Familiar-Possessed Deck #768161 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Fairy Tail - Luna x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia x3. Created Oct 20, 2026 by YGO Mod.

Deck Familiar-Possessed OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: LowEvaluated Oct 20, 2026
30± 8/ 100
Power Score
Structural 49
Reliability 40
Going First 52
Going Second 55

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 49
Going First 52
Going Second 55
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Toolbox
  • Secondary strategies: Midrange, Stun
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Extra Deck boss monsters from the Charmer / Fairy Tail / Magistus fusion, link and xyz lines (Charmers of the Grand Circle, Weaver of Fairy Tails, Zoroa, Dharc Gloomy, Lyna Lustrous); Mulcharmy draw-engine grind and Spellbook card advantage into a late-game Extra Deck summon
  • Turn 1 (going first): Open a searcher (Spirit Charmers, Spiritual Art Familiars, Fairy Tail Ball) to reach a Charmer or Fairy Tail starter, then protect it with hand traps (Ash Blossom, Droll & Lock Bird, Ghost Ogre) and keep the board at 1850-ATK bodies.
  • Turn 2 (going second): Use hand traps (13 in the Main Deck) to answer the opponent's first summon or search, then rebuild through Mulcharmy draws and the Charmer flip effects to take control of their monsters.
  • Recovery: Recurring Spellcaster and Fairy Tail monsters from the GY through Fairy Tail - Snow, Once Upon a Fairy Tail and Spellbook of Secrets; the Mulcharmy monsters refill cards when the field is empty.
  • After siding: Not applicable: the deck has 0 Side Deck cards, so there is no post-side plan.

Why it scores here

This OCG list is illegal as built: three copies of Ash Blossom & Joyous Spring exceed its Semi-Limited limit of two, so the score is capped at 30 and is structural-only. Structurally, the deck reliably has interaction: 13 hand traps and 8 negation-text cards give it a strong going-second answer density (about 82% to hold at least one hand trap in a six-card hand, Inferred). The engine is fragmented: only 2.9% of the Main Deck is exact-name Familiar-Possessed, and 20 generic cards plus Fairy Tail, Charmer, Mulcharmy and Spellbook splits dilute the starter access (the archetype core group opens in about 39% of five-card hands, Inferred). Without any recorded boards, the combo floor, median and ceiling are text-only inference and are scored low. Popularity and usage stats were not counted as power, and no card scores were averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 50 Archetype core group opens in ~39% of five-card hands and 18 searcher-text cards give ~87% at least one searcher; the starter spread is split across sub-archetypes (Inferred).
D2 Opening-Hand Quality & Brick Management 45 Roughly 20 generic cards, 14 singletons and 13 hand traps; several hands will hold a hand trap with no engine starter, a moderate brick risk (Inferred).
D3 Combo Conversion & Ceiling 35 No parseable boards; ceiling read from card text only, with Charmer and Fairy Tail Extra Deck bosses at 1850 ATK and Zoroa at 2900 ATK (Inferred).
D4 Combo Floor & Median Output 30 No recorded boards, so the median is unknown and scored low by default; no power distribution exists (Provisional).
D5 Interruption Resilience & Route Redundancy 55 Searchers, Mulcharmy draws and multiple hand traps give more than one route after a single interruption (Inferred).
D6 Resource Economy, Recovery & Grind 55 Mulcharmy and Spellbook draw effects plus GY recursion through Fairy Tail - Snow and Once Upon a Fairy Tail give moderate grind (Inferred).
D7 End-Board & Interaction Quality 70 Ash Blossom, Droll & Lock Bird, Ghost Ogre, Lightning Storm, Harpie's Feather Duster and Evenly Matched cover layered end-board interaction (Verified text, Inferred quality).
D8 Going-Second & Board-Breaking Power 68 13 hand traps give ~82% at least one in a going-second six-card hand; Charmer flips and Lightning Storm add board breaking (Inferred).
D9 Offensive Pressure & Closing Power 50 Nibiru at 3000 ATK, Zoroa at 2900 ATK and 1850-ATK Link/Fusion bosses give a real finishing body, but the deck lacks reliable direct or piercing pressure (Verified stat, Inferred).
D10 Main Deck Efficiency & Flexibility 45 55 Main Deck cards with 30 distinct names, 17 tech cards and purity of 2.9%; compact-looking only in the sense that tech slots dilute the core (Inferred).
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck cards: 8 Fusion, 5 Link, 2 Xyz across several lines with mandatory material needs, but several slots share a Charmer/Fairy Tail engine (Verified composition, Inferred).
D12 Side Deck Adaptability 15 Zero Side Deck cards; no post-side plan exists for a best-of-three match (Verified).
D13 Matchup Coverage & Format Fit 40 No tournament link, no archetype meta-share and no match record; the score is Provisional and held neutral-low (Provisional).
D14 Pilotability & Error Tolerance 40 Many decision points across hand traps, searcher chains and multi-step Fusion summons; the list is effortful for a new pilot (Inferred).

How the score was computed

Strategy profile: Toolbox. Structural ≈ 49, Going First ≈ 52, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist_exposure (-6); no_side_deck (-3). Final formula: Illegal cap: theoretical/structural-only. Structural 49 (Toolbox profile) with TournamentReliability 40 would give 0.80*49 + 0.20*40 = 47; capped to 30 because the deck exceeds a copy limit. Meta Power null (Provisional).

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.39 · 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 density (13 hand traps, 8 negation-text cards) for going second.
  • Searcher density (18 searcher-text cards) gives high access to some engine card.
  • Several 1850-ATK and 2900-3000-ATK bosses give a real end-board.

Weaknesses

  • Illegal as built: Ash Blossom & Joyous Spring is over its OCG copy limit.
  • Fragmented engine: 2.9% exact-name archetype purity across Fairy Tail, Charmer, Mulcharmy and Spellbook.
  • No Side Deck, so no post-side adaptability.
  • No recorded boards, so the combo ceiling and median cannot be confirmed.

Critical choke points

  • Ash Blossom copy limit: the deck must drop one copy to become legal.
  • Charmer and Fairy Tail starters are split across sub-archetypes, so one lost searcher can leave the engine dead.
  • Extra Deck boss access depends on Fusion materials that the starter spread does not guarantee.
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring 1 generic searcher or a Charmer/Fairy Tail starter Makes the list legal (OCG Semi-Limited limit is 2) and reduces the hand-trap concentration that causes brick hands.
2 1 generic tech card (e.g. Evenly Matched) 1 Charmer or Familiar-Possessed engine card Improves exact-name purity and starter access; the deck's 2.9% purity is the largest structural weakness.
3 0 1-3 Side Deck cards (for example a second Harpie's Feather Duster or a targeted answer) Gives the deck a post-side plan for best-of-three matches; currently it has none.

Evidence & confidence

  • Verified: Ash Blossom & Joyous Spring runs 3 copies against an OCG Semi-Limited limit of 2 (illegal).; Main Deck 55 and Extra Deck 15 are inside OCG size rules; Side Deck is 0.; 13 hand traps, 18 searcher-text cards and 8 negation-text cards are present in the list.
  • Observed: Archetype core usage: 3 of 4 core cards present (75%).
  • Inferred: Archetype core group opens in ~39% of five-card hands and at least one hand trap in ~82% of six-card hands.; Going-first and going-second structural estimates from interaction density and starter spread.; Brick risk from off-archetype and tech density.
  • Provisional: Matchup and format fit (no tournament or meta sample).; Meta Power (null).
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference. No tournament link; archetype meta-share and match record are absent. No win-rate telemetry for going-first, going-second, matchup or brick rates. Meta Power is Provisional without a dated metagame sample. No guides attached to the archetype.

More OCG Info

Familiar-Possessed

Familiar-Possessed Breakdown

 
 

 

 

 

 

 

 
 

 

 
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