Dark Magician Deck #765593 — Yu-Gi-Oh! TCG

60 Main, 15 Extra, incl. Black Chaos x3, Dark Magician Girl the Magician's Apprentice x3, Griffoh x3. Created Oct 14, 2026 by YGO Mod.

Deck Dark Magician TCG

Created by: YGO Mod (20517634)

Created On: 10/14/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 17, 2026
37± 10/ 100
Power Score
Structural 51
Reliability 42
Going First 50
Going Second 48

Deck — Deck Power Evaluation

Final Contextual Deck Power: 37/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 51
Going First 50
Going Second 48
Meta Power provisional
Tournament Reliability 42
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Control
  • Format: tcg

Legality

Main 60 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Dark Magician / Dark Magician of Destruction and Light and Darkness Ritual boss monsters (Black Chaos, Magician of Dark Chaos - Black Chaos, Black Luster Soldier, Black Skull Dragon) backed by Extra Deck link and fusion pressure; Red-Eyes Dark Dragoon and Albion the Branded Dragon fusion pressure once the board is established
  • Turn 1 (going first): Open a Dark Magician / Light and Darkness Ritual starter (Magicians' Souls, Dark Magical Circle, Mind Shuffle, Magician's Rod, Skull Archfiend) and convert it into a ritual or fusion boss while holding Ash Blossom and Droll as interaction; the proxy-brick rate is about 18% (Inferred)
  • Turn 2 (going second): Use the six-card hand's hand traps (Ash Blossom, Ghost Belle, Ghost Ogre, Droll, Nibiru) to answer the opponent's first board, then re-stabilise with Dark Magical Curtain or Mulcharmy; no recorded going-second boards exist (Inferred)
  • Recovery: Recover through searchers (Dark Magical Circle, Shining Sarcophagus, Light and Darkness Ritual, Magicians' Souls recursion) and Mulcharmy draw; recovery depends on the 19 searcher-text cards (Inferred)
  • After siding: Not evaluable: the deck runs no Side Deck (side_count 0), so there is no post-side plan.

Why it scores here

The deck is scored as a connected system, not an average of its card scores. Its Dark Magician core (17 archetype-core copies, about 82% chance of at least one in an opening hand of five) gives a reasonable chance of a live starter, and its ceiling comes from Black Chaos, Magician of Dark Chaos, Dark Magician of Destruction and the Extra Deck fusion/link bosses. Interaction is the strongest component: 12 hand traps, 9 negation-text cards and 21 removal-text cards give dense answers, though these are read from card text and labelled Inferred. The deck loses points on coherence: only 13% of main cards are exact-name Dark Magician cards, and the list mixes Light and Darkness Ritual, Prophecy, Branded, Chaos, Red-Eyes and Endymion engines, which weakens consistency and floor. Popularity was not credited (archetype usage stats only confirm the core is real), and the score is capped low because the list is illegal: three Ash Blossom and three Secret Village copies exceed their limits, so this is a theoretical, structural-only read.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(at least one archetype-core card in opening hand of 5) ~0.82 across 17 copies; starters are split across several sub-engines (Inferred)
D2 Opening-Hand Quality & Brick Management 45 Roughly 18% proxy brick rate on going-first hands; 12 hand traps and 19 searchers dilute the starter density (Inferred)
D3 Combo Conversion & Ceiling 60 Ceiling from Black Chaos, Magician of Dark Chaos - Black Chaos and Dark Magician of Destruction boss lines; no recorded boards to confirm (Inferred)
D4 Combo Floor & Median Output 40 No parseable recorded boards (combos_evidence total 0), so the median is an unmeasured text-only estimate (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Redundant hand traps (Ash, Droll, Ghost Ogre, Ghost Belle) and multiple searchers give several independent lines after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 52 Recursion through Magicians' Souls, Soul Servant and Mulcharmy plus draw effects; no resource signature recorded (Inferred)
D7 End-Board & Interaction Quality 68 9 negation-text and 21 removal-text cards with 12 hand traps give broad layered interaction (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 55 Harpie's Feather Duster, Called by the Grave and Dark Magician of Destruction give some going-second board breaking; no going-second split recorded (Inferred)
D9 Offensive Pressure & Closing Power 60 Black Chaos (3000 ATK), Black Skull Dragon (3200 ATK) and Black Luster Soldier (3000 ATK) provide closing power (Verified stat, Inferred use)
D10 Main Deck Efficiency & Flexibility 38 60 main cards with 34 distinct names and only 13% exact-archetype purity lower compactness (Verified composition)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck cards (5 fusion, 9 link, 1 synchro) with 13 distinct names offer flexible summon routes (Verified composition)
D12 Side Deck Adaptability 10 Side deck is empty (side_count 0), so no adaptability can be credited (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated meta sample; archetype share is unavailable (Provisional)
D14 Pilotability & Error Tolerance 40 Multiple sub-engines and about four decision points per turn make the deck demanding for the intended player (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 51, Going First ≈ 50, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 42. Modifiers: banlist_exposure (-6); engine_conflicts (-4); no_combo_evidence (-2). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*51 + 0.20*42 - 12 = 39.2, then capped to 37 for an illegal list (theoretical/structural-only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.82 · key two-card combo ≈ — · full-brick estimate ≈ 0.18 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense interaction: 12 hand traps plus negation and removal text cards
  • Multiple boss routes (Black Chaos, Dark Magician of Destruction, Black Luster Soldier, Black Skull Dragon) with 3000+ ATK
  • Flexible Extra Deck with fusion and link access (15 cards)

Weaknesses

  • Illegal list: copy-limit violations on Ash Blossom and Secret Village, and Limited cards run
  • Low archetype purity (13.3% exact-name) across several sub-engines
  • No side deck, so no post-side adaptation
  • No recorded combos or win data to confirm consistency

Critical choke points

  • Light and Darkness Ritual and Dark Magician starters must both be drawn for the strongest lines
  • Ritual boss summons depend on a small number of Ritual Spells (Light and Darkness Ritual x2)
  • Secret Village (over limit) and Called by the Grave are single-copy answers that cannot be replaced by the list as built
Priority Remove Add Reason
1 One copy of Secret Village of the Spellcasters (3 to 1) and one copy of Ash Blossom & Joyous Spring (3 to 2) Legal filler from the Dark Magician or Light and Darkness Ritual core (for example a second Magician's Rod or Magicians' Souls) Restores legality; without this change the list cannot receive a normal score
2 Off-engine pieces from the deepest sub-engine (Charmer, Endymion, Cyber or Code Talker cards) Additional archetype-core Dark Magician or Light and Darkness Ritual cards Raises engine coherence and reduces brick risk
3 None A side deck of 5 to 15 cards for post-side plans Adds D12 adaptability, which is currently absent

Evidence & confidence

  • Verified: Illegal status: Ash Blossom 3 copies vs limit 2; Secret Village 3 copies vs limit 1; Main 60 and Extra 15 counts within TCG size rules; side 0; Archetype core inclusion and Extra Deck breakdown from the export; Exact-name purity 13.3%
  • Inferred: Opening-hand starter and brick probabilities from the hypergeometric table; Interaction density from card text (hand traps, negation, removal); Ceiling and floor from text only, since no combo boards exist; Going-first and going-second estimates
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (no tournament link)
  • Data gaps: no combos supplied; 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, going-second and matchup signals are Inferred or Unknown no guides attached for the archetype Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Dark Magician

Dark Magician Breakdown

 
 

 

 

 

 

 

 
 

 

 
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