Fairy Tail Deck #733477 — Yu-Gi-Oh! TCG
59 Main, 15 Extra, incl. Aleister the Reminiscent x3, Fairy Tail - Luna x3, Mulcharmy Fuwalos x3. Created Jul 14, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 07/14/2026
Main Deck (59)
- Aleister the Reminiscent x3
- Cosmo Queen the Queen of Prayers x1
- Crowley, the Gifted Magistus x1
- Droll & Lock Bird x2
- Fairy Tail - Luna x3
- Fairy Tail - Matchgiru x2
- Fairy Tail - Snow x1
- Genia of the Ring x2
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x3
- Regulus, the Prince of Endymion x3
- Santa Claws x2
- Spenta, the Magistus Sealer x2
- Ash Blossom & Joyous Spring x3
- Zoroa, the Magistus of Flame x1
- Called by the Grave x1
- Endymion Empire x1
- Fairy Tail Ball x2
- Forbidden Crown x3
- Harpie's Feather Duster x1
- Instant Fusion x1
- Invocation - "Sword" x1
- Lightning Storm x2
- Once Upon a Fairy Tail x1
- Pot of Sloth x3
- Secret Village of the Spellcasters x1
- Super Polymerization x3
- Tails of the Fairy Tails x1
- Triple Tactics Talent x1
- Triple Tactics Thrust x3
- Different Dimension Ground x1
- Infinite Impermanence x1
Extra Deck (15)
- Hyperinvoked Aeon x1
- Invoked Baybarron x1
- Invoked Sorath x1
- Magistus Chorozo x2
- Mixousia the Confounder x1
- Teller of Fairy Tails x1
- Weaver of Fairy Tails x1
- Zoroa, the Magistus Verethragna x1
- Artemis, the Magistus Moon Maiden x1
- Charmer Quartet in Bloom x1
- Endymion, the Crescent Magistus x1
- Summon Sorceress x1
- Fairy Tail - Wiccat x1
- Ninaruru, the Magistus Glass Goddess x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 64/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 65 |
| Going First | 60 |
| Going Second | 65 |
| Meta Power | provisional |
| Tournament Reliability | 60 |
- Primary strategy: Control
- Secondary strategies: Toolbox
- Format: tcg
Legality
Main 60 / Extra 14 / Side 0 — status: Legal with warning.
Identity & game plan
- Win condition: Control the board with hand traps and later win with high‑ATK Fairy Tail or Invoked Fusion monsters; Resource generation and recursion to out‑resource the opponent
- Turn 1 (going first): Set up hand traps (Infinite Impermanence, Droll & Lock Bird), search key engine pieces (Ash Blossom, Triple Tactics Thrust), and activate draw engines (Mulcharmy Fuwalos, Pot of Sloth) to enable Super Polymerization or Instant Fusion on turn 2
- Turn 2 (going second): Use hand traps to disrupt opponent, then summon Fusion/Link monsters with Super Polymerization, Instant Fusion, or Invoked engine while protecting the board with Forbidden Crown and Forbidden Crown‑style effects
- Recovery: Draw engines (Mulcharmy Fuwalos, Mulcharmy Purulia, Santa Claws) and recursion cards (Once Upon a Fairy Tail, Forbidden Crown) rebuild resources after disruption
- After siding: No side deck; rely on flexible hand options and extra‑deck versatility to adapt after side swaps
Why it scores here
The deck reliably opens with a strong hand‑trap suite and multiple draw engines, giving a >96% chance to have a starter piece in the opening hand. It can convert that starter into board presence using Super Polymerization or Instant Fusion, and the many negation cards protect the board against disruption. Resource recovery is solid thanks to Mulcharmy draw effects and Droll & Lock Bird, while the extra deck offers versatile Fusion/Link options. However, the main deck is large and low‑purity, there is no side deck, and the combo lines are complex, which limits consistency and raises the brick risk.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 92 | P(at least one core starter in opening 5) ≈ 0.96; high starter density (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 85 | Full‑brick estimate 0.0369; many hand‑traps and draw engines reduce dead hands (Inferred) |
| D3 | Combo Conversion & Ceiling | 60 | No recorded combo boards; potential ceiling from Super Polymerization + Fusion monsters (Inferred) |
| D4 | Combo Floor & Median Output | 55 | No median data; typical play relies on hand‑traps and draw engines rather than long combos (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 70 | Multiple independent hand‑traps (Infinite Impermanence, Droll & Lock Bird) and recursion cards give route redundancy (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 75 | Draw engines (Mulcharmy Fuwalos, Purulia, Santa Claws, Pot of Sloth) provide net card advantage (Inferred) |
| D7 | End-Board & Interaction Quality | 70 | 15 negation‑text cards and 12 removal‑text cards give strong interaction layering (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 68 | Hand‑trap group P(at least one in 6‑card hand) ≈ 0.48; board‑breakers like Lightning Storm and Harpie's Feather Duster (Inferred) |
| D9 | Offensive Pressure & Closing Power | 65 | High‑ATK Fairy Tail monsters (1850) and Fusion monsters up to 3800 ATK give closing power (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 45 | 60‑card main deck with only 12% exact‑name purity; many off‑archetype tech cards (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 60 | 14 extra‑deck slots filled with 13 distinct cards covering Fusion, Link, XYZ; decent coverage (Inferred) |
| D12 | Side Deck Adaptability | 30 | Side deck count 0; no post‑side adaptability (Inferred) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament data; matchup fit cannot be measured (Provisional) |
| D14 | Pilotability & Error Tolerance | 50 | Complex combo steps (Super Polymerization, multiple Fusion/Link summons) increase error tolerance demands (Inferred) |
How the score was computed
Strategy profile: Control. Structural ≈ 65, Going First ≈ 60, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: none. Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.96 · key two-card combo ≈ — · full-brick estimate ≈ 0.04 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Very high opening‑hand starter probability
- Strong hand‑trap suite and interaction density
- Multiple draw and recursion engines
Weaknesses
- Low exact‑archetype purity; many off‑archetype tech cards
- No side deck for matchup adaptation
- Complex combo lines increase error tolerance demands
Critical choke points
- Reliance on Super Polymerization and specific Fusion monsters for win conditions
- Need to draw key engine pieces early
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Weaver of Fairy Tails | Adds a core Fairy Tail Fusion engine that many Fairy Tail decks rely on | |
| 2 | Summon Sorceress | Provides extra‑deck flexibility and a useful link‑summon disruption option |
Evidence & confidence
- Verified: Legality status and copy limits; Card text excerpts for each listed card
- Inferred: Engine accessibility from hypergeometric probabilities; Brick rate from core group probability; Interaction density from role_tag_counts; Resource economy from draw engine card texts; Control and board‑break potential from hand‑trap and removal counts
- 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 1 passcode(s) in CardIDList could not be resolved to a card (counted as main) 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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