Magistus Deck #770791 — Yu-Gi-Oh! OCG

52 Main, 15 Extra, incl. Aiwass, Divine Spirit of the Law x3, Aleister the Reminiscent x3, Magical Meltdown x3. Created Oct 21, 2026 by YGO Mod.

Deck Magistus OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 22, 2026
30± 8/ 100
Power Score
Structural 51
Reliability 40
Going First 48
Going Second 54

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 51
Going First 48
Going Second 54
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Fusion Summon large Invoked monsters (Hyperinvoked Aeon 3800 ATK, Invoked Oceanus 3000 ATK, Invoked De Anima 2900 ATK) through hand-trap-protected Aleister lines; Invoked Purgatrio and Invoked Magistus Omega as additional fusion beaters once the Aleister engine is live
  • Turn 1 (going first): Open Aleister the Reminiscent or Aiwass, search or Special Summon an Aleister monster, then Fusion Summon an Invoked monster while holding Ash Blossom, Ghost Belle or Ghost Ogre as protection
  • Turn 2 (going second): Use the six-card hand's hand traps (Ash Blossom, Ghost Belle, Ghost Ogre, Infinite Impermanence, Droll and Lock Bird, Maxx C) to break the opponent's turn, then rebuild the Aleister engine through a Fusion Summon
  • Recovery: Recycle Aleister or Invocation from the GY via Invocation and Invocation - Sword, and rebuild with Mulcharmy draw effects when the hand is empty
  • After siding: Not evaluable: the deck runs no side deck, so there is no post-side plan (Inferred)

Why it scores here

The score comes from the system: the Aleister and Invoked engine gives a plausible route to fusion beaters, and the 14 hand traps and 15 negation-text cards give the deck real interaction density. Individual card power was not averaged, and archetype popularity earned no points. The deck does not open its engine reliably: P(at least one Aleister Reminiscent in a 5-card opening hand) is about 0.25 with 3 copies, the archetype core is only 4 of 8 usage-standard cards (Crowley, Endymion and both Zoroas are absent), and its archetype purity is 1.4%. Its ceiling and median cannot be measured because no combo boards are recorded. The deck has no side deck, so it has no post-side plan. Forbidden Triple Tactics Talent makes the list illegal, which caps the score and makes this a theoretical, structural-only reading.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one Aleister starter in a 5-card hand) is about 0.25 per 3-copy card, and the searcher text group reaches 0.81; the core engine is thin (Inferred)
D2 Opening-Hand Quality & Brick Management 48 14 hand traps and 17 singleton slots with 69 of 55 copies off-archetype raise brick and conflicting-hand risk; no brick estimate is supported by data (Inferred)
D3 Combo Conversion & Ceiling 40 No combo boards are recorded, so the ceiling is read from card text only: Invoked fusion beaters with 3800 and 3000 ATK (Inferred, text-only)
D4 Combo Floor & Median Output 35 Median output is unmeasurable with zero recorded combos; no floor or median can be stated (Provisional)
D5 Interruption Resilience & Route Redundancy 55 Ash Blossom, Ghost Belle, Ghost Ogre, Infinite Impermanence and Droll and Lock Bird give multiple protection lines, but the single Aleister starter is a choke point (Inferred)
D6 Resource Economy, Recovery & Grind 58 15 search effects and Mulcharmy draw effects support recovery, but no resource telemetry exists (Inferred)
D7 End-Board & Interaction Quality 68 15 negation-text cards and 23 removal-text cards give dense interaction; Forbidden Triple Tactics Talent does not count toward this (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 62 14 hand traps and several going-second negations (Ash, Ghost Belle, Ghost Ogre) give a plausible going-second route; no split data exists (Inferred)
D9 Offensive Pressure & Closing Power 62 Hyperinvoked Aeon 3800 ATK, Invoked Oceanus 3000 ATK and Invoked De Anima 2900 ATK are real closing threats, though not enough is recorded to confirm conversion (Inferred)
D10 Main Deck Efficiency & Flexibility 45 55 main cards across 33 distinct names; 27 Level-0 spell/trap slots and 17 singletons dilute engine coherence (Inferred)
D11 Extra Deck Efficiency & Coverage 58 15 Extra Deck slots are full, with 13 fusion and 2 link, and the fusion beaters are broadly flexible (Inferred)
D12 Side Deck Adaptability 10 No side deck at all, so there is no post-side adaptability (verified from evidence: side_count 0)
D13 Matchup Coverage & Format Fit 45 Archetype share and tournament record are absent, so format fit cannot be measured (Provisional)
D14 Pilotability & Error Tolerance 35 Fusion chains and Aleister or Invocation sequencing carry high decision load and multi-step lines (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 51, Going First ≈ 48, Going Second ≈ 54, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (Forbidden card in main) (-8); no side deck (-4); illegal cap (-7). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*51 + 0.20*40 - 12 = 37, then capped to 30 because the deck is Illegal (Forbidden Triple Tactics Talent). Theoretical/structural-only.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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 interaction: 14 hand traps and 15 negation-text cards
  • Fusion beaters with high ATK: Hyperinvoked Aeon, Invoked Oceanus, Invoked De Anima
  • Extra Deck full (15) with a flexible fusion mix
  • Search density (15 searcher-text cards) supports recovery

Weaknesses

  • Illegal list: Forbidden Triple Tactics Talent is run 1 copy
  • Engine is thin: about 0.25 chance per opening hand of a 3-copy starter
  • Low archetype purity (1.4%) and 4 of 8 core cards missing
  • No side deck
  • No combo data to verify conversion or median output

Critical choke points

  • Aleister monster availability (the engine starter and fusion material)
  • Hand-trap density: the deck depends on negations to protect the Aleister line
Priority Remove Add Reason
1 Triple Tactics Talent A legal OCG card (or a second copy of an existing legal engine card) Clears the only violation so the list is legal and can receive a normal score
2 Two Level-0 spell or trap slots that do not continue a line Crowley, the Gifted Magistus or another core card Raises archetype purity and the core-card presence (4 of 8 present)
3 None A 3 to 5 card side deck Enables a post-side plan and lifts the side-adaptability score

Evidence & confidence

  • Verified: Triple Tactics Talent is Forbidden and run 1 copy (illegal); Main 55, Extra 15, Side 0 within the OCG size rules except for the empty side; Usage: 4 of 8 core cards present
  • Inferred: Opening-hand starter probability about 0.25 for 3-copy cards; Hand-trap and negation density as interaction quality; Going-first and going-second plans derived from card text
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (no tournament data)
  • Data gaps: No combos supplied: ceiling, median and floor are text-only inference No tournament link: archetype meta-share and per-pilot match record absent 1 passcode (86120751) could not be resolved to a card name and is counted as main No win-rate telemetry: going-first/second, matchup, brick and starter rates are Inferred or unknown Meta Power is Provisional without a dated metagame sample

More OCG Info

Magistus

Magistus Breakdown

 
 

 

 

 

 

 

 
 

 

 
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