Dark Magician Deck #772689 — Yu-Gi-Oh! OCG

56 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, The Great Gallant Bandit x3, Dark Magical Curtain x3. Created Oct 21, 2026 by YGO Mod.

Deck Dark Magician OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 22, 2026
20± 8/ 100
Power Score
Structural 48
Reliability 40
Going First 45
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 20/100 (±8 · 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
  • Format: ocg

Legality

Main 56 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Dark Magician-based Fusion and Link boards (Dark Magician of Destruction, Dark Paladin - Wave-Motion, Timaeus, Master of Chaos) supported by Dark Magician searches and hand traps.; Diabellstar / Azamina / Primite side lines that reach Extra Deck bosses through Searchers and Fusion or Ritual enablers.
  • Turn 1 (going first): Open Dark Magician Girl / Magician's Rod / Primite Lordly Lode to search, then build toward a Fusion or Link Summon while holding Ash Blossom and Infinite Impermanence for interaction.
  • Turn 2 (going second): Hold Ash Blossom, Ghost Ogre, Maxx C, Droll & Lock Bird and Dominus Impulse to stop the opponent's board-building before committing to an Extra Deck summon.
  • Recovery: Dark Magical Curtain and Dark Magical Circle reload Dark Magician and Dark Magician-named Spell/Traps from the Deck, and Mulcharmy Fuwalos draws back cards when the opponent Special Summons.
  • After siding: Not evaluable: the deck has no Side Deck (Side Deck size 0), so there is no post-side plan.

Why it scores here

The score comes from the deck as a system, not from averaging its cards: the Dark Magician core is only partly built (9 core copies, about a 60% chance of at least one in a 5-card opening hand), and 61 of 56 main-deck copies sit outside the exact Dark Magician archetype name, so the engine is split across Prophecy, Primite, Dominus, Azamina, Branded and PSY-Frame. Interaction is the strongest area: 9 hand traps and 14 negation-text cards give several answers on either turn, which keeps the deck alive through disruption. There are no recorded boards, so the combo ceiling and median are text-only inferences and sit in the 35–40 range. Popularity and archetype usage were not used as evidence of strength. Because the list breaks the OCG copy limit (five Forbidden cards run), the deck is capped at 20 and scored as theoretical and structural only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 Archetype core of 9 copies gives P(at least one in 5-card hand) ≈ 0.60; searcher text on 16 cards (P ≈ 0.83) (Inferred)
D2 Opening-Hand Quality & Brick Management 50 Proxy brick rate ≈ 0.40 for the core group; 25 singleton slots and split archetypes raise dead-card risk (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable boards; ceiling is a text-only read of Fusion and Link bosses reached by Dark Magician searches (Inferred)
D4 Combo Floor & Median Output 35 No recorded median or power distribution; floor is weak given the split engine and 14% exact archetype purity (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Two or more independent lines (Dark Magician, Primite, Diabellstar) and redundant hand traps; recursion via Dark Magical Circle and Curtain (Inferred)
D6 Resource Economy, Recovery & Grind 50 Searchers and recursion provide card flow, but several Spell/Trap engines cost Extra Deck resources (Inferred)
D7 End-Board & Interaction Quality 62 9 hand traps and 14 negation-text cards; Ash Blossom and Infinite Impermanence are double-copied (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 55 Going-second hand-trap group has P(at least one in 6-card hand) ≈ 0.67; bosses are Extra Deck Fusion and Link monsters (Inferred)
D9 Offensive Pressure & Closing Power 50 Boss ATK of 2800–3000 across Dark Magician of Destruction, Timaeus and Master of Chaos; closing depends on Extra Deck access (Verified stats, Inferred)
D10 Main Deck Efficiency & Flexibility 40 56 main cards with 14.1% exact archetype purity and 39 distinct cards; the build is not compact (Verified composition)
D11 Extra Deck Efficiency & Coverage 60 Extra Deck of 15 is full with 9 Fusion, 5 Link and 1 Synchro; 3 of these are Forbidden or illegal in the format (Verified, Inferred)
D12 Side Deck Adaptability 5 No Side Deck (Side Deck size 0); no post-side plan exists (Verified)
D13 Matchup Coverage & Format Fit 40 No dated meta sample and no tournament link; archetype fit is Provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Many decision points across 14 sub-archetypes and several Quick Effect windows; complex to pilot (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 48, Going First ≈ 45, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Banlist exposure (-12). Final formula: Illegal cap applied. Uncapped 0.80*Structural(48) + 0.20*TournamentReliability(40) = 46; capped to 20 because the deck runs five Forbidden cards. Meta Power is provisional (null). Theoretical and structural only.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.6 · 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

  • Strong interaction suite: Ash Blossom, Infinite Impermanence, Ghost Ogre, Maxx C, Droll & Lock Bird and Dominus Impulse give answers on both turns.
  • Multiple searchers (16 cards with search text) raise the chance of finding a starter.
  • Extra Deck bosses reach 2800–3000 ATK.

Weaknesses

  • Illegal list: five Forbidden cards must be removed before the deck is playable.
  • Low archetype purity (14.1%) splits the engine across many sub-archetypes.
  • No Side Deck, so no post-side adaptation.

Critical choke points

  • Dark Magician core: 9 copies, about a 40% chance of none in a 5-card opening hand.
  • Extra Deck Fusion access depends on a few Dark Magician-named materials.
Priority Remove Add Reason
1 Magicians' Souls, Charmer Quartet in Bloom, Red-Eyes Dark Dragoon, Azamina Ilia Silvia, Albion the Branded Dragon Legal replacements from the same engine (for example, additional Dark Magician-named Spell/Traps or legal Extra Deck bosses) The deck is illegal in OCG; removing Forbidden cards is required before any normal score applies.
2 Off-archetype single-copy staples with weak fit (for example, Triple Tactics Thrust, Future Silence) Cards that push the Dark Magician core or the Side Deck Raises archetype purity and the chance of a live Dark Magician starter.
3 None A 10–15 card Side Deck The deck has no Side Deck, so it cannot adapt in best-of-3.

Evidence & confidence

  • Verified: Illegal status: five Forbidden cards at 1 copy each, OCG Main 56 and Extra 15 within size limits.; Copy histogram and archetype purity (14.1%) from the evidence pack.; Side Deck is empty.
  • Inferred: Engine consistency from hypergeometric estimates (about 0.60 core, 0.83 searcher text).; Interaction quality from hand-trap and negation text.; Ceiling and median from text only, with no recorded boards.
  • Provisional: Format fit and archetype meta-share (no dated meta sample or tournament link).
  • Data gaps: No recorded combos: combo ceiling, median and floor are text-only inference. No tournament link: archetype meta-share and pilot match record are absent. No win-rate, brick or matchup telemetry exists in YGOVN. Meta Power is provisional without a dated metagame sample. No Side Deck: post-side adaptability cannot be measured.

More OCG Info

Dark Magician

Dark Magician Breakdown

 
 

 

 

 

 

 

 
 

 

 
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