Mulcharmy Deck #770576 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Gazelle the King of Mythical Claws x3, Mirror Swordknight x3, Mulcharmy Fuwalos x3. Created Oct 21, 2026 by YGO Mod.

Deck Mulcharmy TCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 22, 2026
20± 10/ 100
Power Score
Structural 48
Reliability 40
Going First 45
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 20/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 48
Going First 45
Going Second 50
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Tempo
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Fusion Summon of Chimera-family and Light and Darkness Ritual boss monsters (Chimera the Illusion Beast, Guardian Chimera, Black Luster Soldier, Magician of Dark Chaos) backed by hand-trap protection.; Mulcharmy Fuwalos draw and hand-size pressure, with Link and Fusion follow-ups from the Extra Deck.
  • Turn 1 (going first): Open with a searcher (Gazelle, Nightmare Apprentice, Berfomet, Chimera Fusion) and build a Fusion or Ritual board while holding one hand trap; the 5-card opening has about a 0.88 chance of at least one searcher (Inferred).
  • Turn 2 (going second): Use the 6-card hand's hand traps (about 0.90 chance of at least one) to interrupt the opponent's first board, then Fusion Summon through the disruption.
  • Recovery: Recover through Chimera Fusion and Light and Darkness Ritual from the GY, and through Cornfield Coatl and Mind Shuffle searches; no recursion sequence is recorded in the evidence (Inferred).
  • After siding: Not applicable: the deck has an empty Side Deck, so there is no post-side plan.

Why it scores here

This deck is scored as a system, not as an average of its cards. Its searcher density (about 0.87 chance of at least one searcher in the opening 5) and 17 hand traps suggest it can usually reach a functioning interaction-and-search plan, but the Mulcharmy core is thin: only 3 Mulcharmy Fuwalos and no archetype payoff beyond it, so the 'archetype' label does little to earn points (exact-name purity is 4.3%). The deck runs 27 distinct main-deck cards across three sub-archetypes (Chimera, Light and Darkness Ritual and generic), which reduces the consistency of a single engine. No combo records exist, so combo ceiling and median are text-only inferences and receive modest scores. The structural score is about 48 under the Midrange profile, but the list is Illegal (Ash Blossom & Joyous Spring at 3 copies against a Semi-Limited limit of 2), so the final score is capped at 20 and reported as theoretical only. Popularity and usage stats were not credited as strength.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one searcher in hand of 5) ≈ 0.87; Fusion and Ritual starters are split across sub-archetypes, so core-engine access is moderate (Inferred)
D2 Opening-Hand Quality & Brick Management 45 Core Mulcharmy group opens in 5 cards with P ≈ 0.45; 21 tech cards and 17 hand traps risk dead hands before the engine turns on (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable boards; ceiling is inferred from Chimera Fusion, Berfomet and Guardian Chimera text only (Inferred)
D4 Combo Floor & Median Output 35 No recorded combos, so median output is not measurable; estimate from text only (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Two independent hand-trap lines and multiple searchers give some redundancy after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 45 Recovery depends on GY effects of Chimera Fusion and Ritual cards; no resource telemetry exists (Inferred)
D7 End-Board & Interaction Quality 70 17 hand traps plus negation text across Ash Blossom, Ghost Belle and Ghost Ogre give layered interaction (Inferred semantic read from card text)
D8 Going-Second & Board-Breaking Power 55 Going-second hand-trap probability is about 0.90 and Chimera the Illusion Beast negates text; no going-second win data exists (Inferred)
D9 Offensive Pressure & Closing Power 40 Boss ATK of 2800–3300 is strong, but the closing line is unmeasured and the deck has no direct-attack finisher (Inferred)
D10 Main Deck Efficiency & Flexibility 45 55 main cards with 27 distinct names, 21 tech slots and no floodgate; the slot ratio is loose for a single engine (Verified composition, Inferred consequence)
D11 Extra Deck Efficiency & Coverage 55 12 Fusion and 3 Link monsters are mostly flexible and accessed via Chimera Fusion and Super Polymerization; no Extra Deck access data (Inferred)
D12 Side Deck Adaptability 20 Side Deck is empty (0 cards), so there is no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link and no dated metagame sample; Meta Power is provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Multiple Fusion and Ritual routes and hand-trap timing decisions make the deck demanding for a casual pilot (Inferred)

How the score was computed

Strategy profile: 0.8 Midrange / 0.2 Toolbox (disclosed; Toolbox used for D8 and D11 emphasis). Structural ≈ 48, Going First ≈ 45, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: none. Final formula: Illegal cap: the deck is Illegal (Ash Blossom at 3 copies vs a limit of 2). Normal Final = 0.80*Structural(48) + 0.20*TournamentReliability(40) = 46 is computed for reference only, and the final score is capped to 20 as theoretical/structural-only per rubric Step 2.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.87 · key two-card combo ≈ — · full-brick estimate ≈ 0.55 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • 17 hand traps with negation text give layered interaction on both turns
  • Searcher density (about 0.87 in opening 5) makes the engine usually reachable
  • Boss monsters (Chimera the Illusion Beast 3100 ATK, Guardian Chimera 3300 ATK) have strong stats

Weaknesses

  • Illegal list: Ash Blossom & Joyous Spring is run 3 times against a limit of 2
  • Only 3 Mulcharmy Fuwalos; the archetype's own core is thin (exact-name purity 4.3%)
  • Empty Side Deck: no post-side plan, and the deck can't adapt to a hostile matchup
  • Three sub-archetypes (Chimera, Light and Darkness Ritual, generic) dilute the engine

Critical choke points

  • Ash Blossom copy limit: the deck cannot be played as built until it is reduced to 2 copies
  • Single Mulcharmy Fuwalos payoff: if it is not drawn, the Mulcharmy plan is absent
  • Chimera Fusion as the main Fusion access route
Priority Remove Add Reason
1 1x Ash Blossom & Joyous Spring Mulcharmy Purulia (usage-core card, 82% inclusion, not in this list) Makes the list legal (Ash Blossom at the Semi-Limited limit of 2) and adds a core archetype card the deck lacks.
2 1x Tech card with the lowest role coverage Side Deck of 15 cards The Side Deck is empty; a side plan would lift D12 and tournament reliability.

Evidence & confidence

  • Verified: Legality: Ash Blossom & Joyous Spring at 3 copies exceeds Semi-Limited limit of 2 (Illegal); Main 55, Extra 15, Side 0 are within size rules; Usage stat: Mulcharmy Purulia 81.9% inclusion, absent from this list
  • Inferred: Searcher and hand-trap hypergeometric probabilities; Consistency and brick-rate estimates; Interaction density from card-text reads
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (no 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 going-first, going-second, matchup or brick rate Meta Power is Provisional unless a dated metagame sample is supplied Side Deck is empty; no post-side data

More TCG Info

Mulcharmy

Mulcharmy Breakdown

 
 

 

 

 

 

 

 
 

 

 
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