Familiar-Possessed Deck #754791 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Fairy Tail - Luna x3, Fairy Tail - Matchgiru x3, The Winged Dragon of Ra - Sphere Mode x3. Created Sep 26, 2026 by YGO Mod.

Deck Familiar-Possessed OCG

Created by: YGO Mod (20517634)

Created On: 09/26/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 21, 2026
25± 8/ 100
Power Score
Structural 47
Reliability 36
Going First 45
Going Second 45

Deck — Deck Power Evaluation

Final Contextual Deck Power: 25/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 47
Going First 45
Going Second 45
Meta Power provisional
Tournament Reliability 36
  • Primary strategy: Midrange
  • Secondary strategies: Control, Tempo
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Fusion and Link summons from the Charmer / Familiar-Possessed / Fairy Tail engine, with Possessed Destiny and Fusion/Extra Deck control effects converting boards into a lead; Fairy Tail Fusion/Xyz pressure (Teller of Fairy Tails, Weaver of Fairy Tails, Fairy Tail - Wiccat) once the 1850-ATK Spellcaster line is established
  • Turn 1 (going first): Search a 1850-ATK Spellcaster or Charmer starter, summon it, and use hand-trap and Fusion/Link lines to build a board, with Ash Blossom or Maxx C held up as protection
  • Turn 2 (going second): Hold Ash Blossom, Droll & Lock Bird, Infinite Impermanence, Ghost Belle, and Ghost Ogre to answer the opponent's first summon, then convert into Fusion/Link summons
  • Recovery: Recover through Spellbook of the Grand Circle and Fairy Tail Ball searches, Possessed Destiny from the GY, and Extra Deck Fusions that reuse Charmer or Fairy Tail monsters
  • After siding: Not evaluable: the deck has no Side Deck (0 cards), so no post-side plan exists

Why it scores here

This list is illegal in OCG: Triple Tactics Talent and Charmer Quartet in Bloom are Forbidden and both are run, so the deck receives only a structural, theoretical read with a low cap. Its strongest structural feature is interaction density: 12 hand traps and several Limited or Semi-Limited answers (Ash Blossom x2, Droll & Lock Bird, Maxx C, Crossout Designator) give it real disruption. Its consistency is weak, though. The core archetype (Charmer) is only 3 copies, the Main Deck is spread across roughly 17 sub-archetype names with 69 of 70 archetype-tagged copies off the exact name, and the probability of opening the core is about 25% on the play. The combo floor and median are unknown because no boards were supplied, so output is text-inferred only. Popularity did not earn points: the usage stat shows the list is a real build, not a strong one. The score was not built from averaging individual card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(>=1 core Charmer card in 5-card opener) = 0.25; P(>=1 of 12 searchers in 5-card opener) = 0.72; core is only 3 copies (Inferred)
D2 Opening-Hand Quality & Brick Management 45 36 distinct Main cards, 22 singletons, 29 generic-archetype cards; hands mix engine pieces with hand traps and dead Fairy Tail or Possessed cards (Inferred)
D3 Combo Conversion & Ceiling 55 Fusion/Link lines from Teller, Weaver, Charmers of the Grand Circle and Possessed Destiny - Wynn are text-supported but no recorded boards (Inferred)
D4 Combo Floor & Median Output 40 combos_evidence has 0 parseable boards, so floor and median are unknown and set conservatively (Inferred)
D5 Interruption Resilience & Route Redundancy 55 12 hand traps and two Ash Blossom copies give disruption redundancy, but the engine is spread over several sub-archetypes (Inferred)
D6 Resource Economy, Recovery & Grind 50 Spellbook, Fairy Tail Ball and Possessed Destiny recursion exist; no resource signature data (Inferred)
D7 End-Board & Interaction Quality 60 Ash Blossom x2, Infinite Impermanence, Ghost Belle, Ghost Ogre, Maxx C, Droll, Crossout Designator and Ultimate Sky provide layered interaction (Inferred from card text)
D8 Going-Second & Board-Breaking Power 50 Raigeki, Harpie's Feather Duster and Illusion Gate are board breakers; no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 45 Closing power depends on 1850 to 2800 ATK Fusion/Link monsters and Possessed Destiny control swaps; no end-board data (Inferred)
D10 Main Deck Efficiency & Flexibility 35 55 Main cards with 23 Spells, 36 distinct names and 1.4% exact-archetype purity point to an unfocused build (Verified counts)
D11 Extra Deck Efficiency & Coverage 45 15 Extra slots with 10 Fusion, 4 Link and 1 Xyz; Charmer Quartet in Bloom is Forbidden and makes the Extra Deck illegal (Verified)
D12 Side Deck Adaptability 10 No Side Deck (0 cards), so no post-side adaptability exists (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated metagame sample, so matchup fit is unknown (Provisional)
D14 Pilotability & Error Tolerance 35 Multi-step Fusion chains and a 3-type engine (Charmer, Fairy Tail, Possessed) raise decision load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 47, Going First ≈ 45, Going Second ≈ 45, Meta = provisional, Tournament Reliability ≈ 36. Modifiers: banlist_exposure (-10); illegal_cap (-20); no_side_deck (0). Final formula: Structural (Midrange profile, 47) and TournamentReliability (36) blended as 0.80*Structural + 0.20*TournamentReliability = 45, minus 10 for banlist exposure, then capped at 25 because the list is Illegal (theoretical/structural-only); Meta Power provisional

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense hand-trap suite (12 hand traps including two Ash Blossom copies) gives strong interruption on going second
  • Layered interaction on board: Droll, Ghost Ogre, Maxx C, Infinite Impermanence and Crossout Designator
  • Multiple searchers (12) give some access to Fusion/Link starters
  • Fusion and Link Extra Deck coverage (10 Fusion, 4 Link, 1 Xyz) gives end-board flexibility

Weaknesses

  • Illegal in OCG: two Forbidden cards are run
  • Low core consistency: 3 copies of the central archetype, about 25% to open on the play
  • Main Deck spread across about 17 sub-archetype names; purity 1.4% exact-name
  • No Side Deck, so no post-side plan and no answer to matchup-specific threats
  • Fragile multi-step Fusion routes depend on specific Spellcaster or LIGHT monsters

Critical choke points

  • Access to a 1850-ATK Spellcaster starter, which gates the Fairy Tail and Charmer Fusion lines
  • Charmer Quartet in Bloom (Forbidden) and Triple Tactics Talent (Forbidden) are unplayable in-format
Priority Remove Add Reason
1 Charmer Quartet in Bloom (Forbidden, 1 copy) A legal Extra Deck Link or Fusion that uses the same Charmer material Makes the list legal; the deck cannot be scored normally while it is in the Extra Deck
2 Triple Tactics Talent (Forbidden, 1 copy) A legal Normal Spell or Trap, such as a searcher or a second hand trap Makes the list legal; removes the only Forbidden Main Deck card
3 Off-archetype singleton filler (for example Hey, Space Trunade!, Metamorphosis, Illusion Gate) A Side Deck of 10 to 15 cards with graveyard hate, targeted interaction and a second line for the matchup Creates a post-side plan (D12) and reduces the 1.4% exact-name purity
4 A few singleton non-engine cards Second copies of the core Charmer or Familiar-Possessed cards Raises P(core live on the play) from about 25% and reduces brick risk

Evidence & confidence

  • Verified: Illegal status: Triple Tactics Talent and Charmer Quartet in Bloom are Forbidden and run; Main 55 and Extra 15 are within the OCG size rules; Side 0 is within range; Archetype purity 1.4%; 36 distinct Main cards; 12 hand traps; 10 Fusion, 4 Link, 1 Xyz in the Extra Deck; Usage stats: Ash Blossom and Droll are core cards in this archetype
  • Inferred: P(core starter in 5-card opener) about 25% (hypergeometric, 3 copies); Interaction density is high on going second (about 79% of 6-card hands contain a hand trap); Midrange primary strategy from composition and interaction counts, not from recorded boards
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (D13) and tournament reliability (no tournament link)
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record absent No win-rate telemetry: going-first/second, matchup, brick and starter rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied Deck title is null in the source export Side Deck is empty, so post-side performance cannot be evaluated

More OCG Info

Familiar-Possessed

Familiar-Possessed Breakdown

 
 

 

 

 

 

 

 
 

 

 
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