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.
Created by: YGO Mod (20517634)
Created On: 10/14/2026
Main Deck (60)
- Black Chaos x3
- Black Skull Dragon, the Archfiend of Unity x1
- Celtic Mystic x1
- Dark Magician Girl the Magician's Apprentice x3
- Dark Magician, the Pharaoh's Servant x1
- Droll & Lock Bird x2
- Gandora-G the Dragon of Destruction x1
- Griffoh x3
- Lava Golem x2
- Magician's Rod x3
- Magicians' Souls x1
- Mulcharmy Fuwalos x3
- Nibiru, the Primal Being x3
- Skull Archfiend of Chaos x2
- Dark Magician x1
- Black Luster Soldier - Soldier of Light and Darkness x1
- Illusion of Chaos x2
- Magician of Dark Chaos - Black Chaos x1
- Ash Blossom & Joyous Spring x3
- Ghost Belle & Haunted Mansion x2
- Ghost Ogre & Snow Rabbit x2
- Called by the Grave x1
- Dark Magical Circle x1
- Dark Magical Curtain x3
- Harpie's Feather Duster x1
- Hey, Space Trunade! x1
- Light and Darkness Ritual x2
- Secret Village of the Spellcasters x3
- Shining Sarcophagus x1
- Soul Servant x1
- Spell Shattering Sword x1
- The Fallen & The Virtuous x2
- The Gaze of Timaeus x1
- Mind Shuffle x1
Extra Deck (15)
- Albion the Branded Dragon x1
- Dark Magician of Destruction x2
- Red-Eyes Dark Dragoon x2
- Accesscode Talker x1
- Charmer Quartet in Bloom x1
- Cross-Sheep x1
- Cyberse Contract Witch x1
- I:P Masquerena x1
- S:P Little Knight x1
- Selene, Queen of the Master Magicians x1
- W:P Fancy Ball x1
- Zenna's Deceiving Doll Maidens x1
- Ecclesia and the Dark Dragon x1
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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
Recommended changes
| 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
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