Charmer Deck #769747 — Yu-Gi-Oh! OCG

60 Main, 15 Extra, incl. Dark Magician Girl the Magician's Apprentice 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: LowEvaluated Oct 20, 2026
20± 6/ 100
Power Score
Structural 52
Reliability 40
Going First 50
Going Second 45

Deck — Deck Power Evaluation

Final Contextual Deck Power: 20/100 (±6 · Confidence: Low)

Overall score Value
Structural Deck Power 51.7
Going First 50
Going Second 45
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Combo
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 60 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Charmer / Familiar-Possessed Fusion, Link and Special Summon chains that end in boards of 1850-2000 ATK monsters and Charmers of the Grand Circle; Dark Magician and Dark Magician of Destruction beatdown once the Shining Sarcophagus and Horus lines are online
  • Turn 1 (going first): Spellbook of the Grand Circle or Spellbook of Secrets to add Charmer pieces, Familiar-Possessed Dharc or Lyna from the hand and Charmer flip monsters to take control of opposing monsters
  • Turn 2 (going second): Hand traps (Effect Veiler, Ash Blossom, Maxx C, Droll and Lock Bird) to slow the opponent, then rebuild through Fairy Tail or Spellbook searches
  • Recovery: Spellbook of Secrets and Spellbook Magician of Prophecy search, plus the Possessed and Fairy Tail GY summon effects
  • After siding: No Side Deck, so there is no post-side plan

Why it scores here

The list is illegal in OCG because Charmer Quartet in Bloom, Red-Eyes Dark Dragoon and Cross-Sheep are Forbidden and each is run once, so the score is capped and the result is structural-only. Structurally the deck is searcher-dense (33 searcher-text cards; P of at least one searcher in a 5-card opening is about 0.99), so the starter is usually reachable, but the engine is spread across Charmer, Fairy Tail, Spellbook, Possessed, Horus and Magician with only 9 exact Charmer cards (12% exact-name purity), which weakens engine cohesion. The deck has 7 hand traps and 12 negation-text cards for going second, but the archetype core has only about a 42% chance of appearing in an opening 5, and the lack of any Side Deck and of any combo or tournament data keeps the combo and matchup dimensions near the midpoint. The score comes from consistency and interaction on the system, not from Charmer's popularity and not from averaging the card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one searcher in opening 5) ~0.99; P(at least one Charmer core card) ~0.42; 3 copies of most searchers (Inferred)
D2 Opening-Hand Quality & Brick Management 55 37 distinct main cards with a mixed Spellbook, Fairy Tail, Possessed and Horus base, so some hands are conflicting or dead (Inferred)
D3 Combo Conversion & Ceiling 50 No parseable boards; ceiling is inferred from card text such as Charmers of the Grand Circle and Familiar-Possessed chains (Inferred)
D4 Combo Floor & Median Output 45 No combo median is available; floor is inferred from the 42% core-presence estimate and the spread of sub-archetypes (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Interruption is partly covered by Fairy Tail and Possessed GY summon routes, but the core is not redundant across sub-archetypes (Inferred)
D6 Resource Economy, Recovery & Grind 55 Searchers and GY recursion (Spellbook of Secrets, Spellbook Magician of Prophecy, Possessed GY effects) give good card economy, but there is no resource signature data (Inferred)
D7 End-Board & Interaction Quality 58 7 hand traps and 12 negation-text cards plus flip control steal (Familiar-Possessed, Charmer flips) give layered interaction (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 40 Going-second board-breaking depends on hand traps and Possessed Destiny; there is no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 50 Closing power is midrange with several 1850-2000 ATK bodies and Imsety at 3000 ATK; no end-board ATK sample (Inferred)
D10 Main Deck Efficiency & Flexibility 48 60 main slots is at the cap, with 37 distinct cards and 12% exact-archetype purity, which means low compactness (Verified composition, Inferred consequence)
D11 Extra Deck Efficiency & Coverage 60 Extra Deck runs 15 cards with 8 Link, 6 Fusion and 1 Xyz; the Forbidden Extra Deck cards leave coverage thinner than the slot count suggests (Verified)
D12 Side Deck Adaptability 35 Side Deck count is 0, so post-side adaptability is effectively absent (Verified)
D13 Matchup Coverage & Format Fit 40 Archetype share and tournament link are absent; the score is provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Fusion, Link and flip chains with many decision points make the deck demanding to pilot (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 51.7, Going First ≈ 50, Going Second ≈ 45, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist_exposure (-8). Final formula: Structural (Combo profile) 51.7; 0.80*51.7 + 0.20*40 = 49.4, then -8 banlist modifier = 41.4, then Illegal cap sets the final score to 20 (theoretical, structural-only; Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.99 · 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 searcher and starter access (33 searcher-text cards)
  • Layered interaction: 7 hand traps, 12 negation-text cards, flip-control Charmers
  • Extra Deck covers Link, Fusion and Xyz routes

Weaknesses

  • Illegal in OCG: three Forbidden Extra Deck cards are run
  • Low exact-archetype purity (12%) across six sub-archetypes
  • No Side Deck
  • Archetype core is only about 42% likely in an opening 5

Critical choke points

  • Archetype core (Charmer and Familiar-Possessed) presence in the opening hand
  • Forbidden Extra Deck cards that must be removed before the list can be played legally
Priority Remove Add Reason
1 Charmer Quartet in Bloom, Red-Eyes Dark Dragoon, Cross-Sheep Legal Extra Deck replacements in the Charmer or Fusion lines Restores legality; the score is capped until this is fixed
2 Off-archetype tech or generic staples Additional Charmer or Familiar-Possessed core cards Raises exact-archetype purity and archetype core access
3 One low-impact generic spell Side Deck cards Adds post-side adaptability, which is currently zero

Evidence & confidence

  • Verified: Illegal status: three Forbidden cards over the copy limit; Main 60 and Extra 15 are within OCG size rules; Composition: 37 distinct main, 9 exact Charmer copies, 12% exact purity; Usage stats: Droll and Lock Bird, Ash Blossom, Mulcharmy present; S:P Little Knight missing
  • Inferred: Starter and searcher access estimates from hypergeometric draws; Interaction layering from card text; Going-second and recovery reads from card text; Dimension scores D1 through D11 and D14
  • Provisional: Meta Power is null because there is no dated metagame sample; D13 matchup fit is provisional without archetype meta share
  • Data gaps: no combos supplied, so combo floor, median and ceiling are text-only inference no tournament link, so archetype meta-share and per-pilot record are absent no win-rate telemetry, so going-first and going-second splits are inferred Meta Power is provisional without a dated metagame sample no Side Deck, so post-side plans cannot be evaluated

More OCG Info

Charmer

Charmer Breakdown

 
 

 

 

 

 

 

 
 

 

 
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