post‑side adaptability (Verified) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament context; archetype meta‑share absent, so matchup fit is provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Complex multi‑step engine and many tech cards lower error tolerance (Inferred) |
How the score was computed
Strategy profile: Combo. Structural ≈ 68, Going First ≈ 70, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 56. Modifiers: none. Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 1 · key two-card combo ≈ — · full-brick estimate ≈ 0 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Very high chance to open core engine
- Powerful high‑ATK Fusion/Link finishers
- Multiple hand‑trap and negation tools for disruption
- Robust draw and recycling loops
Weaknesses
- Low archetype purity; many off‑archetype cards increase variance
- No side deck limits adaptability to specific matchups
- Complex engine may be error‑prone for casual pilots
Critical choke points
- If core searchers (Magician's Rod, Dark Magical Circle) are missing, engine stalls
- Reliance on Eternal Soul staying on field; removal can cripple the plan
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Some off‑archetype filler spells (e.g., Aether, the Evil Empowering Dragon) | More Dark Magician‑specific searchers like Dark Magician Girl or additional copies of Magician's Rod | Increase archetype purity and reduce brick risk |
| 2 | Side‑deck empty slots | A few generic hand‑traps (e.g., Infinite Impermanence) for extra going‑second safety | Improve side‑deck adaptability |
Evidence & confidence
- Verified: Side deck count 0
- Inferred: Core opening probability; Brick estimate; Engine conversion potential; Resource loops; End‑board strength; Going‑second hand‑trap probability; Main deck efficiency assessment; Extra deck coverage; Pilotability assessment
- Provisional: Matchup coverage without 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 (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied
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