Dark Magician Deck #765214 — Yu-Gi-Oh! TCG

59 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Mulcharmy Purulia x3, Ash Blossom & Joyous Spring 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 52
Reliability 45
Going First 45
Going Second 62

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 52
Going First 45
Going Second 62
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Control
  • Format: tcg

Legality

Main 59 / Extra 15 / Side 0 — status: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Board pressure from Yummy and Mitsurugi monsters plus Ritual/Link follow-up, closed by Dark Magician-family ritual and fusion bodies (Inferred from card text); Dark Magician of Destruction and Red-Eyes Dark Dragoon as Extra Deck closers (Inferred)
  • Turn 1 (going first): Open on Dark Magical Curtain or a Mulcharmy/Yummy searcher line into a Link-1 or Level 2 Synchro setup (Inferred; no recorded boards)
  • Turn 2 (going second): Hold hand traps (Ash Blossom, Droll & Lock Bird, Ghost Ogre, Effect Veiler, Infinite Impermanence) to disrupt the opponent's first summon chain, then rebuild through Mitsurugi searchers (Inferred)
  • Recovery: Mulcharmy draw effects and Dark Magical Curtain recursion of Dark Magician-family cards from the GY (Inferred from text)
  • After siding: Not evaluable: side_count is 0, so there is no post-side plan (Provisional)

Why it scores here

The deck's core engine is reasonably accessible: the archetype core group has about an 85% chance of at least one copy in a 5-card opening hand, and searchers are dense (19 searcher-text cards). Its main strength is interaction on the system, with about 15 hand traps and negation text giving strong going-second disruption (about 84% for a hand trap in a 6-card hand). Combo conversion and median output cannot be verified because no boards are recorded, so those scores are text-based and Inferred. Popularity did not earn points: the Dark Magician archetype is present, but exact-name purity is only 2.7% and the deck spreads across six sub-archetypes, which weakens engine coherence. The deck is Illegal as built (four cards over their copy limits, including Mitsurugi Prayers at 3 of 1), so its score is capped and labelled theoretical and structural-only. Card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one archetype-core card in 5-card hand) ~0.85 across 18 copies; the engine is split across six sub-archetypes (Inferred)
D2 Opening-Hand Quality & Brick Management 45 About 15 hand traps and 14 cards with conflicting summon conditions raise brick and dead-card risk; the 3-copy and 2-copy cards add redundancy but also dead draws (Inferred)
D3 Combo Conversion & Ceiling 50 No parseable combos, so ceiling is inferred from card text only: Ame no Murakumo and the Extra Deck closers suggest high ceiling (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so median output cannot be measured; floor is weakened by low exact-name purity (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Multiple hand traps, Mulcharmy draws and Curtain recursion give some route redundancy after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 50 Recursion through Curtain, Mulcharmy draw and searchers offsets spend, but several resources are single-use (Inferred)
D7 End-Board & Interaction Quality 70 Negation text and removal on about 15 and 17 cards give broad interaction layering (Inferred semantic read of description excerpts)
D8 Going-Second & Board-Breaking Power 65 Going-second hand-trap density and removal text suit challenging an established board (Inferred)
D9 Offensive Pressure & Closing Power 55 Ame no Murakumo (3200 ATK) and Extra Deck Link and Fusion closers give some pressure; no end-board data exists (Inferred)
D10 Main Deck Efficiency & Flexibility 48 59 main-deck cards, 27 singletons, 40 distinct cards across 6 sub-archetypes; the list is loose rather than compact (Inferred)
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck slots with 10 Link monsters, 3 Synchro and 2 Fusion; Extra Deck flexibility is good but spread thin (Inferred)
D12 Side Deck Adaptability 20 No side deck (side_count 0), so no post-side adaptability can be credited (Provisional)
D13 Matchup Coverage & Format Fit 50 No dated metagame sample; archetype meta-share absent (Provisional)
D14 Pilotability & Error Tolerance 35 Many interacting effects, multiple sub-archetype engines and Limited-card restrictions make play error-prone (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 52, Going First ≈ 45, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist and copy-limit exposure (-8); no side deck and no post-side plan (-4). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 50.6, then context modifiers (-12) = 38.6; Illegal deck capped at 35 and labelled theoretical/structural-only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.85 · key two-card combo ≈ — · full-brick estimate ≈ 0.15 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense searcher and hand-trap package gives interaction on both turns
  • Archetype core is reliably accessible in a 5-card opening hand
  • Extra Deck covers Link, Synchro and Fusion routes

Weaknesses

  • Illegal as built: four cards exceed copy limits
  • Engine split across six sub-archetypes (2.7% exact-name purity)
  • No side deck, so no best-of-3 adaptation
  • Heavy reliance on Limited and Semi-Limited staples

Critical choke points

  • Mitsurugi Prayers at 3 copies against a limit of 1
  • Dependence on Dark Magician-family cards for the closing plan
Priority Remove Add Reason
1 2 copies of Mitsurugi Prayers, 1 copy of Ash Blossom & Joyous Spring, 1 copy of Marshmao☆Yummy, 1 copy of Pre-Preparation of Rites 5 cards from the unlimited pool (for example, a second searcher or a non-restricted hand trap) Restores legality; the copy-limit violations are the only reason the deck is capped
2 One sub-archetype's off-theme staples (Sky Striker or PSY-Frame pieces) Additional core Dark Magician or Yummy cards Raises exact-name purity and engine coherence
3 A side deck of 15 cards Enables a post-side plan and lifts D12 from a provisional 20

Evidence & confidence

  • Verified: Copy-limit violations and banlist statuses from legality; Hand-trap and searcher counts from card text; Archetype core group probability (0.85) from hypergeometric draw
  • Inferred: Consistency and brick estimates; Going-first and going-second plans; Interaction quality from text
  • Provisional: Meta Power (null); Matchup fit (D13); Side-deck adaptability (D12)
  • Data gaps: No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot record are absent No win-rate telemetry, so going-first and going-second splits are Inferred No side deck, so no post-side evaluation is possible Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Dark Magician

Dark Magician Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top