Magistus Deck #742919 — Yu-Gi-Oh! TCG
Created by: YGO Mod (20517634)
Created On: 08/20/2026
Main Deck (55)
- Aiwass, Divine Spirit of the Law x3
- Aleister the Invoker x3
- Aleister the Reminiscent x3
- Crowley, the Gifted Magistus x1
- D.D. Crow x2
- Dimension Shifter x1
- Droll & Lock Bird x2
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x3
- Sorcerer of the Swamp x2
- Virakam, the Divine Spirit of Artifice x1
- Ash Blossom & Joyous Spring x3
- Ghost Belle & Haunted Mansion x3
- Ghost Ogre & Snow Rabbit x2
- Called by the Grave x1
- Crossout Designator x1
- Harpie's Feather Duster x1
- Invocation x2
- Invocation - "Sword" x3
- Magical Meltdown x3
- Sacred Spirit Sword Aiwass x3
- Super Polymerization x3
- Terraforming x1
- Triple Tactics Talent x1
- Triple Tactics Thrust x2
- Different Dimension Ground x1
- Gamma Summon x1
Extra Deck (15)
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 68/100 (±7 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 65 |
| Going First | 65 |
| Going Second | 60 |
| Meta Power | provisional |
| Tournament Reliability | 40 |
- Primary strategy: Combo
- Secondary strategies: none
- Format: tcg
Legality
Main 55 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Fusion engine leveraging Invoked/Aleister lines to assemble and pop boards; Hand-trap disruption and targeted removal via Ash Blossom, Droll, Called by the Grave, and Ghost Belle
- Turn 1 (going first): T1: assemble Invoker/Sword or Fuwalos to start the fusion engine; T2: set/interact while searching key pieces; recover via Ash Blossom and hand traps to continue pressure
- Turn 2 (going second): Six-card hand quality focused on searchers and hand traps; aim to negate opponent setups, then leverage removal and extra deck access to close out
- Recovery: Ash Blossom, Ghost Belle, and hand-trap suite to disrupt opponent and recycle resources; reuse Invocation/Sword to re-enter the fusion loop
Why it scores here
The Magistus deck reliably opens a fusion-combo plan (D3 ceiling is solid) and has strong removal/interaction (D7), but brick risk on the opening hand (D2) and inconsistent engine access (D1) cap consistency. Its resilience (D5) and resource flow (D6) are moderate, and the lack of a post-side plan (D12) as well as format fit (D13) hold the score down. The deck is efficient and pilotable (D10/D14), but overall it sits in the mid range with meaningful variance.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 65 | |
| D2 | Opening-Hand Quality & Brick Management | 55 | |
| D3 | Combo Conversion & Ceiling | 75 | |
| D4 | Combo Floor & Median Output | 60 | |
| D5 | Interruption Resilience & Route Redundancy | 60 | |
| D6 | Resource Economy, Recovery & Grind | 55 | |
| D7 | End-Board & Interaction Quality | 70 | |
| D8 | Going-Second & Board-Breaking Power | 60 | |
| D9 | Offensive Pressure & Closing Power | 60 | |
| D10 | Main Deck Efficiency & Flexibility | 70 | |
| D11 | Extra Deck Efficiency & Coverage | 65 | |
| D12 | Side Deck Adaptability | 30 | |
| D13 | Matchup Coverage & Format Fit | 40 | |
| D14 | Pilotability & Error Tolerance | 55 |
How the score was computed
Strategy profile: Balanced (Combo primary). Structural ≈ 65, Going First ≈ 65, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: empty_side_deck (-3); no_meta_sample (-5). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ — · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
- Combo output: best PowerIndex 82, median 61, board-per-starter 2.6
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Strong fusion engine with multiple Invoked/Aleister lines and high-ATK finishers
- Robust hand-trap and removal suite for disruption and interaction
- High archetype core presence (18 of 55 main deck cards) improving T1 consistency
- Good searcher density (20 cards) supporting redundancy and alternate lines
Weaknesses
- Opening hand brick risk due to 27 non-core pieces and conflicting normals
- No defined post-side plan limits adaptability
- Medium format fit without current meta data; reliant on specific fusion enablers
- Resource curve can stall if key searchers are disrupted
Critical choke points
- Consistency of drawing key fusion enablers (Invocation/Sword, Super Polymerization) in opening hand
- Vulnerability to targeted hand traps and backrow removal before engine locks
- Dependence on specific Extra Deck monsters; losing one key fusion can cripple pressure
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Consider 1-2 additional hand-traps or counter-traps (e.g., Ghost Ogre & Snow Rabbit) to improve disruption resilience. | Strengthens D5 and D7 against backrow-heavy meta and reduces brick impact. | |
| 2 | Evaluate adding 1-2 generic floodgates or additional copies of key searchers to smooth early engine. | Improves D1 and D2 consistency and reduces reliance on perfect opening. |
Evidence & confidence
- Verified: Legality confirmed (Legal, no violations); Card text and archetype purity extracted from evidence.json; Extra-Deck breakdown and counts verified
- Observed: Best combo ceiling inferred from high-ATK fusions and board-per-starter (2.6); Hand-trap and removal counts observed in composition
- Inferred: Opening hand consistency and brick estimates via hypergeometric probabilities; Combo floor/median and engine accessibility from archetype core and searcher counts; Disruption resilience and resource economy from card text and suite density
- Provisional: Meta Power and matchup performance (no dated metagame sample); Format fit and side deck adaptability
- Data gaps: No combo play records or parsed boards (combo floor/ceiling inferred) No tournament or matchup win-rate data No dated metagame sample for Format Fit (Meta Power provisional)
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