Charmer Deck #773109 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Fire King Courtier Ulcanix x3, Fire King High Avatar Kirin x3, Legendary Fire King Ponix x3. Created Oct 21, 2026 by YGO Mod.

Deck Charmer OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 21, 2026
30± 8/ 100
Power Score
Structural 59
Reliability 52
Going First 62
Going Second 63

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 59
Going First 62
Going Second 63
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Combo
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Fire King boards (Garunix Eternity, High Avatar Garunix, Ponix and Fire King recursion) backed by hand-trap and Solemn interaction; Link and Synchro boards (Ecclesia and the Dark Dragon, The Dragon that Devours the Dogma, Worldsea Dragon Zealantis) once the Fire King engine has resolved
  • Turn 1 (going first): Open a Fire King starter (Sanctuary, Island, Ulcanix, Kirin) or Mulcharmy draw engine, keep Ash/Ghost Ogre/Ghost Belle/Solemn up as interaction, and build a Garunix or Link board
  • Turn 2 (going second): Use hand traps (Droll, Nibiru, Ghost Ogre, Ghost Belle, Ash) and Solemns on the opponent's summon or activation, then recover through Fire King GY summons
  • Recovery: Fire King monsters summon themselves from the GY or hand when a FIRE monster is destroyed; Fire King Island and Sanctuary re-trigger from the field
  • After siding: Not supported: the deck has no Side Deck (side_count 0), so there is no post-side adaptation

Why it scores here

The deck is scored as a system, not as an average of its card scores. Its reliable plan is a Fire King engine: starters such as Sanctuary, Island and Ulcanix open in roughly one in four 3-copy hands on the play (P at least one in 5 = 0.25), and Fire King recursion from the GY keeps the engine alive after disruption. Interaction is the strongest part of the list, with 11 hand traps, 13 negation-text cards and two Solemns feeding a high going-second hand-trap density (P at least one hand trap in 6 = 0.76). The Extra Deck gives real closing power through Garunix Eternity, High Avatar Garunix and the Ecclesia and Albaz Link and Synchro lines. The score is capped because three cards exceed their copy limits, so this is a theoretical, structural-only read. Archetype popularity and the Charmer label did not earn points; there is no combo, tournament or meta data to support a higher score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one 3-copy starter in opening 5) = 0.25; archetype core group P(at least one in 5) = 0.51; searcher text group P = 0.61 (Inferred)
D2 Opening-Hand Quality & Brick Management 50 11 hand traps and 2-copy Solemns make many hands situational; no garnet or brick data supplied (Inferred)
D3 Combo Conversion & Ceiling 58 No parseable boards; Fire King destruction-to-summon chains and Garunix Eternity read as a strong ceiling from card text alone (Inferred)
D4 Combo Floor & Median Output 48 No recorded boards, so median output cannot be measured; starter diversity is moderate across Fire King, Mulcharmy and Solemn lines (Inferred)
D5 Interruption Resilience & Route Redundancy 65 Several independent Fire King GY summon routes plus Mulcharmy draw effects give redundancy after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 62 Pot of Sloth, Pot of Prosperity and two Mulcharmy draw engines with Fire King recursion recover card economy (Inferred)
D7 End-Board & Interaction Quality 80 13 negation-text cards, 11 hand traps and 36 removal-text cards give layered end-board interaction (Inferred from text and role flags)
D8 Going-Second & Board-Breaking Power 74 Hand traps, Lightning Storm and Solemns give strong going-second answers; P(hand trap in 6) = 0.76 (Inferred)
D9 Offensive Pressure & Closing Power 70 Garunix Eternity (3000 ATK), High Avatar Garunix (2700), Ecclesia (2500) and Zealantis (2500) give high closing ATK on the board (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 55 55 main cards, 25 distinct, with 23 level-0 spells/traps and 6 traps; 3-copy spread reduces flexibility; copy-limit violations pull the score down (Verified composition)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck slots with 11 Link monsters across Fire King, Salamangreat, Charmer, Ecclesia and Albaz lines; several slots are mandatory for specific boards (Inferred)
D12 Side Deck Adaptability 15 No Side Deck (side_count 0), so there is no post-side adaptation (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament or dated meta sample supplied; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 45 Many quick-effect hand-trap windows and multi-step Fire King chains raise decision load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 59, Going First ≈ 62, Going Second ≈ 63, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: banlist_exposure (-3); engine_conflict (-4); no_side_deck (-3). Final formula: Uncapped: 0.80*59 + 0.20*52 + modifiers(-10) = about 48. Illegal deck (3 cards over copy limit), so the score is capped at 30 and labelled theoretical/structural-only. Meta Power is null (provisional).

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

  • Layered interaction: 11 hand traps, Solemns, Dominus Impulse, Ash Blossom and Feather Duster
  • Fire King GY recursion gives repeated summon routes after disruption
  • High-ATK closing boards in the Extra Deck (Garunix Eternity, High Avatar Garunix, Ecclesia)

Weaknesses

  • Three cards over their copy limits make the list illegal
  • No Side Deck
  • Engine is spread across several sub-archetypes (archetype purity 2.9%)
  • Hand-trap heavy main deck risks dead cards in some hands

Critical choke points

  • Fire King starter access on the play (P about 0.25 for 3 copies)
  • Tuner count of 7 is needed for Ecclesia and Link lines; a Tuner brick breaks the Synchro route
Priority Remove Add Reason
1 1 copy each of Ash Blossom & Joyous Spring, The Fallen & The Virtuous, Dominus Impulse Any legal card (or none) to reach 3 legal copies per card Fixes the three copy-limit violations so the deck can receive a normal score
2 Charmer archetype label Relabel the deck as its real Fire King / Branded / Ecclesia structure Only 2 copies are Charmer cards; the label misleads archetype comparisons
3 Consider cutting 1-2 level-0 spell/trap tech cards A Side Deck with 3-8 hand traps or Solemn-style answers Adds post-side adaptability (D12 is 15) and improves brick resilience

Evidence & confidence

  • Verified: Main 55, Extra 15, Side 0 (within size rules); Three cards over their copy limit: Ash Blossom, The Fallen & The Virtuous, Dominus Impulse; Limited and Semi-Limited status for listed restricted cards; Archetype spread: Fire King 24, generic 16, Mulcharmy 6, Greed 4, others below 4
  • Observed: No recorded boards or combo samples
  • Inferred: Hypergeometric starter access and hand-trap density; Interaction density from card text and role flags; Recursion and resilience from card text; Structural score of 59 and capped final score of 30
  • Provisional: Meta Power (null); Matchup and format fit (D13); Tournament reliability
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and pilot results are absent No win-rate, brick-rate or starter-rate telemetry exists for this deck Deck title is null Meta Power is provisional without a dated metagame sample

More OCG Info

Charmer

Charmer Breakdown

 
 

 

 

 

 

 

 
 

 

 
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