Dark Magician Deck #772865 — Yu-Gi-Oh! OCG

56 Main, 15 Extra, incl. Black Chaos x3, Kuriboh - Multiply! x3, Magician's Rod 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
ToolboxConfidence: LowEvaluated Oct 21, 2026
30± 10/ 100
Power Score
Structural 57
Reliability 50
Going First 52
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 57
Going First 52
Going Second 58
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Toolbox
  • Secondary strategies: Midrange, Combo
  • Format: ocg

Legality

Main 56 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Dark Magician-named bosses and Light and Darkness Ritual finishers (Black Chaos 3000, Magician of Dark Chaos - Black Chaos 2800, Black Luster Soldier 3000) backed by Chaos Angel 3500 and Dark Paladin 2900 from the Extra Deck; Fusion and Link extenders (The Dark Magicians, Master of Chaos, Dark Cavalry, Underworld Goddess) for end-board pressure
  • Turn 1 (going first): Searcher and draw chain (Magician's Rod, Dark Magical Circle, Ragged Records of Rites, Mind Shuffle) to reach a Ritual or Dark Magician starter; hand traps held for the opponent's first activation
  • Turn 2 (going second): Hand traps (Ash Blossom, Ghost Ogre, Kuriboh, Droll & Lock Bird, Solemn Judgment) and Dominus Impulse answer the opponent's board, then Dark Magician Fusion or Ritual lines convert
  • Recovery: Pot of Sloth, Soul Servant and Skull Archfiend of Chaos recursion from GY, plus Mulcharmy Fuwalos card draw when the hand is empty
  • After siding: Not evaluable: side deck is empty, so no post-side plan exists in this list

Why it scores here

The list is Illegal in OCG because Ash Blossom & Joyous Spring and Dominus Impulse are each run three times against a limit of two, so the score is capped at 30 and labelled theoretical/structural only. The structural read comes from the system rather than from card averages: a searcher density that reaches a starter in about 91% of opening hands (Inferred), seven hand traps and roughly two dozen removal or negation texts that give layered interaction, and a set of Ritual, Fusion and Link bosses that can convert. The main drags are archetype incoherence (only 14% of cards are named Dark Magician, with 61 off-archetype copies across Light and Darkness Ritual, Prophecy, Chaos, Kuriboh, Mulcharmy and Solemn), a 56-card main with no side deck, and no recorded boards to confirm any line. Archetype popularity earned no points; the score comes from the consistency, disruption and closing read on the system.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least 1 searcher in opening 5) ≈ 0.92 and archetype core group ≈ 0.68 (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Hand-trap group ≈ 0.57 on going second; 15 generic or non-engine copies add some dead-draw risk (Inferred)
D3 Combo Conversion & Ceiling 60 No parseable boards; ceiling read from text only via Black Chaos, Chaos Angel and Dark Paladin routes (Inferred)
D4 Combo Floor & Median Output 45 No combos supplied, so median output cannot be measured; held near neutral (Inferred, low confidence)
D5 Interruption Resilience & Route Redundancy 70 Seven hand traps across Ash, Kuriboh, Ghost Ogre, Droll, Solemn and Dominus give redundant disruption routes (Inferred)
D6 Resource Economy, Recovery & Grind 62 Searchers, Pot of Sloth and Mulcharmy give card flow, but there is no resource signature data (Inferred)
D7 End-Board & Interaction Quality 70 Negation and removal text in roughly 15 and 24 cards; layering via Chaos Angel and Dark Paladin (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 60 Going-second split not recorded; hand traps and Dominus Impulse help against a set board (Inferred)
D9 Offensive Pressure & Closing Power 68 Bosses at 2800–3500 ATK, with Chaos Angel 3500 as the top closer (Verified stat, Inferred closing)
D10 Main Deck Efficiency & Flexibility 40 56 main cards with 14% exact-archetype purity and 30 distinct main-deck names; far from compact (Verified composition)
D11 Extra Deck Efficiency & Coverage 58 Full 15 Extra cards with 8 Link and 6 Fusion, but some slots (Relinquished Anima, I:P Masquerena) are weak or conditional (Inferred)
D12 Side Deck Adaptability 15 Side deck is empty, so there is no post-side adaptability (Verified absence)
D13 Matchup Coverage & Format Fit 50 No dated metagame or tournament link; dimension not scored, excluded from Structural (Provisional)
D14 Pilotability & Error Tolerance 45 Multiple Ritual and Fusion lines with many decision points and a high off-archetype count (Inferred)

How the score was computed

Strategy profile: Toolbox. Structural ≈ 57, Going First ≈ 52, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: Illegal copy-limit cap (-12). Final formula: min(0.80*Structural + 0.20*TournamentReliability + Modifiers, 30 illegal cap) = min(0.80*57 + 0.20*50 - 12, 30) = 30 (Meta provisional, excluded)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.92 · 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

  • Searcher density gives a high chance of a live starter by turn 2 (Inferred)
  • Seven hand traps plus negation and removal text provide layered disruption (Inferred)
  • Several 2800–3500 ATK bosses across Ritual, Fusion and Synchro routes (Verified stats)

Weaknesses

  • Illegal copy limit on two Semi-Limited cards (Verified)
  • Only 14% of main deck is exact-name Dark Magician; many off-archetype cards dilute the engine (Verified)
  • No side deck, so no post-side adaptability (Verified)
  • No recorded boards, so no conversion or median evidence (Verified gap)

Critical choke points

  • Dark Magician or Light and Darkness Ritual starter access, which depends on a small number of named cards (Inferred)
  • Going second without a live hand trap, since hand-trap group probability is about 0.57 (Inferred)
Priority Remove Add Reason
1 One copy each of Ash Blossom & Joyous Spring and Dominus Impulse (one Ash and one Dominus over the limit) Any legal non-limited card, or leave the slot empty Restoring legality is required before any normal Final Contextual score applies
2 Weakest off-archetype filler (e.g. Dark Magical Curtain or Pot of Sloth copies) A side deck of 15 cards covering the format's main threats An empty side deck removes post-side adaptability (D12 = 15)
3 Relinquished Anima and I:P Masquerena Extra-Deck options that continue a Dark Magician or Ritual line Reduces dead Extra-Deck slots (D11)

Evidence & confidence

  • Verified: Illegal status: Ash Blossom & Joyous Spring and Dominus Impulse each run 3 copies against an OCG limit of 2; Main 56 and Extra 15 are within OCG size rules (main 40–60, extra 0–15); side 0 is within 0–15; Exact-name Dark Magician purity 14.1% (10 of 71 main copies); Side deck is empty
  • Observed: Usage stats: 10 core cards tracked, 5 present; S:P Little Knight and Dark Magician of Destruction are absent from this list
  • Inferred: Searcher access ≈ 0.915 in opening 5; Archetype core group ≈ 0.680 in opening 5; Hand-trap group ≈ 0.569 going second; Interaction layering and bosses' closing power from card text
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (D13, dropped from Structural)
  • Data gaps: No combos supplied: floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record absent No win-rate telemetry for this deck Meta Power is Provisional unless a dated metagame sample is supplied Side deck empty: no post-side evidence

More OCG Info

Dark Magician

Dark Magician Breakdown

 
 

 

 

 

 

 

 
 

 

 
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