Charmer Deck #769243 — Yu-Gi-Oh! OCG

57 Main, 15 Extra, incl. Fire King Courtier Ulcanix x3, Fire King High Avatar Kirin x3, Lava Golem 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
MidrangeConfidence: LowEvaluated Oct 20, 2026
38± 10/ 100
Power Score
Structural 52
Reliability 42
Going First 50
Going Second 56

Deck — Deck Power Evaluation

Final Contextual Deck Power: 38/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 51.5
Going First 50
Going Second 56
Meta Power provisional
Tournament Reliability 42
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 57 / Extra 15 / Side 0 — status: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Fire King / Garunix board pressure: Garunix-line Level 8 monsters and Garunix Eternity, backed by Fire King recursion and monster-destruction plays; Jurrac Meteor / Jurrac Astero Synchro pressure with Mulcharmy card-advantage engines
  • Turn 1 (going first): Open on Fire King monsters, Fire King Island or Sanctuary, and Ulcanix or Ponix searches toward a Garunix Level 8 board; hold Ash Blossom and Ghost Ogre for the first interaction
  • Turn 2 (going second): Hand traps (Ash Blossom, Ghost Ogre, Ghost Belle, Droll & Lock Bird) answer the opponent's first summon, then Mulcharmy draw effects rebuild card parity
  • Recovery: Mulcharmy Fuwalos, Purulia and Meowls draw from the opponent's Special Summons; Fire King monsters recur from the GY through their own destruction triggers
  • After siding: Not evaluable: the deck has no side deck, so there is no post-side plan

Why it scores here

The deck is scored as a system and not as an average of its card scores. Its starters are spread across several Fire King, Mulcharmy and Jurrac packages, so the archetype core is live in only about half of five-card openings (P of at least one core card 0.494, Inferred). It has eight hand traps and nine negation or tech text cards, which give it real interaction density and support a going-second plan through Ash Blossom, Ghost Ogre, Ghost Belle and Droll & Lock Bird. Its card-advantage engine comes from Mulcharmy draw effects that trigger on the opponent's summons. Popularity of the Fire King and Mulcharmy cards does not earn points by itself, and the score is capped because the list is Illegal: three Semi-Limited cards are run three times each, and the deck has no side deck and no recorded boards for a median or ceiling read.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one core card in a 5-card opening) = 0.494; 7 copies of the archetype core (Inferred)
D2 Opening-Hand Quality & Brick Management 50 11 searcher-text cards, 8 hand traps and a large 3-copy block; Fire King Island and Sanctuary can be dead in hand (Inferred)
D3 Combo Conversion & Ceiling 45 No recorded boards; ceiling read from card text only, via Garunix and Jurrac Meteor (Inferred)
D4 Combo Floor & Median Output 42 No recorded boards, so no median or floor measured; provisional (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Eight hand traps plus Mulcharmy recursion across several sub-archetypes give independent lines (Inferred)
D6 Resource Economy, Recovery & Grind 55 Mulcharmy draw effects and Jurrac discard-draw give card economy; Fossil Dig and Fire King searches recover resources (Inferred)
D7 End-Board & Interaction Quality 62 Removal and negation text across 30 removal and 9 negation cards; Sky Burn and Dominus Impulse add board interaction (Inferred)
D8 Going-Second & Board-Breaking Power 60 Hand-trap-heavy going-second plan against an established board, with Ghost Ogre and Ghost Belle (Inferred)
D9 Offensive Pressure & Closing Power 55 Fire King High Avatar Garunix at 2700 ATK and Garunix Eternity at 3000 ATK; no combat data (Inferred)
D10 Main Deck Efficiency & Flexibility 45 Exact archetype purity is 1.4% across 12 related families, and 13 cards are run three times; coherence is weak (Verified)
D11 Extra Deck Efficiency & Coverage 50 Extra Deck is full at 15 cards across 12 distinct cards in four summon types; mixed-type access (Verified)
D12 Side Deck Adaptability 20 No side deck (0 cards), so no post-side adaptation exists (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link and no dated meta sample; provisional only (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-archetype engine with many conditional triggers and a 57-card main deck; high decision load (Inferred)

How the score was computed

Strategy profile: Midrange profile only; secondary strategies not weighted. Structural ≈ 51.5, Going First ≈ 50, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 42. Modifiers: Illegal copy-limit violations (-12). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional), then Illegal cap via modifier; computed 49.6 before the -12 legality modifier

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.49 · 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

  • Eight hand traps and nine negation or tech cards give a real going-second interaction plan
  • Mulcharmy draw effects reward the opponent's summons and rebuild card parity
  • Garunix-line Level 8 monsters and Garunix Eternity give a credible closing threat

Weaknesses

  • Illegal: three Semi-Limited cards run over the copy limit
  • No side deck, so no post-side adaptation
  • Multi-archetype build with exact archetype purity of 1.4%; engines conflict across Fire King, Mulcharmy, Jurrac and Dominus
  • No recorded boards, so the combo floor and median are unmeasured

Critical choke points

  • Archetype core is live in only about half of opening hands (0.494)
  • Hand traps are the only answer to a first-turn summon when going second; a single hand-trap draw failure leaves no interaction
Priority Remove Add Reason
1 One copy each of Ash Blossom & Joyous Spring, The Fallen & The Virtuous and Dominus Impulse Nothing; reduce to two copies each so the list is legal under the Semi-Limited limit Makes the deck legal so it can receive a normal Final Contextual score
2 Dominus Impulse or Fallen-line cards that only serve the splash A Fire King or Mulcharmy core card to raise archetype purity Improves engine coherence (D10) and core-card access (D1)
3 One sub-archetype splash (Branded, Dominus, Albaz Dragon) Side deck slots for post-side plans A side deck is absent (D12 = 20), so post-side adaptability is the largest single gap

Evidence & confidence

  • Verified: Illegal status: three Semi-Limited cards over the copy limit; Main 57, Extra 15, Side 0 against OCG size rules; Exact archetype purity is 1.4%; Extra Deck is full at 15 with 12 distinct cards; No side deck
  • Inferred: Archetype core is live in about half of openings (0.494 from hypergeometric estimate); Eight hand traps give interaction density on going-second turns; Mulcharmy draw effects give recovery; Interaction and closing power estimated from card text
  • Provisional: Meta power and matchup fit: no dated metagame sample or 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 are absent No win-rate telemetry for this deck (going-first or going-second, matchup, brick rate) Meta Power is Provisional unless a dated metagame sample is supplied No side deck, so post-side performance cannot be evaluated

More OCG Info

Charmer

Charmer Breakdown

 
 

 

 

 

 

 

 
 

 

 
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