Magician Girls Deck #770000 — Yu-Gi-Oh! OCG

59 Main, 15 Extra, incl. Black Chaos x3, Dark Magician Girl the Magician's Apprentice x3, Griffoh 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
25± 8/ 100
Power Score
Structural 44
Reliability 40
Going First 47
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 25/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 44
Going First 47
Going Second 52
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Mechanic: Ritual / Link / Fusion
  • Format: ocg

Legality

Main 59 / Extra 15 / Side 0 — status: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Boss monsters from the Ritual / Link / Fusion pool (Black Chaos, Silent Magician, Dark Paladin, Accesscode Talker, Galaxy-Eyes Photon Lord) built off Dark Magician and Dark Magician Girl pressure; Mulcharmy draw-and-advantage engine plus Garura and Dark Magician of Destruction as fallback extenders
  • Turn 1 (going first): Turn 1 Normal Summon Dark Magician Girl or Magician's Rod, then search a Dark Magician or Light and Darkness Ritual spell to reach a Ritual or Link boss; Ash Blossom and Droll & Lock Bird protect the first play
  • Turn 2 (going second): Hold Ash Blossom, Maxx C, Red Reboot, Solemn Judgment and Droll & Lock Bird for the opponent's first turn, then rebuild through Mulcharmy draws and searches
  • Recovery: Searchers (21 searcher-text cards) and Mulcharmy draws refill the hand; Shining Sarcophagus and Soul Servant recur Dark Magician-named cards
  • After siding: Not supported: side_count is 0, so there is no post-side plan and the deck cannot be tuned between games

Why it scores here

This deck is illegal in OCG: three Forbidden cards (Magicians' Souls, Red-Eyes Dark Dragoon, Cross-Sheep) are each run at 1 copy, and the deck has no Side Deck, so the score is capped low and the evaluation is structural-only. Structurally it is a Midrange-to-Toolbox shell that opens on searchers and hand traps and converts into Ritual, Link and Fusion bosses. Consistency is middling: the 3-copy engine cards have only about a 24% chance of appearing in a 5-card opening hand, while 21 searcher-text cards give a roughly 90% chance of at least one searcher, so hands are rarely dead but often disjointed. Interaction is the strongest part of the system, with 8 hand traps and several negations and removal effects. Popularity is not counted: the archetype usage stats show only a partial core (4 of 11 core cards present), and no points were earned for that. No card scores were averaged or summed.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 40 P(at least one 3-copy starter in a 5-card opening hand) = 0.237; archetype core group 0.48 in hand; 2-card bootstrap is plausible but slow (Inferred)
D2 Opening-Hand Quality & Brick Management 45 23 singleton slots and 9 tech or hand-trap singletons give some redundancy, but the engine clashes across Light and Darkness Ritual, Mulcharmy, Prophecy and Chaos (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable combos were supplied; ceiling is inferred from card text only, showing Black Chaos, Silent Magician and Dark Paladin as bosses (Inferred)
D4 Combo Floor & Median Output 35 No recorded boards; median is inferred from the number of starters that need a second card to function (Inferred)
D5 Interruption Resilience & Route Redundancy 45 Searchers and two Dark Magician-named recursion effects give some route redundancy, but the deck has no independent second line (Inferred)
D6 Resource Economy, Recovery & Grind 50 Mulcharmy draws, Maxx C and 21 searcher-text cards give good card flow; the 1-copy Ritual boss cards spend resources heavily (Inferred)
D7 End-Board & Interaction Quality 60 Ash Blossom x2, Droll & Lock Bird, Solemn Judgment, Red Reboot, Maxx C, Crossout Designator and Number 90 negations give layered interaction (Verified card text, Inferred quality)
D8 Going-Second & Board-Breaking Power 55 Going-second hand-trap group reaches about 60% in a 6-card hand, and Black Chaos and Silent Magician challenge boards (Inferred)
D9 Offensive Pressure & Closing Power 50 Boss ATK reaches 2900 to 3500 but needs Ritual or Link setup, with no dated closing data (Inferred)
D10 Main Deck Efficiency & Flexibility 40 59 main cards with 36 distinct names and 0% exact archetype purity across 74 off-archetype copies; a mixed engine lowers efficiency (Verified composition)
D11 Extra Deck Efficiency & Coverage 45 Full 15-card Extra Deck mixes Link, Fusion and XYZ summons across unrelated archetypes; coverage is broad but not coherent (Inferred)
D12 Side Deck Adaptability 10 side_count is 0; there is no Side Deck and no post-side plan (Verified)
D13 Matchup Coverage & Format Fit 40 No dated metagame or tournament link; meta share is absent, so this is provisional (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Ritual, Link and Fusion sequencing with many decision points for a single pilot (Inferred)

How the score was computed

Strategy profile: 100% Midrange (Toolbox not blended). Structural ≈ 44, Going First ≈ 47, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Banlist exposure (-10); Engine conflicts (-2). Final formula: Theoretical: 0.80*Structural(44) + 0.20*TournamentReliability(40) + modifiers(-12) = 31; capped at 25 because the list is Illegal. Meta Power provisional and excluded.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.24 · 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 density (21 searcher-text cards) keeps most hands functional
  • Eight hand traps and several negations give layered interaction
  • Ritual, Link and Fusion bosses with 2800 to 3500 ATK give a real closing threat

Weaknesses

  • Three Forbidden cards make the list illegal in OCG
  • No Side Deck, so no best-of-3 adaptation
  • Mixed sub-archetype engine with 0% exact archetype purity
  • Only 4 of 11 archetype core cards are present

Critical choke points

  • Light and Darkness Ritual spell as the only route to the main Ritual bosses
  • Dark Magician or Dark Magician Girl on the field to enable most engine effects
Priority Remove Add Reason
1 Magicians' Souls, Red-Eyes Dark Dragoon, Cross-Sheep Legal replacements from the same engine (Dark Magician-named spells or Ritual boss support) Restores legality; without this the deck cannot be scored normally
2 Two or three off-archetype tech cards (for example Terraforming or Mudragon of the Swamp) Sideboard-capable Magician or Light and Darkness Ritual support cards Raises archetype purity and engine coherence (D10, D11)
3 None A Side Deck of up to 15 cards Enables post-side planning and lifts D12 from 10

Evidence & confidence

  • Verified: Illegal status: 3 Forbidden cards run (Magicians' Souls, Red-Eyes Dark Dragoon, Cross-Sheep); 59 main, 15 extra, 0 side; copy histogram 23 / 3 / 10; Limited and Semi-Limited copy counts are within their legal limits; Card text and archetype spread from the evidence pack
  • Observed: Usage stats: 4 of 11 core cards present (36.4%)
  • Inferred: Opening-hand probabilities from the hypergeometric table; Interaction density and hand-trap value from card text; Dimension scores D1 to D11 and D14
  • Provisional: Meta Power and D13 matchup fit (no dated metagame sample)
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot records are absent No side deck: post-side plan cannot be assessed No win-rate telemetry for going-first, going-second or matchups Meta Power is Provisional without a dated metagame sample

More OCG Info

Magician Girls

Magician Girls Breakdown

 
 

 

 

 

 

 

 
 

 

 
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