Dark Magician Deck #765205 — Yu-Gi-Oh! TCG

60 Main, 15 Extra, incl. Black Chaos x3, Dark Magician Girl the Magician's Apprentice x3, Griffoh x3. Created Oct 13, 2026 by YGO Mod.

Deck Dark Magician TCG

Created by: YGO Mod (20517634)

Created On: 10/13/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 17, 2026
35± 10/ 100
Power Score
Structural 56
Reliability 45
Going First 58
Going Second 55

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 56
Going First 58
Going Second 55
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Combo
  • Format: tcg

Legality

Main 60 / Extra 15 / Side 0 — status: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Dark Magician / Black Chaos / Black Skull Dragon board pressure off a Dark Magician engine and Light and Darkness Ritual, with Dark Magician Girl and Magician's Rod as the opening engine (Inferred); Red-Eyes Dark Dragoon, Dark Magician of Destruction and Ecclesia (absent from the list; Extra Deck is link/fusion-heavy with 5 Fusion, 9 Link, 1 Synchro)
  • Turn 1 (going first): Open Dark Magician Girl or Magician's Rod, search a Dark Magician-named spell or trap with Dark Magical Curtain or Magicians' Souls, then extend into a Ritual or Link line (Inferred)
  • Turn 2 (going second): Hold Ash Blossom, Droll & Lock Bird, Ghost Belle and Ghost Ogre to break the opponent's first turn, then rebuild through Mulcharmy Fuwalos and Magicians' Souls (Inferred)
  • Recovery: Recycle through Soul Servant, Magicians' Souls and Mulcharmy Fuwalos to redraw and rebuild the engine after a hand-trap or board wipe (Inferred)
  • After siding: Not evaluable: the deck runs no Side Deck, so there is no post-side plan (Verified from composition)

Why it scores here

The deck is scored as a system: its Dark Magician core (17 copies, P(at least one in a 5-card opening hand) about 0.82) gives a reasonable chance of a live starter, and the 12 hand traps and 9 negation-text cards give it several ways to continue through disruption. Output is undocumented: no combo boards were supplied, so the ceiling and median reads come from card text and are Inferred, not measured. The deck has no Side Deck, which holds its post-side score to 15, and about 45 points of pilotability come from a multi-engine, hand-trap-heavy build that is hard to execute. Popularity of the archetype did not earn points, and card scores were not averaged. Because the list is Illegal (Ash Blossom at 3 copies against a limit of 2, Secret Village at 3 against a limit of 1), the pre-cap structural score of about 54 is capped to 35 as a theoretical-only read.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(at least one starter in 5 cards) about 0.82 for the 17-copy archetype core; two-card bootstrap via Dark Magician Girl, Magician's Rod and Dark Magical Curtain (Inferred)
D2 Opening-Hand Quality & Brick Management 55 12 hand traps and 19 searcher-text cards give many functional hands, but Dark Magician-specific hands and 0-level bricks remain common (Inferred)
D3 Combo Conversion & Ceiling 55 No recorded boards; Black Chaos and Light and Darkness Ritual suggest a strong ceiling from text only (Inferred)
D4 Combo Floor & Median Output 50 No recorded boards; median output is unmeasured and is held near neutral (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Several independent hand-trap and search lines (Ash Blossom, Droll & Lock Bird, Ghost Belle, Ghost Ogre, Nibiru) give redundancy after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Mulcharmy Fuwalos, Magicians' Souls and Soul Servant provide draw and recursion; no resource telemetry exists (Inferred)
D7 End-Board & Interaction Quality 60 Ash Blossom, Ghost Belle, Harpie's Feather Duster, Called by the Grave and Spell Shattering Sword give layered interaction; no measured density (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 55 Droll & Lock Bird, Called by the Grave and Ash Blossom slow a going-second opponent, but no going-second split is available (Inferred)
D9 Offensive Pressure & Closing Power 60 Black Chaos (3000 ATK), Black Skull Dragon (3200) and Dark Magician (2500) give a real finishing board; no end-board or win-rate data (Verified stat, Inferred closing)
D10 Main Deck Efficiency & Flexibility 58 60 main-deck cards with 34 distinct names and 17 singletons; the deck is broad, with 14 tech-tagged cards diluting the engine (Verified composition)
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck slots: 5 Fusion, 9 Link and 1 Synchro, with several link engines mandatory and mixed sub-archetypes (Verified composition, Inferred access)
D12 Side Deck Adaptability 15 No Side Deck is present, so post-side adaptability is effectively absent (Verified composition)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; archetype usage is only a context signal (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-engine, hand-trap-heavy play with Ritual and Link sequencing needs many decision points (Inferred)

How the score was computed

Strategy profile: Midrange 100 (secondary Toolbox noted, not blended). Structural ≈ 56, Going First ≈ 58, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Banlist exposure (-6); No side deck (-4). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 53.8, then modifiers (-10) gives 44; capped to 35 because the list is Illegal (theoretical-only read)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.82 · 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

  • Dark Magician engine with broad searcher text (19 searcher-tagged cards)
  • Dense hand-trap package (12 hand traps) gives several answers to going-second disruption
  • Real finishers in Black Chaos and Black Skull Dragon

Weaknesses

  • Illegal copy counts on Ash Blossom and Secret Village
  • No Side Deck
  • Low archetype purity (13.3%) across Light and Darkness Ritual, Dark Magician, generic and other sub-archetypes

Critical choke points

  • Dark Magician Girl / Magician's Rod opening engine: a dead opening hand without a starter is common
  • Light and Darkness Ritual requires Ritual material that the list may not reliably assemble
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring and 2 copies of Secret Village of the Spellcasters Legal-copy replacements that fill the same hand-trap or field-control role Restores legality so the deck can receive a normal score
2 Lowest-impact tech card One Side Deck slot (up to 15 cards) covering the top matchups Gives the deck a post-side plan, which is currently absent

Evidence & confidence

  • Verified: Legality: Ash Blossom at 3 copies exceeds the Semi-Limited limit of 2; Secret Village at 3 exceeds the Limited limit of 1; Main 60, Extra 15, Side 0 counts and the composition breakdown; Card text for hand traps, searchers and removal
  • Observed: Archetype usage: Dark Magician core cards appear in 50% or more of archetype lists (CardUsageStat)
  • Inferred: Starter consistency (0.8237 for the core group) and brick risk; Going-first and going-second plans from card text; Combo ceiling and median, from text only
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (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 are absent No win-rate telemetry (going-first, going-second, matchup, brick or starter rates) Meta Power is Provisional unless a dated metagame sample is supplied No guides attached for the archetype

More TCG Info

Dark Magician

Dark Magician Breakdown

 
 

 

 

 

 

 

 
 

 

 
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