Mulcharmy Deck #770596 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Fantastical Dragon Phantazmay x3, Lava Golem 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
37± 8/ 100
Power Score
Structural 54
Reliability 42
Going First 56
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 37/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 54
Going First 56
Going Second 62
Meta Power provisional
Tournament Reliability 42
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Blind-Second
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Ritual/Fusion/Synchro/Xyz/Link boss monsters such as Black Chaos, Black Luster Soldier, Alba-Lenatus and Clown Crew Biancaviso, summoned through the Clown Crew and Light and Darkness Ritual searchers; Mulcharmy Fuwalos and Mulcharmy Purulia card-draw pressure once the hand is emptied
  • Turn 1 (going first): Search a Ritual or Clown Crew enabler (Clown Crew Rehearsal, Ragged Records of Rites, Mind Shuffle) and convert into a Ritual boss, protecting the line with Ash Blossom and Ghost Ogre & Snow Rabbit
  • Turn 2 (going second): Hold hand traps (Ash Blossom, Ghost Belle, Ghost Ogre, Nibiru, Droll & Lock Bird) to break the opponent's starter, then rebuild with search and Ritual or Fusion summons
  • Recovery: Recover through searchers (17 searcher-text cards) and Light and Darkness Ritual GY recursion (Skull Archfiend of Chaos, Griffoh, Mind Shuffle)
  • After siding: Not evaluable: the deck has no Side Deck, so there is no post-side plan

Why it scores here

The score comes from the deck as a system: the searcher-dense main deck (17 searcher-text cards, about 86% chance of at least one in an opening five) and a going-second hand trap package (about 72% chance of at least one hand trap in six) give it a usable opening and a way to interrupt the opponent. Its finishing power comes from high-ATK Ritual and Synchro bosses (Black Chaos, Black Luster Soldier, Alba-Lenatus, Clown Crew Biancaviso), which lifts closing and going-second scores. Consistency is held back by 26 distinct main-deck cards that split across three sub-engines (Clown Crew, Light and Darkness Ritual, Mulcharmy), with only 8.6% of main-deck copies being exact Mulcharmy names, so the engine is loosely coherent. Popularity did not earn points: the archetype core shows 50 to 97% inclusion, which confirms the list is real but not strong. The deck is capped at Low confidence and a copy-limit penalty because three Semi-Limited cards are run at 3 copies where the limit is 2, and no combo boards, tournament data or side deck were supplied, so all consistency figures are Inferred. The scores were not averaged from individual card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one archetype-core card in opening 5) ≈ 0.65 and P(at least one searcher-text card in opening 5) ≈ 0.86; starter density is good but the Clown Crew and Ritual lines compete for the same hand slots (Inferred)
D2 Opening-Hand Quality & Brick Management 50 Level-0 spells and traps (21 cards) plus 10 hand traps and multiple Ritual, Fusion and Synchro pieces add dead-card risk in openings; no brick rate is measured (Inferred)
D3 Combo Conversion & Ceiling 50 No recorded combo boards exist, so the ceiling is a structural read: Ritual bosses such as Black Chaos and Black Luster Soldier plus Ritual and Fusion enablers give a high ceiling if they connect (Inferred)
D4 Combo Floor & Median Output 40 No parseable combos, so the median is unknown; with three engines competing for the same starters, the typical output is likely lower than the ceiling (Inferred, low confidence)
D5 Interruption Resilience & Route Redundancy 60 Ten hand traps and several searchers give independent entry points after a disruption, but the Ritual and Clown Crew lines are single-threaded once the starter is stopped (Inferred)
D6 Resource Economy, Recovery & Grind 60 Mulcharmy draw effects and the Light and Darkness Ritual GY recursion (Skull Archfiend, Griffoh, Mind Shuffle) regenerate resources; no resource signature data is supplied (Inferred)
D7 End-Board & Interaction Quality 62 Removal-text cards (22) and negation-text cards (9) give layered interaction on the end board, with Black Luster Soldier and Magician of Dark Chaos protecting the boss (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 65 Going-second hand-trap probability is about 0.72 and several hand traps can answer the opponent's first turn; Ritual bosses at 2500 to 3000 ATK challenge established boards (Inferred)
D9 Offensive Pressure & Closing Power 65 Bosses at 2500 to 3000 ATK (Black Chaos, Black Luster Soldier, Alba-Lenatus, Ecclesia and the Dark Dragon) give closing pressure once the boss is summoned (Verified card text, Inferred conversion)
D10 Main Deck Efficiency & Flexibility 58 55 main-deck cards with 26 distinct cards and 12 three-copy cards; the list is compact for its engine count, but three copies over the Semi-Limited limit must be fixed (Verified counts, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck cards across Fusion, Synchro, Xyz and Link with 11 distinct cards; the Extra Deck is full and dependent on the Clown Crew pieces appearing (Verified counts, Inferred)
D12 Side Deck Adaptability 20 No Side Deck is present, so the deck has no post-side adaptation; this is scored at a low value rather than left blank (Verified, zero side cards)
D13 Matchup Coverage & Format Fit 45 Tournament share and the per-pilot match record are absent; the usage stats show strong archetype core inclusion, but this is not format fit (Provisional)
D14 Pilotability & Error Tolerance 35 Multiple engines (Ritual, Fusion, Synchro, Xyz, Link) plus hand-trap timing make the deck demanding to pilot; the step count is high in every line (Inferred)

How the score was computed

Strategy profile: Midrange primary, Toolbox secondary (Midrange profile used as-is; Toolbox not blended in numerically). Structural ≈ 54, Going First ≈ 56, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 42. Modifiers: Illegal copy-limit violation (-15); Banlist exposure (0); No side deck (0). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); 0.80*54 + 0.20*42 = 51.6, then Illegal copy-limit modifier -15 applied and rounded to 37 (Illegal cap)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.65 · 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 package (17 searcher-text cards) gives a high chance of finding a starter
  • Ten hand traps and nine negation-text cards give going-second interaction
  • High-ATK Ritual and Synchro bosses give closing pressure

Weaknesses

  • Three cards run over the Semi-Limited copy limit, so the list is illegal as built
  • Three engines (Clown Crew, Light and Darkness Ritual, Mulcharmy) compete; only 8.6% of copies carry the exact archetype name
  • No Side Deck, so no post-side plan
  • Level-0 spells and traps and hand traps add brick and dead-card risk

Critical choke points

  • The Light and Darkness Ritual line depends on a single Ritual Spell (Light and Darkness Ritual, 1 copy)
  • Clown Crew Rehearsal and Ragged Records of Rites are the main search path into the Ritual bosses; losing them stalls the going-first line
  • Extra Deck Clown Crew pieces (Dristy, Diabolo, Fiends, Meteor) are each 2 copies and must be present for the Clown Crew sub-engine
Priority Remove Add Reason
1 One copy each of Ash Blossom & Joyous Spring, The Fallen & The Virtuous, and Super Polymerization Off-engine replacements that are legal at the limit, or Ash Blossom and the other two at 2 copies The deck is illegal as built; fixing the copy limit is required before any normal score can apply
2 Off-archetype tech cards that do not feed the Mulcharmy or Clown Crew engine Cards that feed the chosen primary engine (Mulcharmy or Clown Crew) Only 8.6% of copies are exact Mulcharmy names; engine coherence is the main consistency lever
3 None A Side Deck of 5 to 15 cards No side cards are run; a Side Deck would let the deck adapt in best-of-3 play

Evidence & confidence

  • Verified: Main deck 55 and Extra deck 15 are within the TCG size rules; Three cards exceed their Semi-Limited copy limit (Ash Blossom, The Fallen & The Virtuous, Super Polymerization); Archetype core inclusion is 50 to 97% in the usage stats; 4 of 7 core cards are present; Exact-name archetype purity is 8.6% (6 of 70 copies)
  • Inferred: Consistency: P(at least one archetype-core card in opening 5) ≈ 0.65; searcher density gives P ≈ 0.86; Hand-trap going-second coverage P ≈ 0.72; Structural dimension scores (D1–D14) are Inferred from card text and draw odds
  • Provisional: Meta power is null: no dated metagame sample was supplied; Matchup and format fit (D13) is Provisional: 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 match record are absent No win-rate telemetry: going-first/second, matchup and brick rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied No Side Deck supplied, so post-side performance cannot be assessed

More TCG Info

Mulcharmy

Mulcharmy Breakdown

 
 

 

 

 

 

 

 
 

 

 
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