Dark Magician Deck #773065 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Black Chaos x3, Diabellstar the Black Witch 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
MidrangeConfidence: Low
35± 10/ 100
Power Score
Structural 51
Reliability 48
Going First 50
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 51
Going First 50
Going Second 60
Meta Power provisional
Tournament Reliability 48
  • 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: Extra Deck boss monsters (Black Chaos, Chaos Angel, Master of Chaos, Dark Magician of Destruction) reached through the Light and Darkness Ritual and Dark Magician engines; Link and Fusion follow-up (Azamina, Magistus, Accesscode Talker) once the board is contested
  • Turn 1 (going first): Search and summon through Magician's Rod, Mulcharmy and Diabellstar, then convert with a ritual or fusion starter while holding Ash Blossom and Droll as protection (Inferred from card text; no recorded boards)
  • Turn 2 (going second): Hold 6-card hands with multiple hand traps (Ash Blossom, Ghost Belle, Nibiru, Evenly Matched, Droll) to answer the opponent's first board, then rebuild through Dark Magical Curtain and searchers (Inferred)
  • Recovery: Graveyard recursion through Dark Magician and Magistus effects plus Mulcharmy draw to refill hand after a disruption (Inferred from text)
  • After siding: Not evaluable: side deck is empty (0 cards), so no post-side plan exists in the evidence

Why it scores here

The deck is scored as a system: its ceiling comes from several 3000+ ATK boss monsters behind ritual and fusion routes, and its consistency comes from 21 searcher effects that give a 0.92 chance of at least one searcher in the opening five. Interaction is the strongest part, with 13 hand-trap-tagged and 11 negation-text cards giving roughly 0.82 odds of at least one hand trap in a going-second six-card hand. Consistency is held back by an archetype core of only 11 copies (0.69 odds to open with one), by just 5 exact Dark Magician names in 55 cards (7.1% purity), and by a split across several sub-archetypes (Light and Darkness Ritual, Mulcharmy, Azamina, Chaos, Diabellstar). No combo boards, tournament link or meta sample exist, so floor, median and matchup scores are inferred from card text and are provisional. Popularity was not credited, and card scores were not averaged. The deck is illegal (Ash Blossom over by one copy, WANTED over by one copy), so the final score is capped low and the evaluation is structural-only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(>=1 core card in 5-card opening hand) ≈ 0.69 across 11 copies; P(>=1 searcher) ≈ 0.92 (Inferred)
D2 Opening-Hand Quality & Brick Management 50 55 main cards with 65 off-archetype copies and 13 hand traps; brick risk estimated from composition, not boards (Inferred)
D3 Combo Conversion & Ceiling 45 Ritual, fusion and link boss routes exist in text, with no recorded boards to measure output (Inferred)
D4 Combo Floor & Median Output 35 No combo data rows, so median output is unknown and kept low (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Multiple hand traps, Kuriboh and recursive graveyard effects give redundant lines after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 50 Graveyard recursion and Mulcharmy draw effects exist, but no resource signature data is supplied (Inferred)
D7 End-Board & Interaction Quality 70 11 negation-text and 17 removal-text cards with 13 hand traps give layered interaction (Inferred from text flags)
D8 Going-Second & Board-Breaking Power 68 Going-second six-card hand gives ≈ 0.82 odds of a hand trap; no going-second split is recorded (Inferred)
D9 Offensive Pressure & Closing Power 60 Several 2800–3500 ATK boss monsters, but each is a single copy and no end-board data exists (Inferred)
D10 Main Deck Efficiency & Flexibility 40 55 main cards across 28 distinct names, with purity at 7.1% and a 3-copy illegal overage (Verified/Inferred)
D11 Extra Deck Efficiency & Coverage 45 15 Extra Deck cards split across link, fusion and synchro with several sub-archetypes (Verified composition)
D12 Side Deck Adaptability 20 Side deck is empty (0 cards) in an OCG deck, so post-side adaptability cannot be assessed (Provisional)
D13 Matchup Coverage & Format Fit 40 No tournament link and no dated meta sample, so format fit is unmeasured (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-archetype engines, Extra Deck ritual and fusion routes, and many hand-trap timing decisions (Inferred)

How the score was computed

Strategy profile: Midrange primary, Stun secondary (≈ 80/20 weighting of the two profiles). Structural ≈ 51, Going First ≈ 50, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: banlist exposure (-8); no side deck (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional) = 0.80*51 + 0.20*48 - 11 ≈ 39, then capped to 35 because the deck is Illegal (theoretical/structural-only)


More OCG Info

Dark Magician

Dark Magician Breakdown

 
 

 

 

 

 

 

 
 

 

 
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