Dark Magician Deck #759472 — Yu-Gi-Oh! TCG

58 Main, 16 Extra, incl. Black Chaos x3, Diabellstar the Black Witch x3, Griffoh x3. Created Oct 2, 2026 by YGO Mod.

Deck Dark Magician TCG

Created by: YGO Mod (20517634)

Created On: 10/02/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 27, 2026
25± 8/ 100
Power Score
Structural 53
Reliability 46
Going First 55
Going Second 52

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 53
Going First 55
Going Second 52
Meta Power provisional
Tournament Reliability 46
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: tcg

Legality

Main 58 / Extra 16 / Side 0 — status: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Ritual and Link board presence led by Light and Darkness Ritual monsters (Black Chaos, Black Luster Soldier, Magician of Dark Chaos) and Dark Magician-named attackers, if the list were legal; Azamina and Sinful Spoils Fusion lines (Azamina Mu Rcielago), gated by the forbidden Azamina Ilia Silvia
  • Turn 1 (going first): Open Light and Darkness Ritual or a Diabellstar/Mulcharmy starter, use searchers (Mind Shuffle, Skull Archfiend, Magicians' Souls-style draws) to find the ritual monster, and keep Ash Blossom up for the first interruption
  • Turn 2 (going second): Use Ash Blossom, Droll & Lock Bird, Kuriboh and Ghost Ogre to stop the opponent's first starter, then rebuild through Mulcharmy draws and Pot of Sloth
  • Recovery: Recover through Light and Darkness Ritual's GY recursion, Skull Archfiend of Chaos from the GY, and Mulcharmy draw effects; the recovery depends on Ritual monsters that are cumbersome to Tribute
  • After siding: No Side Deck is registered, so there is no post-side plan in this list; a legal 15-card side would be needed to adjust matchups

Why it scores here

This list is Illegal in TCG: it runs 58 Main and 16 Extra (one over the 15 cap), and it carries three over-limit copies of Ash Blossom, three of WANTED, two of Droll, plus seven Forbidden cards. Its structural read is therefore theoretical only. The system shows a reasonable opening-hand ability: the searcher group reaches at least one of 20 searcher-text cards in a 5-card opening hand about 89% of the time (Inferred), and the 17-copy archetype core has about 84% chance of at least one in hand (Inferred). Interaction is its strongest area, with six hand traps, eight negation texts and sixteen removal texts; that interaction is what would let it stop a first turn. Consistency and conversion are held back by three engines (Light and Darkness Ritual, Mulcharmy, Azamina/Sinful Spoils) that share only the Dark Magician name, with 70 off-archetype copies, and by a Side Deck of zero. There are no recorded boards, so the floor and median are estimates. Popularity was not credited, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 Searcher group P(≥1 in hand of 5) ≈ 0.89; core-group P(≥1) ≈ 0.84; three engines dilute the starter set (Inferred)
D2 Opening-Hand Quality & Brick Management 55 20 singleton slots and 24 level-0 spells/traps lower hand quality; P(hand trap in 6 going second) ≈ 0.50 (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards; ceiling read from text: Black Chaos and Magician of Dark Chaos ritual lines (Inferred)
D4 Combo Floor & Median Output 40 No combos supplied; median is text-only and low-confidence (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Ash, Kuriboh, Ghost Ogre and Griffoh give several independent responses, but legality is broken (Inferred)
D6 Resource Economy, Recovery & Grind 60 Searchers, Pot of Sloth, Mulcharmy draw effects and GY recursion give good grind (Inferred)
D7 End-Board & Interaction Quality 68 Eight negation texts, sixteen removal texts and six hand traps, largely on-deck interaction (Inferred semantic from text)
D8 Going-Second & Board-Breaking Power 55 Going-second value rests on hand traps and Droll; no going-second split available (Inferred)
D9 Offensive Pressure & Closing Power 62 Black Chaos, Black Luster Soldier and Dark Magician provide 2500–3000 ATK bodies; Ash and Droll protect the attack (Inferred)
D10 Main Deck Efficiency & Flexibility 45 Main 58 is within the 40–60 range but has 34 distinct cards and 70 off-archetype copies, so it is not compact (Inferred)
D11 Extra Deck Efficiency & Coverage 35 16 Extra cards (over the limit); 12 Link and 4 Fusion, with three Forbidden Extra cards (Verified)
D12 Side Deck Adaptability 15 No Side Deck registered; adaptability is structurally absent (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament or dated meta sample; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 35 Three engines and the Ritual summon procedure raise the number of decisions per turn (Inferred)

How the score was computed

Strategy profile: Midrange primary (Toolbox secondary, not blended into the numbers). Structural ≈ 53, Going First ≈ 55, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 46. Modifiers: banlist and copy-limit exposure (-8); engine conflicts (-4). Final formula: Illegal cap applied: unclamped 0.80*Structural(53) + 0.20*TournamentReliability(46) + modifiers(-12) = 40, then capped at 25 because the deck is Illegal (Meta Provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ — · 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 interaction: six hand traps, eight negation texts, sixteen removal texts
  • High searcher density (20 searcher-text cards), so the starter is usually reachable
  • Multiple attack bodies at 2500–3000 ATK across the ritual and archetype cards

Weaknesses

  • Illegal in TCG: Extra Deck over limit, copy overruns and seven Forbidden cards
  • No Side Deck, so no post-side adaptability
  • Engines conflict; only 4 of 74 Main-plus-Extra copies are exact Dark Magician names
  • No recorded combos, so conversion and floor are unmeasured

Critical choke points

  • Forbidden Azamina Ilia Silvia and Red-Eyes Dark Dragoon anchor the Azamina and Red-Eyes lines
  • Light and Darkness Ritual is the single ritual-spell route to the main attackers
  • Three copies of Ash Blossom plus two Droll exceed the legal copy caps
Priority Remove Add Reason
1 Called by the Grave, Triple Tactics Talent, Magicians' Souls, Charmer Quartet in Bloom, Red-Eyes Dark Dragoon, Azamina Ilia Silvia, Cross-Sheep Legal substitutes from the same engine (for example Light and Darkness Ritual or Dark Magician generic cards) Clears the seven Forbidden copies that make the list illegal
2 One Extra Deck card (one of the Link monsters) None required Brings Extra Deck from 16 to the 15-card cap
3 One copy each of Ash Blossom and Droll & Lock Bird, plus one WANTED Legal copies or alternate hand traps Brings Semi-Limited and Limited cards within copy caps
4 None A Side Deck of up to 15 cards Gives the list a post-side plan

Evidence & confidence

  • Verified: Illegal status: Extra 16 over limit; 10 copy violations; 7 Forbidden cards run; Banlist status of Ash Blossom (Semi-Limited), WANTED (Limited), Droll (Limited); Side Deck count is 0
  • Inferred: Searcher and core hypergeometric probabilities; Hand-trap probability going second; Interaction and offense ratings from card text
  • Provisional: Meta Power (no dated sample); Matchup and format fit (no tournament data)
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only No tournament link; archetype meta-share and per-pilot match record absent No win-rate telemetry; going-first/second and matchup rates are unknown Meta Power is Provisional unless a dated metagame sample is supplied Deck title is null

More TCG Info

Dark Magician

Dark Magician Breakdown

 
 

 

 

 

 

 

 
 

 

 
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