Artmage Deck #766677 — Yu-Gi-Oh! TCG

59 Main, 15 Extra, incl. Medius the Pure x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia x3. Created Oct 18, 2026 by YGO Mod.

Deck Artmage TCG

Created by: YGO Mod (20517634)

Created On: 10/18/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 20, 2026
30± 10/ 100
Power Score
Structural 54
Reliability 40
Going First 52
Going Second 50

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 54.5
Going First 52
Going Second 50
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Combo
  • Secondary strategies: Toolbox, Stun
  • Format: tcg

Legality

Main 59 / Extra 15 / Side 0 — status: Illegal. 6 violation(s).

Identity & game plan

  • Win condition: Artmage Fusion/Link board: Artmage Non-Finito, Artmage Diactorus, Mediclius and Vidolium (5000 ATK) once Medius and the Artmage engine are live; Mulcharmy draw-engine attrition, backed by Garura and Gallant Bandit as card-advantage and pressure threats
  • Turn 1 (going first): Artmage Vandalism or Varnish to fetch Medius the Pure, Normal Summon Medius, then Artmage Academic Acropolis and Artmage Finmel/Litera to extend into Fusion Summons
  • Turn 2 (going second): Use hand traps (Ash Blossom, Droll, Kuriboh, Ghost Ogre, Nibiru) to interrupt the opponent's board, then rebuild through Medius and the Power Patron link chain
  • Recovery: Mulcharmy draws, Artmage Litera/Finmel GY recursion and Theorealize Past Lull to recover Medius or a Fusion/Synchro from the GY
  • After siding: None: the deck has no Side Deck, so there is no post-side plan (D12 scored accordingly)

Why it scores here

The score is the system's structural read on consistency, interaction and conversion, not a sum or average of its cards. Medius the Pure, Artmage Vandalism/Varnish and Acropolis give a plausible opening route (Inferred). The deck runs 9 hand traps and about 17 negation-text cards, which lifts interaction and going-second strength. Combo conversion and median output are weak because no boards were recorded, so those dimensions are text-based inference only. Only 20% of the main deck is exact-name Artmage, and the Power Patron, Mulcharmy, Ars Magna and Greed cards pull in different directions, which costs engine coherence. The deck is Illegal (four Forbidden cards plus two over-limit Semi-/Limited cards) and has no Side Deck, so it is capped at 30 and labelled structural/theoretical only. Popularity was not credited and no meta share was supplied.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(>=1 Medius-class starter in 5 cards) ≈ 0.24 per 3-copy card; archetype core open in hand ≈ 0.94; 20% exact-name purity (Inferred)
D2 Opening-Hand Quality & Brick Management 50 21 singletons and 9 hand-traps in 59 cards; archetype-core proxy brick ≈ 0.065 (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards; conversion inferred from text as Medius → Artmage Fusion and Power Patron link chains (Inferred)
D4 Combo Floor & Median Output 42 No recorded boards, so median output cannot be measured; floor set low on text-only reasoning (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Redundant interaction across Ash, Droll, Kuriboh, Ghost Ogre, Nibiru and Solemns plus a recursion route (Inferred)
D6 Resource Economy, Recovery & Grind 60 22 searcher-text cards and Mulcharmy draw engine give recovery; no resource data (Inferred)
D7 End-Board & Interaction Quality 65 Solemn Judgment and Solemn Warning plus 17 negation-text cards and 29 removal-text cards (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 62 Hand traps and Droll give going-second disruption; no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 55 Vidolium 5000 ATK, Artmage Diactorus 2800 and Gallant Bandit 2500 give closers; Nerva and Junora (core, 100% usage) are absent (Verified cards, Inferred)
D10 Main Deck Efficiency & Flexibility 52 59 main with 36 distinct, 21 singletons; mixes three to four engines so slot efficiency is moderate (Inferred)
D11 Extra Deck Efficiency & Coverage 50 15 Extra slots: 7 Fusion, 6 Link, 1 Synchro, 1 Xyz; the Xyz and one Link are Forbidden (Verified)
D12 Side Deck Adaptability 10 No Side Deck at all, so there is no post-side plan (Verified: side_count 0)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated meta sample, so this is Provisional and set to neutral (Provisional)
D14 Pilotability & Error Tolerance 35 Multi-engine decision tree with many Fusion/Link steps and no pilot-error data (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 54.5, Going First ≈ 52, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Banlist exposure (-8); Engine conflicts / low purity (-4). Final formula: Illegal deck: theoretical/structural only. Unclamped formula 0.80*54.5 + 0.20*40 = 51.6, plus modifiers (-12) = 39.6; capped at 30 per the illegal-deck rule. Meta Power is null (Provisional).

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.24 · 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

  • Dense interaction: 9 hand traps, Solemns, Ash and Droll give layered disruption
  • Artmage/Medius line plus Acropolis gives multiple draw-and-search routes
  • Strong closers available (Vidolium, Diactorus, Gallant Bandit)

Weaknesses

  • Illegal: four Forbidden cards plus over-limit Ash and Droll
  • No Side Deck, so no adaptation
  • Low exact-name purity; engines compete for the same hand

Critical choke points

  • Medius the Pure is the central starter; it is mostly reached through Artmage Vandalism/Varnish, so losing those cards cuts the route
  • The Forbidden Extra-Deck cards (Varudras, Charmer Quartet) cannot legally be played, leaving Extra slots that the core needs
Priority Remove Add Reason
1 Called by the Grave, Triple Tactics Talent, Charmer Quartet in Bloom, Varudras the Final Bringer Legal copies from the Artmage/Power Patron pool or a Limited-safe interaction card Restores legality; these four cards are Forbidden in this format
2 1 Ash Blossom & Joyous Spring and 1 Droll & Lock Bird Cards with legal copies available (to fill slots freed from Ash and Droll) Brings Ash to 2 copies and Droll to 1 copy, the legal limits
3 Off-archetype tech cards Core Artmage/Power Patron cards (for example, a third Medius or a second Artmage Finmel if legal) Raises exact-name purity and engine coherence

Evidence & confidence

  • Verified: Legality violations and banlist statuses from the evidence pack; Card text for Medius, Artmage Vandalism/Varnish, Solemn cards and hand traps; Deck composition: 59 main, 15 extra, 0 side; 36 distinct main
  • Observed: Usage: 15 of 25 archetype-core cards present (60%)
  • Inferred: Opening-hand starter and brick estimates (hypergeometric); Interaction quality and going-second strength from text; Recovery and resource economy from searcher and recursion text
  • Provisional: Meta Power (null) and matchup fit (D13) lack a dated metagame sample
  • 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/second, matchup, starter/brick rates) Meta Power is Provisional unless a dated metagame sample is supplied No Side Deck: post-side plan cannot be evaluated

More TCG Info

Artmage

Artmage Breakdown

 
 

 

 

 

 

 

 
 

 

 
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