Dark Magician Deck #765649 — Yu-Gi-Oh! TCG

60 Main, 15 Extra, incl. Dark Magician, the Pharaoh's Servant x3, Diabellstar the Black Witch x3, Magician's Rod 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
ToolboxConfidence: LowEvaluated Oct 17, 2026
30± 10/ 100
Power Score
Structural 51
Reliability 45
Going First 55
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 51
Going First 55
Going Second 58
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Toolbox
  • Secondary strategies: Midrange
  • Format: tcg

Legality

Main 60 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Dark Magician / Dark Magician the Magician of Black Magic and Dark Magician of Destruction boards, plus Mitsurugi Ritual or Chaos Fusion lines; Link and Fusion beatsticks from the Extra Deck, such as Master of Chaos and Azamina Mu Rcielago
  • Turn 1 (going first): Open a Dark Magician starter (Magician's Rod, Diabellstar, Dark Magical Curtain, Magicians' Souls) and extend into Dark Magician / Mitsurugi pieces; no combos were supplied, so this is a text-only read (Inferred)
  • Turn 2 (going second): Hand traps (Ash Blossom, Effect Veiler, Droll & Lock Bird, Infinite Impermanence) interrupt the opponent's first line, then a Dark Magician follow-up (Inferred)
  • Recovery: Dark Magical Circle, Magician's Salvation, Eternal Soul and Soul Servant re-search and recycle Dark Magician pieces from the GY (Inferred)
  • After siding: Not assessable: the deck runs 0 side cards, so there is no post-side plan

Why it scores here

The deck reliably opens a Dark Magician starter: the archetype core has about 0.88 chance of at least one copy in a 5-card opening hand (Inferred hypergeometric estimate), and about 0.97 chance of at least one searcher-text card. Its 11 hand traps and 14 negation-text cards give it a credible going-second interaction layer. Conversion is the weak point. No combos were supplied, so the ceiling and median come from card text alone, and the 60-card main has only about 21% exact-archetype purity across roughly 18 sub-archetypes, which lowers brick resistance and median output. Popularity did not earn points: the archetype usage stats confirm the list is real but were not scored as power. Dimension scores reflect the system, not an average of card scores. The Illegal status caps the final score: three cards exceed their banlist copy limits, and the deck has no side deck.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(>=1 archetype-core card in 5-card hand) ≈ 0.88; searcher-text P ≈ 0.97; starter density high (Inferred)
D2 Opening-Hand Quality & Brick Management 45 Off-archetype spread (59 of 75 archetype-tagged copies off-name) and 11 hand traps raise dead-card risk; no brick estimate from play data (Inferred)
D3 Combo Conversion & Ceiling 60 No parseable boards; ceiling is text-only (Magician's Rod, Dark Magical Circle, Dark Magician of Destruction, Mitsurugi Ritual) (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards, so median output is unknown and must be lowered for mixed sub-archetype routing (Inferred)
D5 Interruption Resilience & Route Redundancy 55 14 negation-text and 11 hand-trap cards give several disruption answers; Mitsurugi recursion and Dark Magical Circle add route redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 50 Recursion via Magician's Salvation, Soul Servant and Mitsurugi search effects; Level 0 spells add cost but no measured resource data (Inferred)
D7 End-Board & Interaction Quality 60 16 removal-text and 14 negation-text cards with Ash Blossom, Droll & Lock Bird and Infinite Impermanence layered (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 55 Hand-trap density is strong against an established board, but no going-second split data exists (Inferred)
D9 Offensive Pressure & Closing Power 50 Dark Magician 2500 ATK monsters, Master of Chaos and Gandora-G provide closing power; no end-board stats (Inferred)
D10 Main Deck Efficiency & Flexibility 40 60 main cards across 32 distinct names with a 21% exact-archetype purity; several tech slots dilute consistency (Inferred)
D11 Extra Deck Efficiency & Coverage 55 15-card Extra Deck: 8 Link and 7 Fusion monsters with flexible Link access; 14 distinct names (Verified structure, Inferred use)
D12 Side Deck Adaptability 10 Zero side deck cards, so there is no adaptability (Verified)
D13 Matchup Coverage & Format Fit 50 Tournament context unavailable; archetype usage is context only and does not earn points (Provisional)
D14 Pilotability & Error Tolerance 35 Many decision points across Mitsurugi, Azamina and Chaos routes plus Extra Deck choices; high pilot demand (Inferred)

How the score was computed

Strategy profile: Toolbox primary, Midrange secondary (not blended numerically; Toolbox weights used). Structural ≈ 51, Going First ≈ 55, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Banlist exposure (-8); No side deck (-2); Illegal-deck cap (-10). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); uncapped 0.80*51 + 0.20*45 = 50, modifiers -10 gives 40, then capped to 30 because the deck is Illegal

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.23 · 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

  • Archetype-core access is high (about 0.88 for at least one core card in a 5-card hand; Inferred)
  • Dense interaction: 11 hand traps and 14 negation-text cards give going-second disruption
  • Extra Deck flexibility: 8 Links and 7 Fusions with multiple access routes

Weaknesses

  • Illegal list: three cards exceed their copy limits
  • Low archetype purity (21%) spreads the engine across roughly 18 sub-archetypes
  • No side deck, so there is no post-side adaptation
  • No combo or board data, so output cannot be verified beyond card text

Critical choke points

  • Dark Magician / Dark Magician Girl summon lines depend on a few single-copy or double-copy starters
  • Over-limit Ash Blossom, Mitsurugi Prayers and WANTED must be cut to legal counts before the deck can be played in-format
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring Any legal non-limited hand trap or Dark Magician staple Restores Semi-Limited legality (2 copies max)
2 2 Mitsurugi Prayers and 2 WANTED: Seeker of Sinful Spoils Legal Dark Magician or Magician staples Restores Limited legality (1 copy each) and reduces off-archetype spread
3 Off-archetype tech cards Side deck of 15 cards Gives a post-side plan (D12 currently 10)

Evidence & confidence

  • Verified: Deck is Illegal: 3 copies of Ash Blossom (limit 2), 3 of Mitsurugi Prayers (limit 1), 3 of WANTED (limit 1); Main 60, Extra 15, Side 0 are within TCG size rules; Zero side deck cards; Extra Deck: 8 Links, 7 Fusions
  • Observed: Archetype usage stats show Dark Magician core cards at high inclusion (usage context only)
  • Inferred: Opening-hand access estimates from hypergeometric probabilities; Engine, interaction and resilience reads from card text; Going-first and going-second power from card text and hand-trap density
  • Provisional: Meta Power (null) and matchup fit (D13), since no dated metagame sample or tournament link exists
  • Data gaps: No combos supplied: floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot match record absent No win-rate telemetry: going-first/second, matchup and brick rates are Inferred or 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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