Dragonmaid Deck #772011 — Yu-Gi-Oh! OCG

54 Main, 16 Extra, incl. Chamber Dragonmaid x4, Dracotail Faimena x3, Parlor Dragonmaid x3. Created Oct 21, 2026 by YGO Mod.

Deck Dragonmaid OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 21, 2026
30± 8/ 100
Power Score
Structural 55
Reliability 48
Going First 58
Going Second 64

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 55
Going First 58
Going Second 64
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 54 / Extra 16 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Fusion Summon 3000+ ATK Dragons (Dragonmaid Sheou, Light and Darkness Dragonlord, Dracotail Arthalion, House Dragonmaid) from a Dragonmaid/Dracotail board built through searchers and Dragonmaid recursion; Hand-trap disruption (Effect Veiler, Ash Blossom, Ghost Ogre, Ghost Belle, Maxx C, Nibiru) forcing the opponent to stall while the Fusion board is assembled
  • Turn 1 (going first): Open with Chamber Dragonmaid or a searcher (Kitchen Dragonmaid, Dracotail Lukias, Ketu Dracotail), set up a Fusion Summon with Dragonmaid/Dracotail monsters, and keep one hand trap for the opponent's first Special Summon
  • Turn 2 (going second): Use one hand trap on the opponent's first engine or summon (Ash Blossom, Ghost Ogre, Maxx C), then rebuild the board through Dracotail and Dragonmaid Fusion Summons while keeping Dragonmaid Tidying or Changeover for recovery
  • Recovery: Recover from GY through Dragonmaid Changeover, Dragonmaid Hospitality, Chamber Dragonmaid, and Dracotail Phryxul, which return or re-summon engine monsters from the Graveyard
  • After siding: No side deck is registered, so no post-side plan exists in the evidence; a best-of-3 event would need the Main Deck itself to be re-tuned

Why it scores here

The deck's Dragonmaid core (17 copies, P at least one in a 5-card opening hand about 0.86) and its searchers (12 copies, about 0.73 to find one in hand) give it a reasonable chance of a live starter on turns 1 and 2, which is what earns the consistency score. Its disruption package (11 hand traps, 14 negation-text cards and 13 removal-text cards) gives it real interaction, especially going second, where at least one hand trap is in hand about 0.76 of the time. The 3000-plus-ATK Fusion monsters give it closing power once a board exists. Points are held down by the weak system: only 31 percent of copies are the exact Dragonmaid name, 29 of 38 distinct main-deck cards are singletons, and the list has no side deck, so the deck would struggle to recover from a brick or adapt after a loss. The score was not produced by averaging card scores and was not raised by Dragonmaid's popularity, since no tournament or win-rate data exists. The deck is Illegal (Chamber Dragonmaid at 4 copies, Extra Deck at 16 against a 15 maximum), so the final score is capped and this evaluation is structural-only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 P(at least one of the 17 archetype-core cards in a 5-card opening hand) about 0.86; core Dragonmaid access is good, but starter count is only 4 Chamber Dragonmaid (over limit) plus searchers (Inferred)
D2 Opening-Hand Quality & Brick Management 45 14 tech cards and 29 singleton main-deck cards suggest a meaningful full-brick and dead-card rate, with several hand traps that are only live on specific opponent actions (Inferred)
D3 Combo Conversion & Ceiling 55 No recorded boards in evidence; ceiling read from text: Fusion Summons into 3000-plus-ATK monsters with search and recursion chains are possible but not measured (Inferred, low data)
D4 Combo Floor & Median Output 45 No combo data; median output cannot be measured and is held at a neutral-to-low value because of the diluted archetype core and singleton-heavy build (Inferred, low data)
D5 Interruption Resilience & Route Redundancy 60 Multiple hand traps, Dragonmaid Changeover and Dracotail Phryxul recursion, and Dragonmaid Tidying provide some route redundancy after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 12 searcher-text cards plus GY recursion (Changeover, Hospitality, Chamber Dragonmaid) give good resource regeneration, but no net-advantage data is available (Inferred)
D7 End-Board & Interaction Quality 65 14 negation-text and 13 removal-text cards, with layered hand traps and Solemn Judgment; Rivalry of Warlords and Dimensional Barrier may conflict with the deck's own Dragon-type and Fusion board (Inferred)
D8 Going-Second & Board-Breaking Power 65 Going-second hand-trap probability about 0.76 and removal-text density give good answers to an established board, with Dracotail Sting and Dracotail Mululu adding banish and negation (Inferred)
D9 Offensive Pressure & Closing Power 70 Several Fusion Monsters at 3000-plus ATK (Sheou 3500, Dragonlord 3400, Arthalion 3000, Shaulas 2400 with recursion) give strong endboard closing power (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 40 54 Main Deck cards with 31.4 percent exact-name archetype purity and 29 singletons: many off-archetype staples dilute consistency (Verified composition, Inferred effect)
D11 Extra Deck Efficiency & Coverage 55 16 Extra Deck cards with 13 Fusion and 3 Link monsters; one copy over the OCG Extra limit of 15, and the Extra Deck is broad but usable (Verified composition)
D12 Side Deck Adaptability 15 No Side Deck is present (side_count 0), so there is no evidence of post-side adaptability; this is the weakest dimension (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link, no archetype meta-share, and no dated metagame sample; neutral score held as a provisional placeholder (Provisional)
D14 Pilotability & Error Tolerance 45 Multiple Fusion steps, hand-trap timing windows, and Dragonmaid vs Dracotail interactions require many decisions per turn; error tolerance is moderate (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 55, Going First ≈ 58, Going Second ≈ 64, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: Banlist exposure (-3); Engine conflicts (-3); Archetype dilution (-2); No side deck (-2). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*55 + 0.20*48 - 10 = 43.6, then capped at 30 because the deck is Illegal (theoretical/structural-only); Meta provisional

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.86 · 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

  • Dragonmaid core (17 copies) and 12 searchers give a good chance of a live opening hand
  • 11 hand traps and 14 negation-text cards give layered interaction, especially going second
  • Fusion Monsters at 3000-plus ATK provide closing power
  • Recursion from the GY through Changeover, Hospitality and Phryxul

Weaknesses

  • Illegal list: Chamber Dragonmaid at 4 copies (limit 3) and 16 Extra Deck cards (maximum 15)
  • Low exact archetype purity (31.4 percent) with many off-archetype staples and singletons
  • No side deck registered
  • Possible self-conflict between Rivalry of Warlords / Dimensional Barrier and the deck's own Dragon and Fusion board

Critical choke points

  • Chamber Dragonmaid as the main starter (only 3 legal copies after correction)
  • Searcher density: a hand without a searcher or a Dragonmaid starter is largely dead
Priority Remove Add Reason
1 1 Chamber Dragonmaid Legal 3-copy build Fixes the copy-limit violation; the deck cannot receive a normal score until legal
2 1 Extra Deck card (for example Mysterion the Dragon Crown) None needed Brings the Extra Deck to the 15-card OCG maximum
3 Rivalry of Warlords A Dragonmaid or Dracotail searcher or hand trap Reduces engine self-conflict with the Dragon and Fusion board
4 Off-archetype singleton tech cards A registered side deck Adds post-side adaptability, which the deck currently lacks entirely

Evidence & confidence

  • Verified: Legality: Illegal (Chamber Dragonmaid 4 copies vs limit 3; Extra Deck 16 vs OCG maximum 15); Composition counts, copy histogram, archetype purity 31.4 percent, side_count 0; Banlist statuses: 11 Limited, 3 Semi-Limited in-format
  • Observed: Usage statistics: Dragonmaid core cards (Parlor Dragonmaid, Tinkhec, Lorpar) at 87.5 percent inclusion in the archetype sample
  • Inferred: Opening-hand starter probabilities (hypergeometric, Main Deck only); Brick, interaction and recovery reads from card text; Midrange as primary strategy from composition (fusion, searchers, hand traps) with no combo data
  • Provisional: Meta Power and D13 matchup/format fit (no tournament link or dated metagame sample)
  • 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/second, matchup, brick/starter/OTK rates) No side deck registered, so post-side performance cannot be assessed Meta Power is provisional unless a dated metagame sample is supplied

More OCG Info

Dragonmaid

Dragonmaid Breakdown

 
 

 

 

 

 

 

 
 

 

 
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