Charmer Deck #768231 — Yu-Gi-Oh! OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
30± 10/ 100
Power Score
Structural 48
Reliability 40
Going First 42
Going Second 40

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 48
Going First 42
Going Second 40
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 51 / Extra 21 / Side 0 — status: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Extra Deck Train and Infinitrack Xyz/Link bosses (3000+ ATK) closing through hand-trap-protected lines (Inferred from card text; no recorded boards); Hand-trap disruption (Ash Blossom, Infinite Impermanence, Droll & Lock Bird) grinding the opponent's interaction before a boss lands (Inferred)
  • Turn 1 (going first): Open on a Train or Infinitrack starter (Night Train Blue Traveler, Heavy Armored Knight Babeldecker, Infinitrack Harvester, Exceptional Schedule) and try to reach a Level 10 or Level 5 boss; hold Ash Blossom for the opponent's first activation (Inferred)
  • Turn 2 (going second): Use hand traps (Ash Blossom, Infinite Impermanence, Droll & Lock Bird) on the opponent's starter, then rebuild a board from Train or Infinitrack monsters (Inferred)
  • Recovery: Recur Level 10 EARTH Machines from the GY through Night Train, Babeldecker and Double Headed Anger Knuckle, then re-Xyz or re-Link into a boss (Inferred from text)
  • After siding: Not evaluable: the deck has no Side Deck, so there is no post-side plan

Why it scores here

The deck cannot be scored as a normal final result because it is illegal in OCG: Ash Blossom is run three times against a limit of two and the Extra Deck holds 21 cards against a limit of 15. Its structure is a mix of Train, Infinitrack, Orcust, Mulcharmy, Gagaga, K9 and Sky Striker cards, with only one card that carries the Charmer name, so the deck label does not describe a real engine. Its strengths are a dense set of hand traps (six hand-trap cards, about 55% chance of at least one in a 6-card going-second hand) and a closing top end of 3000+ ATK Xyz and Link bosses. Its weaknesses are a 1.4% exact-archetype purity, no recorded boards to measure conversion, an unresolved passcode, and no Side Deck. Popularity and archetype label did not earn points, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one searcher in 5) ~0.91 and core Train group P ~0.48 for 6 copies; engine is split across sub-archetypes (Inferred)
D2 Opening-Hand Quality & Brick Management 45 Generic and off-archetype cards (71 of 72 non-exact copies) raise brick and conflicting-summon risk; one unresolved passcode (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable combos; ceiling read only from text on 3000+ ATK bosses and Train recursion (Inferred)
D4 Combo Floor & Median Output 35 No recorded boards, so median and floor cannot be measured; expected to be lower than ceiling (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Six hand-trap cards and Ash Blossom's repeat-use text give several independent interruption answers (Inferred)
D6 Resource Economy, Recovery & Grind 55 Train GY recursion (Night Train, Babeldecker, Anger Knuckle) and Schedule searches give some grind (Inferred)
D7 End-Board & Interaction Quality 50 Infinite Impermanence, Ash Blossom and Droll & Lock Bird cover negation; no floodgate and no board-wide durability (Inferred semantic)
D8 Going-Second & Board-Breaking Power 55 Hand-trap-heavy going-second hand (~0.55 at least one) helps against an established board, but removal is limited (Inferred)
D9 Offensive Pressure & Closing Power 65 Gustav Rocket 5000 ATK, Liebe 4000 and Megaclops 4000 give strong closing stats (Verified stat, Inferred use)
D10 Main Deck Efficiency & Flexibility 35 51 Main with 32 distinct cards and 1.4% exact-archetype purity; compactness is weak (Verified count, Inferred read)
D11 Extra Deck Efficiency & Coverage 30 Extra Deck of 21 exceeds the 15-card limit; the mix spans Train, Infinitrack, K9 and Orcust (Verified count)
D12 Side Deck Adaptability 20 Side Deck is empty (0 cards) so the best-of-3 plan is absent (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament or meta sample; archetype label is unreliable (Provisional)
D14 Pilotability & Error Tolerance 40 Several engines and many decision points in one list; no combo guide to lower the error rate (Inferred)

How the score was computed

Strategy profile: Midrange primary with Toolbox secondary; unclear strategy from missing combo data. Structural ≈ 48, Going First ≈ 42, Going Second ≈ 40, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Banlist exposure (Ash Blossom over limit) (-4); No Side Deck (-3); Engine conflicts (-4). Final formula: Illegal deck: 0.80*Structural(48) + 0.20*TournamentReliability(40) = 46.4, modifiers -11 = 35.4, capped to 30 for an Illegal list (theoretical/structural only). Meta Power provisional/null.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.91 · 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

  • Six hand-trap cards, with Ash Blossom on a 3-copy count that is over the limit
  • Boss ceiling of 3000+ ATK from Train and Infinitrack Xyz/Link monsters
  • Searcher density (19 searcher-text cards) gives high opening access

Weaknesses

  • Illegal in OCG: Ash Blossom over limit and Extra Deck over 15
  • Very low archetype purity (1.4%); engines are not coherent
  • No Side Deck
  • One unresolved passcode in the Main Deck
  • No recorded boards, so conversion cannot be measured

Critical choke points

  • Train engine needs Level 10 EARTH Machines in hand or GY
  • Extra Deck of 21 cannot be built legally as listed
  • Ash Blossom over limit means a legal list runs fewer answers
Priority Remove Add Reason
1 One Ash Blossom & Joyous Spring (3 to 2 copies) A legal non-duplicate card or the second Infinite Impermanence Restores legality under the OCG copy limit
2 Six Extra Deck cards to reach 15, starting with the off-engine Xyz and Link cards Keep the Train Xyz/Link core and one Infinitrack boss Restores the Extra Deck size rule and removes conflicting engines
3 Unresolved passcode 10443957 A verified card from the Charmer or Train core Removes an unknown card from the Main Deck count
4 Off-engine generic cards A focused Train engine or 3 Side Deck cards Adds a post-side plan and raises consistency

Evidence & confidence

  • Verified: Ash Blossom & Joyous Spring run 3 copies vs OCG limit 2 (Semi-Limited); Extra Deck 21 cards vs size maximum 15; Main Deck 51 cards with one unresolved passcode; Side Deck 0 cards; Exact-archetype purity 1.4%
  • Inferred: Searcher access P ~0.91 in 5 cards; Hand-trap P ~0.55 in 6 cards going second; Train recursion gives grind; Boss ceiling from 3000+ ATK stats
  • Provisional: Meta position and tournament reliability (no dated meta sample)
  • Data gaps: No combos supplied, so floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and pilot record are absent One passcode (10443957) could not be resolved to a card No win-rate telemetry for going-first, going-second, matchups or starter rates Meta Power is provisional without a dated metagame sample No Side Deck, so post-side is not evaluable Deck title is null

More OCG Info

Charmer

Charmer Breakdown

 
 

 

 

 

 

 

 
 

 

 
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