Magician Girls Deck #769464 — Yu-Gi-Oh! OCG

56 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Dark Magical Curtain x3, Preparation of Rites x3. Created Oct 20, 2026 by YGO Mod.

Deck Magician Girls OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 20, 2026
20± 8/ 100
Power Score
Structural 56
Reliability 45
Going First 52
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 20/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 56
Going First 52
Going Second 62
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: ocg

Legality

Main 56 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Dark Magician / Dark Magician Girl beatdown, closed by Dark Magician of Destruction and Master of Chaos from the Extra Deck; Mulcharmy card advantage and Chaos Angel / Garura pressure once the board is established
  • Turn 1 (going first): Search Dark Magician Girl via Shining Sarcophagus or Bond Between Teacher and Student, then Ritual or Fusion into a 2500-ATK Dark Magician body; hold Ash Blossom or Droll as the first interaction
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Ogre, Ghost Belle, Maxx "C", Droll) to break the opponent's first summon, then rebuild through Mulcharmy draws and searchers
  • Recovery: Recycle Dark Magician-named cards from the GY through Soul Servant, Magician's Rod and Dark Magician of Destruction, with Preparation of Rites for Ritual Spells
  • After siding: No sideboard is registered, so there is no post-side plan; the deck cannot adapt between games in a best-of-3 format

Why it scores here

The deck is scored as a system, not as an average of its card scores. Its starter access is good: the 17 searcher-text cards give about an 85% chance of at least one search in a going-first five-card hand, and the 14 Dark Magician-named copies give consistent bodies. Interaction is the strongest area, with 9 hand traps plus Droll, Maxx "C", Dominus Impulse and Ash Blossom providing layered negation for the going-second turn. Conversion is credible on paper through Dark Magician of Destruction, Master of Chaos and the 2500-ATK Dark Magician, but no recorded boards exist, so the ceiling and median are inferred from text only. The score is capped because four cards in the main and extra deck are Forbidden or over their copy limit, and the deck has no Side Deck, so it earns no post-side credit. Popularity or archetype usage did not earn points; the usage data was used only to confirm the list's core shape.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(>=1 searcher in going-first hand) ≈ 0.85 across 17 searcher-text cards; Dark Magician core is 14 copies (Inferred)
D2 Opening-Hand Quality & Brick Management 55 9 hand traps and several conflicting Normal-Summon or Ritual pieces give moderate brick risk; no empirical hand data (Inferred)
D3 Combo Conversion & Ceiling 60 Ceiling read from card text: Dark Magician of Destruction, Master of Chaos and Dark Burning Attack can chain into a board wipe; no recorded boards (Inferred)
D4 Combo Floor & Median Output 45 Median output is unknown without recorded boards; only the starter-density signal supports this score (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Multiple independent interruption routes via Mulcharmy draws and Dark Magician recycling; Forbidden pieces remove two of them (Inferred)
D6 Resource Economy, Recovery & Grind 55 Searcher density and GY recursion via Soul Servant and Magician's Rod give good grind; no resource telemetry (Inferred)
D7 End-Board & Interaction Quality 74 Layered negation and removal: Ash Blossom, Ghost Ogre, Ghost Belle, Droll, Dominus Impulse, Gallant Bandit (Inferred from card text and role flags)
D8 Going-Second & Board-Breaking Power 68 Going-second hand traps and Dominus Impulse counter the opponent's first board well; no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 62 Two 2500-ATK Dark Magicians and 2800-ATK Dark Magician of Destruction give closing power; no end-board data (Inferred)
D10 Main Deck Efficiency & Flexibility 45 56-card main with 24 Spells, 9 off-archetype Mulcharmy/tech cards and an Illegal Forbidden set reduces compactness (Verified from composition)
D11 Extra Deck Efficiency & Coverage 60 15 Extra slots with 9 Fusions, 5 Links and 1 Synchro; the Forbidden Charmer and Red-Eyes entries cost two slots (Verified)
D12 Side Deck Adaptability 5 Side Deck is empty, so there is no post-side plan (Verified)
D13 Matchup Coverage & Format Fit 45 No dated meta or tournament link; archetype share is absent (Provisional)
D14 Pilotability & Error Tolerance 50 Multi-step Ritual, Fusion and hand-trap sequencing with many decision points; complexity is moderate-high (Inferred)

How the score was computed

Strategy profile: Midrange primary, Toolbox secondary (about 80/20). Structural ≈ 56, Going First ≈ 52, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist exposure (-12). Final formula: No reliable metagame: 0.80*Structural(56) + 0.20*TournamentReliability(45) = 53.8; modifiers -12 gives 41.8; capped to 20 because the deck is Illegal (4 Forbidden or over-limit cards), so the theoretical score is structural-only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.85 · 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

  • Consistent searcher density (17 cards) for T1 access
  • Layered interaction with 9 hand traps and multiple negates
  • Strong Extra Deck closers (Dark Magician of Destruction, Master of Chaos)

Weaknesses

  • Four Forbidden or over-limit cards make the list illegal as built
  • No Side Deck, so no post-side adaptation
  • No recorded combos to confirm the conversion ceiling

Critical choke points

  • Dark Magician Girl or Dark Magician must be live for most lines; without them the deck has no board
  • Forbidden Magicians' Souls x2 are part of the Dark Magician engine
Priority Remove Add Reason
1 Magicians' Souls (x2, Forbidden) A legal Dark Magician-support card from the same archetype pool Restores legal status; the deck cannot receive a normal score while Forbidden cards are run
2 Red-Eyes Dark Dragoon, Charmer Quartet in Bloom, Triple Tactics Talent (each Forbidden) Legal Extra Deck and Main Deck alternatives Removes the remaining banlist violations and the over-limit flags
3 None (Side Deck is empty) A 10-15 card Side Deck with hand traps and Spell/Trap answers Gives the deck a post-side plan for best-of-3 play

Evidence & confidence

  • Verified: Main 56 / Extra 15 / Side 0 sizes pass the OCG size rules; Four Forbidden or over-limit cards (Magicians' Souls x2, Red-Eyes Dark Dragoon, Triple Tactics Talent, Charmer Quartet in Bloom); Side Deck is empty
  • Observed: Usage statistics: core cards Droll & Lock Bird and Mulcharmy Fuwalos are present
  • Inferred: Searcher access ≈ 0.85 at going-first five-card hand (hypergeometric); Interaction density is high from card text; Conversion ceiling via Dark Magician of Destruction and Master of Chaos from card text
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (no tournament link)
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN — brick, starter and matchup rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied No Side Deck supplied, so post-side plans cannot be evaluated

More OCG Info

Magician Girls

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