Charmer Deck #770620 — Yu-Gi-Oh! TCG

52 Main, 15 Extra, incl. Radiant Typhoon Eldam x3, Radiant Typhoon Krosea x3, Radiant Typhoon Swen x3. Created Oct 21, 2026 by YGO Mod.

Deck Charmer TCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 22, 2026
47± 8/ 100
Power Score
Structural 54
Reliability 52
Going First 63
Going Second 46

Deck — Deck Power Evaluation

Final Contextual Deck Power: 47/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 54.5
Going First 63
Going Second 46
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: tcg

Legality

Main 52 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Radiant Typhoon monsters (Krosea, Eldam, Swen, Fonix, Varuroon) summoned under the Mystical Space Typhoon or no-opposing-Spell/Trap condition, then pressure from 2200-3000 ATK bodies and Link/Fusion follow-ups.; Charmer Link and Fusion monsters (Dharc Gloomy, Wynn Verdant, Eria Gentle, Charmers of the Grand Circle) and control-steal flip monsters converting a single trade into board control.
  • Turn 1 (going first): Turn 1 Radiant Typhoon starter (Krosea, Eldam or Swen) summoned while the opponent controls no Spells/Traps, followed by a search with Radiant Typhoon Vision or Chant and a Quick-Play into Varuroon or Fonix.
  • Turn 2 (going second): Open a Droll & Lock Bird or Mystical Space Typhoon to clear the opponent's first interaction, then rebuild through the GY-based Radiant Typhoon triggers; this plan is thin and depends on a 6-card hand.
  • Recovery: Mystical Space Typhoon, Radiant Typhoon Vision, Chant, Manifestation and Ascendance each return or add a Mystical Space Typhoon when destroyed by it, and the Spellbook searchers rebuild the hand.
  • After siding: No side deck is registered, so there is no post-side plan; the deck can only be adjusted by the pilot between games within its 52 main-deck cards.

Why it scores here

The deck reliably opens a functional plan on turn 1 going first: nine copies of Radiant Typhoon Krosea, Eldam and Swen are summonable when the opponent controls no Spells/Traps, and roughly 63 percent of going-first opening hands contain at least one of them (Inferred hypergeometric estimate). Card advantage is strong, with 30 searcher-text cards, Spellbook draw effects and Radiant Typhoon Vision/Chant recursion lifting the grind score. Conversion is credible but unmeasured, because no recorded boards exist, so the ceiling and floor are text-based inferences. Interaction is thin for a format that punishes it: one hand trap, Varuroon's negation and Mandate, and a handful of flip control-steal monsters. Score is pulled down by a 24-singleton main deck split across three or four competing sub-engines (Radiant Typhoon, Spellbook, Dark Time Wizard, Possessed/Charmer), an empty side deck, and only 2 of 25 usage-core Charmer cards present; popularity and card-by-card strength were not averaged in.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(at least one of 9 Radiant starters in a 5-card opening hand) approx 0.63; starters are summonable turn 1 when the opponent has no Spell/Trap, MST 3 copies is the GY enabler (Inferred)
D2 Opening-Hand Quality & Brick Management 52 24 of 34 distinct main-deck cards are singletons; Spellbook and Dark Time Wizard pieces are only partly self-sufficient, so some hands are dead or conflicting (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards, so ceiling is inferred from Radiant search and summon density, 30 searcher-text cards and Link/Fusion follow-ups (Inferred)
D4 Combo Floor & Median Output 45 combo data has zero boards; median output is unmeasured and assumed moderate given many one-of stat sticks at 500 ATK (Inferred, data gap)
D5 Interruption Resilience & Route Redundancy 62 Four Radiant cards return MST from the deck when destroyed by it, plus multiple starter bodies give independent restart lines after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 68 Searchers, Spellbook of Secrets and Knowledge draw 2, Radiant Typhoon Vision draw 2 and Mandate draw 1 give strong card advantage (Inferred from text)
D7 End-Board & Interaction Quality 60 Varuroon negation, Totem Bird and Mandate negate, Jinzo destroys traps, and six flip control-steal monsters offer breadth; only one true hand trap (Droll) and no floodgate (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 45 Going-second split unavailable; only Droll and MST meaningfully challenge an established board after a 6-card hand, and Radiant starters need an empty opposing S/T zone (Inferred)
D9 Offensive Pressure & Closing Power 66 End-board boss ATK reaches 2200-3400 (Fonix 3000, Shiina 2900, Red-Eyes Exceed 3400, Krosea 2200) with Link evasion (Verified stat, Inferred closing)
D10 Main Deck Efficiency & Flexibility 40 52 main cards with 24 singletons, only 22.4 percent exact archetype-name purity, and many off-plan cards (Aoi, Aussa, Jinzo, Alligator's Dragon Knight) (Verified composition)
D11 Extra Deck Efficiency & Coverage 58 15 Extra cards: 10 Link (9 distinct), 3 Fusion, 2 Xyz; several Link and Fusion pieces need Charmer or Radiant targets, but Totem Bird and Number 75 are reachable with Level 3 WIND monsters (Verified composition, Inferred access)
D12 Side Deck Adaptability 12 Side deck is empty (0 of 15 slots), so the best-of-3 plan has no adaptation (Verified composition)
D13 Matchup Coverage & Format Fit 45 No tournament link, no meta share and no dated metagame sample; format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 45 Many conditional summons, GY-triggered effects and one-of flip monsters require frequent decisions and sequencing (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 54.5, Going First ≈ 63, Going Second ≈ 46, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: engine conflicts (-3); engine compactness (-2); no side deck (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional) = 0.80*54.5 + 0.20*52 - 7 = 47

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.63 · 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

  • Nine Radiant Typhoon starters with a turn-1 summon condition that is easy to meet going first
  • Strong card advantage from 30 searcher-text cards and Spellbook draw effects
  • Multiple MST-recursion routes (Vision, Chant, Manifestation, Ascendance) give repeatable restarts
  • Several high-ATK end-board bodies and Link evasion

Weaknesses

  • Almost no hand traps (one, Droll and Lock Bird, at Limited)
  • No side deck, so no adaptation across games
  • Sub-engines conflict and many singleton cards risk dead hands
  • Only 2 of 25 usage-core Charmer cards present, so the list departs from the archetype standard

Critical choke points

  • Mystical Space Typhoon (3 copies) is the enabler for the Radiant summon condition once the opponent controls Spells/Traps
  • Droll and Lock Bird is the only hand trap and is Limited, so a single copy in hand is the main answer to going-second boards
Priority Remove Add Reason
1 Spiritual Water Art - Aoi A side deck of 15 with hand traps and targeted negations for the metagame Aoi requires a WATER tribute and a hand disruption that the engine rarely needs; the empty side deck is the largest single gap in D12.
2 One singleton off-plan card (Spellbook of Knowledge or Alligator's Dragon Knight) A second copy of a Radiant Typhoon or MST-recursion card Reduces singleton brick risk and reinforces the strongest sub-engine without adding a new engine.

Evidence & confidence

  • Verified: Legal status: 52 main, 15 extra, 0 side within size rules; Limited banlist status for Droll and Lock Bird, Radiant Typhoon Chant and S:P Little Knight, each run at 1 copy; Extra-deck breakdown 10 Link, 3 Fusion, 2 Xyz; 24 main-deck singletons; 22.4 percent exact archetype purity; Usage-core presence 2 of 25 (8 percent)
  • Inferred: Going-first starter probability approx 0.63 from hypergeometric estimate; Ceiling and floor from card text only, with no recorded boards; Interaction density from card text; Card advantage from searcher and draw text; Going-second weakness from a 6-card hand and conditional summons
  • Provisional: Meta Power and matchup fit, no dated metagame sample; 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 match record absent no win-rate telemetry; going-first, going-second, matchup and brick rates are Inferred or Unknown side deck is empty, so D12 cannot be measured from post-side data deck title is null, so the deck is identified only by its Charmer archetype label and card list

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