Charmer Deck #768159 — Yu-Gi-Oh! OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
30± 8/ 100
Power Score
Structural 48
Reliability 35
Going First 47
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 48.5
Going First 47
Going Second 52
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Mechanic: Fusion/Link
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Fusion/Link pressure from Charmer and Fairy Tail Extra Deck monsters (Charmers of the Grand Circle, Weaver of Fairy Tails, Dharc Gloomy, Lyna Lustrous), backed by hand-trap protection; Magistus Zoroa and Selene as late-game boards; Mulcharmy draw pressure
  • Turn 1 (going first): Open a Spirit Charmers or Familiar-Possessed - Lyna starter, search a Charmer, then go to Extra Deck summons while holding Ash Blossom and Droll as protection
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Ogre, Nibiru, Mulcharmy draw effects) to disrupt the opponent's summons, then convert with Fusion/Link monsters
  • Recovery: Recover through Spellbook searchers, Fairy Tail - Luna and Matchgiru recursion, and the Charmer flip monsters for board control
  • After siding: Not evaluable: side_count is 0, so there is no post-side plan in the list

Why it scores here

The deck's score reflects the system as built, not an average of its cards. Its exact Charmer core is thin (10 exact-name copies, 14.3% purity), so the engine has to be stitched together from related sub-archetypes (Fairy Tail, Mulcharmy, Spellbook, Possessed), which costs starter consistency. Hand-trap density (13 cards, about 82% chance of at least one hand trap when going second) and 8 negation or removal text cards give it real interaction, and the Extra Deck of 8 Fusion, 5 Link and 2 XYZ monsters gives it multiple closing routes. Popularity did not earn points: the Charmer archetype has no tournament share, and the usage stats only confirm that Ash Blossom and Droll are standard in the format. The list is Illegal (Ash Blossom run 3 times against a limit of 2), so the score is capped low and is structural-only; there is no side deck and no combo data, which keeps confidence Low.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(at least 1 searcher in opening 5) ~0.87; exact-archetype purity only 14.3%, so the Charmer engine is fragmented (Inferred)
D2 Opening-Hand Quality & Brick Management 45 60 off-archetype copies and many generic tech cards; 14 singletons add redundancy but also dead draws (Inferred)
D3 Combo Conversion & Ceiling 50 No parseable boards, so conversion is a text-only read of Fusion/Link starters with Charmer searchers (Inferred)
D4 Combo Floor & Median Output 40 No combos supplied; median output cannot be measured and is held near neutral (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Multiple hand traps (Ash, Ghost Ogre, Droll, Nibiru) and a recursion path via Luna and Matchgiru give some route redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 50 Spellbook and Charmer searchers give card flow, but there is no recorded resource signature to verify it (Inferred)
D7 End-Board & Interaction Quality 62 13 hand traps and 8 negation texts; interaction is broad and layered (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 60 Going-second hand-trap probability ~0.82 and Mulcharmy draw effects challenge an established board (Inferred)
D9 Offensive Pressure & Closing Power 50 Link and Fusion closers reach 1850 to 2900 ATK, but the closing line is not verified against a board sample (Inferred)
D10 Main Deck Efficiency & Flexibility 40 55 Main Deck cards with 30 distinct names and a 3-copy count on several generic cards; compactness is only moderate (Verified count, Inferred effect)
D11 Extra Deck Efficiency & Coverage 55 8 Fusion, 5 Link and 2 XYZ monsters use the 15 Extra slots, with several flexible access routes (Verified structure)
D12 Side Deck Adaptability 15 side_count is 0, so there is no side-deck adaptability to score; this is a gap, not a finding (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link and no meta-share sample; format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Fusion, Link and Spellbook sequencing with many optional triggers raises the decision load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 48.5, Going First ≈ 47, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist_exposure (-6); no_side_deck (-4); illegal_cap (-5). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) = 45.8; modifiers -10 gives 35.8; Illegal cap applied, final 30

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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 hand-trap and negation package (13 hand traps, 8 negation texts) gives strong going-second disruption
  • Searchers are abundant (18 cards, about 87% chance of at least one in an opening 5), which supports consistency
  • Extra Deck gives multiple independent closers (Fusion, Link and XYZ)

Weaknesses

  • The list is illegal as built: Ash Blossom is run 3 times against a limit of 2
  • Charmer core is fragmented, with only 14.3% exact-name purity
  • No side deck, so no best-of-3 adaptation
  • No combo or tournament data, so ceiling and floor cannot be checked

Critical choke points

  • Going first, a hand without a Charmer or Lyna-type starter has no Extra Deck route
  • Legality: the list cannot be played in OCG until the third Ash Blossom is removed
Priority Remove Add Reason
1 one copy of Ash Blossom & Joyous Spring one Unlimited card from the Charmer or Fairy Tail core (for example a second Charmer engine card) Brings the list to the Semi-Limited copy limit so it can be scored normally; the added card should strengthen the engine rather than add a fourth hand trap
2 none a 3 to 5 card side deck A side deck is needed to give post-side adaptability and a best-of-3 plan

Evidence & confidence

  • Verified: Main deck 55 cards, Extra deck 15, Side 0; main size is within 40-60 and Extra within 0-15; Ash Blossom & Joyous Spring is run 3 times against a Semi-Limited limit of 2 (illegal); Droll & Lock Bird, Fairy Tail - Snow and Harpie's Feather Duster are Limited with 1 copy each (legal); Extra Deck breakdown: 8 Fusion, 5 Link, 2 XYZ
  • Observed: Usage stats: Droll & Lock Bird 80.5%, Ash Blossom 61.0%, Mulcharmy Fuwalos 56.1% inclusion in the archetype sample
  • Inferred: Starter and searcher access from hypergeometric estimates; Interaction density and going-second hand-trap strength from card text; Engine fragmentation from archetype purity
  • Provisional: Meta Power and format fit: no dated metagame sample; Tournament reliability: no tournament link
  • Data gaps: no combos supplied; combo floor, median and ceiling are text-only inference no tournament link; archetype meta-share and per-pilot record absent no win-rate telemetry for this deck no side deck, so post-side scoring is not possible Meta Power is provisional unless a dated metagame sample is supplied

More OCG Info

Charmer

Charmer Breakdown

 
 

 

 

 

 

 

 
 

 

 
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