Artmage Deck #736004 — Yu-Gi-Oh! OCG

57 Main, 15 Extra, incl. Lava Golem x3, Mulcharmy Fuwalos x3, Nervedo the Shadebeast Power Patron x3. Created Jul 25, 2026 by YGO Mod.

Deck Artmage OCG

Created by: YGO Mod (20517634)

Created On: 07/25/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Jan 15, 2026
58± 8/ 100
Power Score
Structural 60
Reliability 54
Going First 66
Going Second 59

Deck — Deck Power Evaluation

Final Contextual Deck Power: 58/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 60
Going First 66
Going Second 59
Meta Power provisional
Tournament Reliability 54
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Control
  • Format: ocg

Legality

Main 57 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Fusion Summon Artmage bosses (Nerva, Diactorus, Non-Finito) with layered interaction negation to control the board and close via attrition or direct damage.; Synchro/Xyz utility summons (Junora, Varudras, Jupiter) for disruption and setup; Pendulum Summoning for resource generation and repositioning.
  • Turn 1 (going first): Establish Pendulum Zones with Power Patron and Artmage scales; Link Summon into searchers (Beyond/Exceed the Pendulum); resolve Pendulum Summons; build Fusion line while holding interaction (Infinite Impermanence, Solemn Judgment, Artmage Impasto).
  • Turn 2 (going second): Open with hand traps (Ash, Ghost Ogre, Ghost Belle) to disrupt opponent setups; resolve Lava Golem or Lightning Storm if opening permits; push Fusion Summons with protected lines; use board-breaker tech (Harpie's Feather Duster) to clear backrow.
  • Recovery: Mulcharmy Fuwalos draw engine and recursion via Medius/Theorealize to rebuild resources; Pendulum Zones anchor grind game; Triple Tactics Talent for hand refresh after opponent activation.
  • After siding: No side deck provided; inferred side would likely include Droll & Lock Bird (missing core), additional hand traps, and more backrow removal given missing S:P Little Knight and Nerva.

Why it scores here

This Artmage deck opens a Fusion engine with Power Patron searchers and Pendulum Zones for resource continuity, hitting around 65% consistency for a live starter. The median board integrates negation (via Nervedo, Vidolium Impasto, Diactorus) with Pendulum recursion, but lacks the critical Nerva and S:P Little Knight pieces found in 83% and 67% of published lists respectively, limiting the ceiling. Hand-trap density (12 copies) and going-second removal tech (Lightning Storm, Harpie's Feather Duster) enable disruption, though the absence of Droll & Lock Bird and a side deck—plus no combo evidence—prevents confident grind evaluation. The deck's core redundancy and multiple Extra-Deck axes keep it playable, but deviation from archetype standards and lack of tested lines yield a cautious mid-range structural score with tournament reliability constrained by brick risk and single-point-of-failure reliance on Pendulum Zones for recovery.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 65 Archetype core (Power Patron + Artmage starters) at 35.7% of published core, with 12 copies of 3-ofs drawing 70.8% P(≥1 in hand 5); hypergeometric P(Prohibited Portal or Nervedo live) ≈ 0.65–0.70 (Inferred)
D2 Opening-Hand Quality & Brick Management 56 Eleven 3-ofs plus six 2-ofs create dense redundancy; however, high Normal Summon saturation (Medius, Mulcharmy, Lava Golem) and competing Pendulum activation slots raise conditional brick (e.g., drawing multiple scales without extenders); estimated full-hand brick ≈ 12–15% (Inferred)
D3 Combo Conversion & Ceiling 68 Ceiling boards feature Diactorus (2800 ATK, negate on 3+ types) or Nerva (3300 ATK, once-per-turn removal); Fusion access via Medius/Theorealize + Prohibited Portal chains; multiple negations per board observed in archetype guides (Observed from role hints)
D4 Combo Floor & Median Output 59 Median output: Power Patron search into Pendulum Summon, mid-board 1–2 negations, ~1800 ATK beater; Pendulum Treasure and Junoldo draw add follow-up; no combo aggregates supplied; structure analysis infers 59 from consistency + modest payoff ratio (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Multiple starter lines (Nervedo, Prohibited Portal, Medius, Junoldo) offer ~3 independent routes; Theorealize recursion and Mulcharmy draw enable recovery; however, Pendulum-Zone dependence creates single choke point if Zones are removed before Summon window (Inferred)
D6 Resource Economy, Recovery & Grind 64 Triple Tactics Talent, Mulcharmy Fuwalos (QE draw on opponent summon), Junoldo (destroy self, draw 2) provide resource replenishment; Medius GY recursion and Theorealize recursion enable grind; net advantage across 2–3 turns moderate (Inferred)
D7 End-Board & Interaction Quality 68 End board integrates 2–3 negations via Nervedo/Diactorus/Forbidden Crown; Infinite Impermanence (3 copies) + Solemn Judgment (1 copy) + Solemn Warning (2 copies) = 6 disruption pieces; interaction density estimated 2.5–3 layers (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 61 Going-second tools: Lava Golem (3), Infinite Impermanence (3), Ghost Ogre/Belle (3 + 3), Lightning Storm (2), Harpie's Feather Duster (1) provide 15 pieces of interference/removal; however, no board-breaker synergy chain or FTK line evident; moderate going-second ceiling (Inferred)
D9 Offensive Pressure & Closing Power 55 Vidolium peak ATK = 5000 (with +5000 on Level 12 Power Patrons from Pendulum); Diactorus = 2800; direct damage absent; closing relies on grind over 2–3 turns or chip attacks into protected board; no OTK line present (Inferred)
D10 Main Deck Efficiency & Flexibility 54 Main Deck = 57 cards (legal but over 40); 29 distinct cards with 11 at 3-ofs indicates tight core, but 9 trap cards (3 Solemn suite, 3 Artmage traps, 3 others) occupy slots; Lava Golem (3 copies) is a conditional tech; main-deck efficiency moderate (Inferred)
D11 Extra Deck Efficiency & Coverage 63 15 Extra Deck slots: 5 Fusion (2 Non-Finito, 1 Diactorus, 1 Vortex, 1 Nerva—missing), 1 Synchro (Junora), 4 Xyz (Absolute Dragon, Jupiter, Varudras—missing, Bagooska), 5 Link (Beyond, Exceed, Charmer, S:P—missing, Purification); 2 core Fusions missing and S:P—link removal critical—limits ceiling (Observed)
D12 Side Deck Adaptability 0 No side deck provided (0 cards); structural score set to 0 per schema; post-side adaptability cannot be evaluated; inferred weakness given missing Droll & Lock Bird and additional hand traps in meta (Verified: no side)
D13 Matchup Coverage & Format Fit 50 Archetype meta-share unknown; usage stats confirm Artmage is real and Nerva/S:P are high-inclusion (83%, 67%), but this deck excludes both; OCG format context suggests midrange/combo hybrid viability; no dated metagame sample → Provisional (Provisional)
D14 Pilotability & Error Tolerance 54 Combo step count moderate (~8–12 decision points per Pendulum line); Medius/Theorealize sequencing is standard for archetype; Fusion summon windows non-intuitive but within design scope; error tolerance fair—most lines survive one negation due to recursion (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 60, Going First ≈ 66, Going Second ≈ 59, Meta = provisional, Tournament Reliability ≈ 54. Modifiers: Missing Core Cards (-2). Final formula: 0.80*Structural (60) + 0.20*TournamentReliability (54) + Modifiers (−2 for missing core, +0 net) = 58

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.71 · key two-card combo ≈ — · full-brick estimate ≈ 0.13 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Redundant starter suite (6 distinct full-starters via Nervedo, Prohibited Portal, Medius, Mulcharmy, Junoldo, Astrograph) yields ~70% opening consistency.
  • Negation-stacked end-board via Diactorus, Nerva, Impasto, Forbidden Crown, and 6 trap negations creates 2–3 layer interaction walls.
  • Mulcharmy Fuwalos draw engine + Theorealize recursion enable multi-turn grind and recovery from single interruption.
  • Broad removal toolkit (Lightning Storm, Harpie's, Lava Golem, Ghost Ogre/Belle) supports going-second challenge.
  • Pendulum Summon cascades (via Treasure + Exceed/Beyond the Pendulum) maintain resource flow and reshuffle Extra Deck.

Weaknesses

  • Missing Nerva (83% core) and S:P Little Knight (67% core) removes high-ATK boss and multi-card removal combo; limits ceiling significantly.
  • No side deck supplied; post-side adaptability unknown; likely vulnerable to Droll & Lock Bird (58% inclusion in meta).
  • Lava Golem (3 copies) situational payoff; high Normal Summon density (Medius, Mulcharmy, Finmel) creates conditional bricking on some hands.
  • Pendulum Zone dependence: once-per-turn destruction of Zones (e.g., Feather Duster) can strand high-level monsters without Summon.
  • Modest going-second offensive power (55); boards lack piercing or direct damage; closing over multiple turns invites opponent recovery.
  • Combo lines untested—no board records or telemetry; consistency/reliability inferred from card text and archetype structure only.

Critical choke points

  • Pendulum Zone availability: if opponent removes both Zones before Summon window, Pendulum Summon route blocked; recovery depends on Medius Normal Summon or GY recursion.
  • Fusion Material access: Medius/Theorealize must resolve; if both negated early, Fusion line stalls until recursion windows open (turn 2+).
  • Hand-trap saturation: 12 copies of hand traps can brick if opening hand contains 3+ without a starter; estimated 12–15% full-brick rate.
Priority Remove Add Reason
1 Lava Golem (3) Nerva the Power Patron of Creation (1) + S:P Little Knight (1) + flex tech (1) Nerva provides 3300 ATK boss with removal payload; S:P enables multi-card evacuation post-Fusion; Lava Golem is conditional and occupies slots; this align with 83% + 67% core inclusion and unlock ceiling.
2 Theorealize Past Lull (1) Droll & Lock Bird (2) Droll is 58% core anti-search staple; Theorealize is redundant with Medius recursion; two copies enable going-second hand disruption.
3 Artmage Finmel (1) Side Deck: 15 cards (Droll & Lock Bird, dimensional barrier, additional hand traps, backrow removal, depending on meta) Finmel is marginal 7-level beater; side deck absent and critical for best-of-3 adaptation; post-side plans cannot be evaluated without it.
4 Artmage Non-Finito (0, missing) Artmage Non-Finito (2) Extra-Deck slot filler: Non-Finito is 50% core; flexible summon condition and recursion payoff improve grind lines and siding flexibility.

Evidence & confidence

  • Verified: Legality: 57 Main, 15 Extra, 0 Side; all cards legal in OCG format; 5 Limited cards at 1 copy each (Astrograph, Called by Grave, Harpie's Feather Duster, Solemn Judgment, Triple Tactics Talent).; Card text and archetypes from evidence.json resolved correctly.; Usage stats: 18 published Artmage lists; core cards identified; inclusion thresholds 50–91.7%.
  • Observed: Archetype core presence: 35.7% of top-14 core cards present (5 of 14); missing Nerva, S:P, Varudras, Droll, Beyond the Pendulum, Litera, Non-Finito.; Hand-trap density: 12 copies of 3-ofs (Ash, Ogre, Belle); high opening-hand saturation for going-second.; Negation suite: Infinite Impermanence (3), Solemn suite (3), Forbidden Crown (2), Artmage Impasto (1), Artmage traps (2) = 11 disruptive pieces in 57 cards.
  • Inferred: Consistency: P(≥1 core starter in hand 5) ≈ 0.70 via hypergeometric; full brick ≈ 0.13.; Median board power: 2–3 negations, 1–2 extender chains, ~2200 ATK average beater; ceiling ~3300 ATK (Nerva) / 2800 ATK (Diactorus) if all pieces resolve.; Going-first resilience: 3+ independent starter lines enable ~1 forced interruption survival; choke-point on Pendulum Zones.; Going-second offensive: 15-piece removal suite moderate; no OTK or piercing line identified; closing via attrition over 2–3 turns.; Pilotability: Pendulum sequencing + Fusion material rules + recursion timing moderate complexity; ~10–12 decision points per line; error tolerance fair.; Post-side adaptability: inferred weakness given missing Droll & Lock Bird (58% core) and no side deck present.
  • Provisional: Meta Power: no dated metagame sample supplied; Artmage archetype meta-share in OCG unknown; structural score used in lieu of meta power.; Tournament performance: no match records; archetype real and playable but rank/win-rate unknown.; Banlist exposure: Astrograph and other Limited cards at single-copy; banlist stability moderate risk in evolving OCG format.
  • Data gaps: No parseable combo boards supplied; combo floor/median/ceiling derived from card text and role hints only (Inferred). No tournament context or match records; archetype meta-share unknown. No win-rate telemetry (going-first/second, matchup, brick/OTK rates); all performance signals inferred or estimated. No side deck provided; post-side strategy and best-of-3 adaptability cannot be evaluated. Guides evidence empty; archetype strategic intent inferred from card text and usage statistics. No dated metagame sample; Meta Power set to null (Provisional).

More OCG Info

Artmage

Artmage Breakdown

 
 

 

 

 

 

 

 
 

 

 
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