Charmer Deck #768275 — Yu-Gi-Oh! OCG

56 Main, 15 Extra, incl. Dracotail Faimena x3, Fairy Tail - Luna x3, Fairy Tail - Matchgiru x3. Created Oct 20, 2026 by YGO Mod.

Deck Charmer OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: Medium
31± 8/ 100
Power Score

Deck — Deck Power Evaluation

Final Contextual Deck Power: 31/100 (Confidence: Medium)

  • Primary strategy: Combo
  • Secondary strategies: Midrange, Toolbox
  • Format: ocg

Legality

Main 56 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Fusion and Link Summon Charmer / Fairy Tail / Dracotail boss monsters (e.g. Charmers of the Grand Circle, Dracotail Arthalion, Teller of Fairy Tails) from the Extra Deck for board pressure.; Fairy Tail Xyz/Link pressure and direct attacks from Fairy Tail Ball, with Charmer flip-control monsters as a tempo supplement.
  • Turn 1 (going first): Search a Dracotail or Fairy Tail starter with Spellbook/Dracotail searchers, then Fusion Summon a boss through Ketu Dracotail or Super Polymerization (illegal copy count), protected by Ash Blossom and Droll & Lock Bird.
  • Turn 2 (going second): Use Ash Blossom and Droll & Lock Bird to stop the opponent's board, then rebuild through Dracotail Lukias or Fairy Tail Matchgiru recursion and Fusion Summon a boss.
  • Recovery: Recover from the GY through Dracotail Phryxul and Dracotail Lukias special summon/search effects, and Spirit Charmers to rebuild the hand.
  • After siding: No Side Deck is registered, so there is no post-side plan; the list cannot adapt between games.

Why it scores here

This list is Illegal under the OCG banlist: Ash Blossom & Joyous Spring and Super Polymerization are each run three times against a Semi-Limited limit of two, so it receives a capped, structural-only score rather than a normal Final Contextual score. Structurally, the system is a Fusion/Link engine with a 56-card Main Deck and 15 Extra Deck cards, and its Dracotail, Fairy Tail and Charmer lines are tied together by searchers and recursion. Interaction is real (Ash Blossom, Droll & Lock Bird, Solemn Judgment, Dracotail Sting, Harpie's Feather Duster), which earns the endboard-interaction score. Consistency is weak: the 3-copy starters have only about a 25% chance of appearing in a going-first opening hand, and the archetype core is present in only about half of opening hands. The score comes from consistency, median output and interaction on the system, not from Charmer being a popular archetype and not from averaging the individual card scores. No combo boards, tournament link, or Side Deck are present, so the combo and meta readings remain Inferred or Provisional.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(at least one 3-copy starter in a 5-card opener) is about 0.25, and the archetype-core group is open in about 0.50 of hands; the engine is slow to go live on turn 1-2 (Inferred).
D2 Opening-Hand Quality & Brick Management 40 Copy histogram shows 11 cards at three copies and 15 Extra Deck cards with many Fusion-only materials, so dead-card hands are common (Inferred).
D3 Combo Conversion & Ceiling 40 No parseable combo boards exist, so the ceiling is read from card text only: Fusion/Link bosses backed by searchers and Ketu/Rahu Dracotail (Inferred).
D4 Combo Floor & Median Output 35 No recorded boards exist, so the median is unknown and kept low; the deck depends on Fusion and Link access with no measured floor (Inferred).
D5 Interruption Resilience & Route Redundancy 50 Recursion through Dracotail Phryxul, Dracotail Lukias, Spirit Charmers and Fairy Tail Matchgiru gives some independent lines after disruption (Inferred).
D6 Resource Economy, Recovery & Grind 45 Searchers (20 text hits) and recursion give resource regeneration, but the Limited and Semi-Limited Fusion/Link cards are one-of or two-of and constrain it (Inferred).
D7 End-Board & Interaction Quality 60 Interaction density is high: Ash Blossom, Droll & Lock Bird, Solemn Judgment, Dracotail Sting, Harpie's Feather Duster and Lightning Storm (Verified card text, Inferred quality).
D8 Going-Second & Board-Breaking Power 45 Going-second board-breaking relies on Ash Blossom, Droll & Lock Bird and Mudragon-style Fusion boards; there is no measured going-second split (Inferred).
D9 Offensive Pressure & Closing Power 40 Closing power comes from Charmers of the Grand Circle, Dracotail Arthalion (ATK 3000) and Dracotail Gulamel (ATK 2800); the line is slow and not reliably converted (Inferred).
D10 Main Deck Efficiency & Flexibility 50 56 Main Deck cards is inside the 40-60 OCG range, but 28 level-0 spells/traps and 33 distinct cards dilute starter density (Inferred).
D11 Extra Deck Efficiency & Coverage 55 Extra Deck uses 9 Fusion, 5 Link and 1 Xyz with no clear flex slots; Limited Instant Fusion and Rahu Dracotail add access (Verified composition).
D12 Side Deck Adaptability 15 No Side Deck is registered, so post-side adaptability is absent (Verified composition).
D13 Matchup Coverage & Format Fit 40 No tournament link or dated metagame sample; archetype usage stats only confirm the list is accessible (Provisional).
D14 Pilotability & Error Tolerance 40 Several multi-step Fusion lines and mandatory Extra Deck material choices make the deck demanding to pilot (Inferred).

How the score was computed

Strategy profile: Combo primary, Midrange secondary (approximately 80:20 for scoring context). Modifiers: none.


More OCG Info

Charmer

Charmer Breakdown

 
 

 

 

 

 

 

 
 

 

 
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