Dragonmaid Deck #755329 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Chamber Dragonmaid x4, Kitchen Dragonmaid x3, Parlor Dragonmaid x3. Created Sep 26, 2026 by YGO Mod.

Deck Dragonmaid OCG

Created by: YGO Mod (20517634)

Created On: 09/26/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 22, 2026
38± 8/ 100
Power Score
Structural 53
Reliability 40
Going First 56
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 38/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 53
Going First 56
Going Second 58
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Fusion, Toolbox
  • 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 Summon Dragonmaid boss monsters (Sheou, House, Lady's, Tinkhec, Nudyarl, Ernus, Lorpar) and attack through a board kept clear by hand traps; Link and Fusion follow-up through Striker Dragon and Dragon fusion monsters, with Light and Darkness Dragonlord as a board-breaker finisher
  • Turn 1 (going first): Open Dragonmaid level 2 to 3 monsters and Chamber Dragonmaid, use their on-summon searches to add Dragonmaid Changeover or Hospitality, then Fusion Summon a boss from the Extra Deck
  • Turn 2 (going second): Use Ash Blossom, Maxx C, Droll and Lock Bird or Infinite Impermanence to stop the opponent's first play, then rebuild a Dragonmaid board and Fusion Summon a boss
  • Recovery: Battle-phase return effects (Chamber, Kitchen, Parlor, Nurse, Laundry) recycle Dragonmaid monsters from hand and GY to replay the Level 7 or higher searchers
  • After siding: Not evaluable: the deck has no Side Deck, so no post-side plan can be scored

Why it scores here

The deck reliably opens a Dragonmaid engine: the 17-copy archetype core has an estimated 86 percent chance of at least one starter in a 5-card opening hand (Inferred, hypergeometric). Its ten hand traps and Ash Blossom and Maxx C give it strong interruption coverage on the opponent's first play, which lifts the interaction and going-second scores. Conversion is unproven because no combos were recorded and the text-only read of its Fusion bosses gives a moderate ceiling, so the median output is scored lower than the cards' raw power. The score comes from consistency, interaction and bosses on the system, not from Dragonmaid being a popular archetype and not from averaging card scores. The deck is Illegal (4 Chamber Dragonmaid, 2 Striker Dragon), so the total is capped and labeled structural-only, and there is no Side Deck and no meta data to lift the score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one archetype core card in opening hand of 5) = 0.856 across 17 copies; starter density is high (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Many Dragonmaid monsters are redundant with on-summon searches, but 20 level-0 spells and traps and few conflicting starters add some dead draws (Inferred)
D3 Combo Conversion & Ceiling 45 No recorded boards exist, so the ceiling is a text-only read of Fusion boss effects and negates; moderate (Inferred)
D4 Combo Floor & Median Output 40 No combos evidence, so median output cannot be measured; scored conservatively from the same text read (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Battle-phase return effects and Dragonmaid recursion give several independent routes after one disruption; ten hand traps help (Inferred)
D6 Resource Economy, Recovery & Grind 50 Recursion through GY-to-hand effects (Changeover, Chamber, Nurse) regenerates resources; no measured economy (Inferred)
D7 End-Board & Interaction Quality 70 Ten hand traps and Ash Blossom, Maxx C, Solemn Judgment, Skill Drain, Red Reboot and Crossout Designator layer broad negation (Inferred from text)
D8 Going-Second & Board-Breaking Power 60 Hand traps and Droll and Lock Bird and Heavy Storm give going-second coverage, but no measured going-second split (Inferred)
D9 Offensive Pressure & Closing Power 65 Fusion bosses at 2600 to 3500 ATK with piercing and direct-attack text give closing power in principle (Inferred)
D10 Main Deck Efficiency & Flexibility 55 55 Main Deck cards in range; 37 singletons and 20 level-0 spells and traps; Chamber over-limit lowers the score (Verified struct, Inferred)
D11 Extra Deck Efficiency & Coverage 60 Extra Deck is full at 15 cards with 12 Fusion and 3 Link; Striker Dragon over-limit at 2 copies lowers it (Verified, Inferred)
D12 Side Deck Adaptability 10 No Side Deck was supplied, so post-side adaptability cannot be assessed beyond the absence of a side (Provisional)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample, so format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Fusion lines with several on-summon triggers and battle-phase choices are demanding to pilot (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 53, Going First ≈ 56, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: illegal_copy_limit (-8); banlist_exposure (-4). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional), then illegal-deck modifiers (-12 total)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.86 · key two-card combo ≈ — · full-brick estimate ≈ 0.14 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Archetype core is dense (17 copies), so a starter is likely in opening hands
  • Ten hand traps and several Limited negates give broad interaction
  • Multiple Fusion bosses at 2600 to 3500 ATK with recursion

Weaknesses

  • Illegal: Chamber Dragonmaid at 4 copies and Striker Dragon at 2 copies
  • Sub-archetype spread is wide (only 35.7 percent exact-name purity), so the engine is less coherent
  • No Side Deck, so no post-side adaptability

Critical choke points

  • A single Fusion boss in the Extra Deck is the closing route; losing it to a board breaker removes the finisher
  • Limited-copy cards (Maxx C, Heavy Storm, Solemn Judgment) limit repeatability
Priority Remove Add Reason
1 1 Chamber Dragonmaid none required; reduce to 3 copies Restores legality. Chamber is the over-limit copy and is the first thing to fix.
2 1 Striker Dragon none required; reduce to 1 copy Restores the Extra Deck copy limit.
3 1 Maxx C or Heavy Storm 1 Dragonmaid monster or on-theme Spell/Trap Reduces reliance on Limited-copy cards and improves repeatability (Inferred).

Evidence & confidence

  • Verified: Legality: 55 Main, 15 Extra, 0 Side; Chamber Dragonmaid 4 vs 3 and Striker Dragon 2 vs 1 over copy limit; Banlist status of Limited and Semi-Limited cards per the evidence pack; Dragonmaid core is 17 copies with exact-name purity 35.7 percent
  • Inferred: Hypergeometric starter access of about 0.86 for the archetype core; Interaction breadth from hand-trap and negate text; Going-second and closing estimates from card text
  • Provisional: Meta power and matchup fit: no dated meta or tournament data; Side deck adaptability: no Side Deck
  • 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 and going-second splits are Inferred Meta Power is Provisional unless a dated metagame sample is supplied no Side Deck in the export

More OCG Info

Dragonmaid

Dragonmaid Breakdown

 
 

 

 

 

 

 

 
 

 

 
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