Dark Magician Deck #733792 — Yu-Gi-Oh! Master Duel
45 Main, 15 Extra, incl. Magician's Rod x3, Magicians' Souls x3, Primite Dragon Ether Beryl x3. Created Jul 17, 2026 by YGO Mod.
Deck Dark Magician Master Duel
Created by: YGO Mod (20517634)
Created On: 07/17/2026
Main Deck (45)
- Archfiend's Advent x1
- Dark Magician Girl x1
- Dark Magician Girl the Magician's Apprentice x1
- Dark Magician the Magician of Black Magic x1
- Magician's Rod x3
- Magicians' Souls x3
- Primite Dragon Ether Beryl x3
- Timaeus the United Dragon x1
- Dark Magician x2
- Red-Eyes Black Dragon x1
- Summoned Skull x1
- Archfiend's Awakening x1
- Illusion of Chaos x3
- Ash Blossom & Joyous Spring x2
- Dark Magical Circle x2
- Magician's Salvation x1
- Primite Drillbeam x1
- Primite Fusion x1
- Primite Lordly Lode x3
- Primite Roar x3
- Red-Eyes Fusion x1
- Shining Sarcophagus x1
- Soul Servant x2
- Super Polymerization x2
- The Gaze of Timaeus x1
- Throne of the Archfiends x1
- Eternal Soul x1
- Primite Scream x1
Extra Deck (15)
- Alba-Lenatus the Abyss Dragon x1
- Dark Magician of Destruction x1
- Dark Magician the Dragon Knight x1
- Garura, Wings of Resonant Life x1
- Mudragon of the Swamp x1
- Red-Eyes Dark Dragoon x1
- Secreterion Dragon x1
- Starving Venom Fusion Dragon x1
- The Dark Magicians x1
- Timaeus the United Magical Dragon x1
- Predaplant Verte Anaconda x1
- Archfiend's Ascent x1
- Ebon Illusion Magician x1
- Number 11: Big Eye x1
- Red-Eyes Flare Metal Dragon x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 53/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 58 |
| Going First | 60 |
| Going Second | 55 |
| Meta Power | provisional |
| Tournament Reliability | 55 |
- Primary strategy: Control
- Secondary strategies: none
- Format: master-duel
Legality
Main 45 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Control with Dark Magician engine and protected board; Midrange damage via high‑ATK fusion monsters
- Turn 1 (going first): Search Dark Magician or key spells with Magician’s Rod, Dark Magical Circle or Magicians’ Souls, then protect with Eternal Soul and summon a powerful fusion (e.g., Red‑Eyes Dark Dragoon)
- Turn 2 (going second): Use hand traps (Ash Blossom) and board‑breakers (Red‑Eyes Dark Dragoon, Primite Scream) to respond, then establish Dark Magician board
- Recovery: Draw engines (Magicians’ Souls, Eternal Soul) and recursion via banish effects restore resources after disruption
- After siding: Rely on flexible extra‑deck summons; no side‑deck plan
Why it scores here
The deck reliably opens by searching a Dark Magician or a key spell with Magician’s Rod, Dark Magical Circle, or Magicians’ Souls, giving a ~70% chance to get a starter. It can convert that starter into a protected board using Eternal Soul and high‑ATK fusion monsters such as Red‑Eyes Dark Dragoon or The Dark Magicians, providing solid pressure. Multiple draw and recursion loops (Magicians’ Souls, Eternal Soul, Dark Magical Circle) let it survive disruption, though a ~30% brick rate and lack of a side deck limit consistency. Overall the system scores moderate on consistency and interaction but is hampered by filler cards and high complexity, yielding a final contextual power around 53.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 70 | P(at least one core starter in opening 5) ≈ 0.69; 3‑copy key cards like Magician’s Rod at 0.30 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 45 | Full‑brick proxy ≈30% (no core in hand) and many off‑archetype cards lower consistency (Inferred) |
| D3 | Combo Conversion & Ceiling | 65 | Potential best line: Super Polymerization → Dark Magician the Dragon Knight → Eternal Soul protection → high‑ATK fusion (Inferred) |
| D4 | Combo Floor & Median Output | 50 | Typical starter yields modest board; without combo data median output estimated ~50 (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 65 | Multiple redundant lines (Magicians’ Souls draw, Eternal Soul protection, hand traps) give decent resilience (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 70 | Draw engines (Magicians’ Souls, Eternal Soul, Dark Magical Circle) and recursion via banish give good resource economy (Inferred) |
| D7 | End-Board & Interaction Quality | 68 | Interaction density includes 7 hand‑traps, 7 negations, and removal cards like Red‑Eyes Dark Dragoon (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 55 | Going‑second hand trap chance 25%; board‑breakers like Red‑Eyes Dark Dragoon present but limited (Inferred) |
| D9 | Offensive Pressure & Closing Power | 70 | Top fusion monsters reach 3000 ATK, providing strong closing pressure (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 40 | 45‑card main deck with only 28% archetype purity, many filler cards reduce efficiency (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 55 | 15‑card extra deck mixes DM fusions with unrelated fusions; coverage moderate (Inferred) |
| D12 | Side Deck Adaptability | 30 | No side deck, no post‑side plan (Inferred) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament data; meta fit provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Complex multi‑step engine and many tech cards raise error tolerance (Inferred) |
How the score was computed
Strategy profile: Control. Structural ≈ 58, Going First ≈ 60, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: High brick rate (-2); No side deck (-1); Low archetype purity (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.69 · key two-card combo ≈ — · full-brick estimate ≈ 0.31 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Strong protection via Eternal Soul
- Multiple draw and recursion engines
- High‑ATK fusion options for pressure
Weaknesses
- High brick probability (~30%)
- Low archetype purity and many filler cards
- No side deck for matchup adaptation
Critical choke points
- Reliance on drawing a Dark Magician starter
- Limited hand‑trap coverage
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Some off‑archetype filler spells | Additional hand traps (e.g., Infinite Impermanence) or a small side deck | Reduce brick rate and improve matchup flexibility |
Evidence & confidence
- Verified: Legality status Legal; Card text excerpts resolved for all cards
- Inferred: P(at least one core starter in opening 5) ≈ 0.69; Full‑brick proxy ≈30%; Potential best line using Super Polymerization and Dark Magician the Dragon Knight; Median output estimated ~50 without combo data; Redundant draw and protection lines give resilience; Draw engines and recursion improve resource economy; Interaction density includes multiple hand traps and removal cards; Going‑second hand trap chance 25%; Top fusion monsters reach 3000 ATK; Low archetype purity reduces deck efficiency; Extra deck mixes core and unrelated fusions; No side deck present; Complex engine raises error tolerance
- Provisional: Meta power is provisional due to lack of 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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