Ars Magna Deck #766775 — Yu-Gi-Oh! TCG

41 Main, 15 Extra, incl. Ars Magna the Finite and the Infinite x3, Griffoh x3, Kuriboh - Multiply! x3. Created Oct 18, 2026 by YGO Mod.

Deck Ars Magna TCG

Created by: YGO Mod (20517634)

Created On: 10/18/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
33± 10/ 100
Power Score
Structural 47
Reliability 30
Going First 45
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 33/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 47
Going First 45
Going Second 50
Meta Power provisional
Tournament Reliability 30
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: tcg

Legality

Main 41 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 7 violation(s).

Identity & game plan

  • Win condition: Light and Darkness Ritual boards (Black Chaos, Magician of Dark Chaos - Black Chaos, Black Luster Soldier) converting into 2800-3000 ATK beaters; Power Patron and Medius link-style pressure with Ars Magna and Mulcharmy card advantage
  • Turn 1 (going first): Open Mulcharmy and Griffoh-based draw and search lines, then Ritual Summon through Light and Darkness Ritual into Black Chaos or Black Luster Soldier
  • Turn 2 (going second): Hold Ash Blossom and Droll & Lock Bird for the opponent's first activation or add, then rebuild through Medius and Ritual searches
  • Recovery: Ritual Spells and monsters in the GY through Skull Archfiend of Chaos and Mind Shuffle, plus Theorealize Liberation and Medius the Pure special summons
  • After siding: Not available: the deck runs no Side Deck (side_count 0), so there is no post-side plan to evaluate

Why it scores here

The evaluation scores the deck as a system: the three Ritual Spell and Ritual monster lines, the Mulcharmy draw engine, and the Power Patron and Medius link package together. Consistency is moderate, since the 17-card archetype core has a 94% chance of at least one copy in a 5-card hand, but the cards pull in different directions, and Mulcharmy's 'if you control no cards' requirement conflicts with Power Patron board building and Ritual setups. Interaction is the strongest part of the list, with 5 hand traps and 6 negation-text cards, and the closers (Black Chaos and Black Luster Soldier at 3000 ATK, Chaos Angel at 3500) give real board pressure. The deck is Illegal as built: it runs 7 copy or ban violations, including 5 Forbidden cards, so it is capped at a theoretical, structural-only score of 33. Popularity and archetype usage stats were not credited, and card scores were not averaged into the deck result.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one of 3 copies of a 3-copy starter in a 5-card hand) = 0.33 and archetype-core P(>=1 in hand5) = 0.94; Ritual-chain bootstrap is uncertain (Inferred)
D2 Opening-Hand Quality & Brick Management 45 Mulcharmy empty-field conditions and a Ritual GY dependency create conflicting or dead hands; 5 hand traps help only when held (Inferred)
D3 Combo Conversion & Ceiling 40 Zero parseable boards; ceiling read from text of Black Chaos plus Magician of Dark Chaos and Ritual recursion, not recorded output (Inferred)
D4 Combo Floor & Median Output 35 No combo sample; median output is unmeasured and assumed well below ceiling given Mulcharmy and Ritual conflicts (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Redundant interruption answers (Ash x2 types, Droll, Kuriboh, Griffoh, Gallant Bandit) support recovery, but many lines need a Ritual monster to stay alive (Inferred)
D6 Resource Economy, Recovery & Grind 45 18 searcher-text cards and Mulcharmy draws give resource regeneration, offset by Ritual material spend and the extra-deck commitment (Inferred)
D7 End-Board & Interaction Quality 62 Negation and removal text on Ash, Droll, Kuriboh, Gallant Bandit, Spell Shattering Sword and Medius-based effects; interaction density unmeasured (Inferred)
D8 Going-Second & Board-Breaking Power 55 Hand traps plus Gallant Bandit and Light and Darkness Ritual boards give a fair going-second plan; Forbidden Red-Eyes Dark Dragoon removal is not legal (Inferred)
D9 Offensive Pressure & Closing Power 58 3000 ATK Ritual beaters and Chaos Angel 3500 ATK give closing power, but no end-board or win-rate data exists (Inferred)
D10 Main Deck Efficiency & Flexibility 45 41 Main Deck cards over 23 distinct names; 11 singletons and 50 of 41 off-exact-archetype copies lower coherence (Verified composition, Inferred cost)
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck slots, but 4 are Forbidden and off-plan, leaving 11 legal Extra cards; 9 Link monsters offer access (Verified)
D12 Side Deck Adaptability 10 No Side Deck at all, so no adaptability is available (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; meta fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 30 Multi-engine decision tree with Mulcharmy conflicts and Ritual timing is hard to pilot consistently (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 47, Going First ≈ 45, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 30. Modifiers: banlist_exposure (-6); no_side_deck (-2); engine_conflicts (-2). Final formula: Illegal deck cap: 0.80*Structural(47) + 0.20*TournamentReliability(30) + ContextModifiers(-10) = 33; theoretical/structural-only, no meta data (Meta provisional)


More TCG Info

Ars Magna

Ars Magna Breakdown

 
 

 

 

 

 

 

 
 

 

 
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