Dark Magician Deck #770426 — Yu-Gi-Oh! TCG

59 Main, 15 Extra, incl. Griffoh x3, Mulcharmy Fuwalos x3, Mulcharmy Meowls x3. Created Oct 21, 2026 by YGO Mod.

Deck Dark Magician TCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 22, 2026
30± 8/ 100
Power Score
Structural 55
Reliability 40
Going First 50
Going Second 56

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 55
Going First 50
Going Second 56
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Combo
  • Secondary strategies: Stun
  • Format: tcg

Legality

Main 59 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 7 violation(s).

Identity & game plan

  • Win condition: Dark Magician / Magician of Dark Chaos - Black Chaos / Mulcharmy disruption-to-board pressure (structural read only; no combo data supplied); Link Monster follow-up through Power Patron, Artmage and Ars Magna lines (Inferred from card text)
  • Turn 1 (going first): Open a Light and Darkness Ritual or Dark Magician starter, use Dark Magical Curtain or Ragged Records for search, and keep Ash Blossom / Infinite Impermanence up for the opponent's first activation (Inferred)
  • Turn 2 (going second): Hold hand traps (14 in the Main Deck, P(at least one in 6 cards) about 0.82) to break the opponent's first board, then rebuild through Mulcharmy draw effects (Inferred)
  • Recovery: Recover through Ars Magna Corruption/Division searches and Mulcharmy draw triggers; recursion from the GY is text-only (Inferred)
  • After siding: Not evaluable: the deck has no Side Deck, so no post-side plan exists

Why it scores here

The score is a structural read of the deck as a system, not an average of its card scores and not a reward for Dark Magician's popularity. The 24-copy archetype core (P(at least one open in 5) about 0.94) and the 14 hand traps give a credible opening and a strong going-second interaction package. Conversion is text-only because no boards were recorded, so the ceiling (Black Chaos, Magician of Dark Chaos, Dark Magician of Destruction) and the median are both Inferred. The deck is held down by its legality: five Forbidden cards and two copy-limit overages make the list Illegal in TCG, which caps the final score low. The absence of a Side Deck removes all post-side adaptability, and the 4% exact-name archetype purity shows a loose sub-archetype web rather than a tight engine.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one archetype core card in 5 cards) = 0.94 across 24 copies; starter access depends on Ritual and Mulcharmy lines (Inferred)
D2 Opening-Hand Quality & Brick Management 55 14 hand traps and 19 searchers add flexibility but Mulcharmy and Magician effects are conditional on board state, so bricks are likely (Inferred)
D3 Combo Conversion & Ceiling 60 Best line is not recorded; ceiling rests on Black Chaos and Magician of Dark Chaos text (Inferred from card text, no combo data)
D4 Combo Floor & Median Output 45 No combos supplied, so median output is unknown and is set low for lack of evidence (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Multiple independent hand-trap and search routes give some redundancy after interruption (Inferred)
D6 Resource Economy, Recovery & Grind 50 Recursion exists through Mulcharmy and Medius GY effects, but no resource signature is recorded (Inferred)
D7 End-Board & Interaction Quality 66 14 hand traps and 21 removal-text cards give broad interaction; Forbidden copies would be removed in a legal build (Inferred from text flags)
D8 Going-Second & Board-Breaking Power 64 Going-second hand-trap coverage is strong, P(at least one hand trap in 6) = 0.82 (Inferred)
D9 Offensive Pressure & Closing Power 58 Boss monsters at 2800 to 3000 ATK plus Link follow-up give closing power if the board is established (Inferred)
D10 Main Deck Efficiency & Flexibility 45 Only 4.1% exact-name archetype purity with 71 off-archetype copies, and 3-copy stacking of a loose core, lowers coherence (Verified composition)
D11 Extra Deck Efficiency & Coverage 52 15 Extra Deck slots with 11 Links and 4 Fusions; Red-Eyes Dark Dragoon and Cross-Sheep are Forbidden and would be cut (Verified legality)
D12 Side Deck Adaptability 10 Side Deck is empty (0 cards), so there is no post-side adaptability (Verified composition)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; archetype share unavailable, held at a neutral placeholder (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-archetype web with many conditional effects and over 15 link paths is demanding for a new pilot (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 55, Going First ≈ 50, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Banlist exposure (-6); No side deck (-4). Final formula: Structural-only theoretical read (Illegal cap). Pre-cap: 0.80*55 + 0.20*40 - 10 (modifiers) = 42; capped to 30 because the list is Illegal. Meta provisional, null.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.94 · 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 hand-trap and disruption package (14 hand traps) with strong going-second coverage
  • Large archetype core gives high opening access to Dark Magician-branded starters
  • Strong Link and boss finishers (Black Chaos, Magician of Dark Chaos, Link threats)

Weaknesses

  • Illegal in TCG: five Forbidden cards and copy-limit overages must be removed before the list is playable
  • No Side Deck at all for best-of-3 play
  • Low archetype purity (4.1%) across Dark Magician, Light and Darkness Ritual, Mulcharmy, Ars Magna and Power Patron, so the engine is loose

Critical choke points

  • Forbidden Magicians' Souls and Triple Tactics Talent sit in the core lines; removing them changes the starter set
  • Mulcharmy draw effects only trigger while the controller holds no cards, a board-state dependency
Priority Remove Add Reason
1 Called by the Grave, Triple Tactics Talent, Magicians' Souls, Red-Eyes Dark Dragoon, Cross-Sheep Legal in-archetype replacements (e.g. one more Dark Magician-named searcher or a legal Link) Restores legality; without this the deck has no normal score
2 One Ash Blossom & Joyous Spring and one Droll & Lock Bird Legal copies of Light and Darkness Ritual core or a legal hand trap Brings copy counts under Semi-Limited and Limited caps
3 Off-archetype tech cards A 15-card Side Deck Enables post-side adaptation for best-of-3 play

Evidence & confidence

  • Verified: Illegal status: five Forbidden copies and copy-limit overages (legality block); Main 59, Extra 15, Side 0 (composition); Archetype purity 4.1%, 71 off-archetype copies (composition); Core 24 copies, P(at least one in 5) = 0.935 (probabilities)
  • Inferred: Starter access and brick risk (D1, D2); Ceiling and median output from card text only (D3, D4); Going-second hand-trap coverage (D8)
  • Provisional: Meta Power (null, no dated meta sample); Matchup and format fit (D13)
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record absent No win-rate telemetry for going-first, going-second, matchup or brick rates No Side Deck present, so post-side scoring is structural only Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Dark Magician

Dark Magician Breakdown

 
 

 

 

 

 

 

 
 

 

 
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