Dark Magician Deck #773273 — Yu-Gi-Oh! OCG

52 Main, 18 Extra, incl. Black Chaos x3, Griffoh x3, Mulcharmy Fuwalos 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
36± 8/ 100
Power Score

Deck — Deck Power Evaluation

Final Contextual Deck Power: 36/100 (Confidence: Low)

  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 52 / Extra 18 / Side 0 — status under the rules at evaluation time: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Extra Deck boss monsters (Fusion/Synchro) assembled from a Light and Darkness Ritual / Fallen of Albaz / Chaos line, with Ritual monsters such as Black Chaos and Black Luster Soldier as secondary bodies. Theoretical only, because the list is illegal.; Mulcharmy draw engine (Fuwalos/Purulia) to win the card-advantage race in long games.
  • Turn 1 (going first): Open a searcher (15 searcher-text cards, about 83% for at least one in a 5-card hand) and use Light and Darkness Ritual or Mind Shuffle to reach a Ritual or Fallen of Albaz line. Keep Ash Blossom or Ghost Ogre up as interaction.
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Ogre, Maxx C, Droll & Lock Bird; about 60% for at least one in a 6-card hand) to slow the opponent's first board, then convert through the Extra Deck boss.
  • Recovery: Recur Ritual Spells and monsters from the GY through Skull Archfiend of Chaos, Chaos End Ruler, and Light and Darkness Ritual. The Synchro and Fusion boss pool provides a second rebuild route.
  • After siding: Not evaluable. The Side Deck is empty, so there is no post-side plan and no adaptation path.

Why it scores here

This OCG list is scored as a structural read only, because it is Illegal: three copies of Branded in High Spirits (limit 1), one Forbidden Albion the Branded Dragon, and 18 Extra Deck cards (limit 15). Its strongest structural feature is access: 15 searcher-text cards give about 83% for at least one searcher in a 5-card opening hand, and the Ritual and Fallen of Albaz routes give several ways to reach a board. Interaction is reasonably layered (Ash Blossom, Ghost Ogre, Maxx C, Droll & Lock Bird, Ultimate Sky, Chaos End Ruler), with a going-second hand-trap chance near 60%. Consistency is capped by a weak core: the archetype label is Dark Magician, but no exact-name Dark Magician cards are run (0% exact-name purity), and the Extra Deck is over its limit. Combo ceiling and median are not measurable because no boards are recorded, and the empty Side Deck removes any post-side plan. Popularity and archetype label did not earn points, and card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(at least one searcher in 5-card hand) is about 0.83 with 15 searcher-text cards; the archetype core group is about 0.47 open in hand 5 (Inferred)
D2 Opening-Hand Quality & Brick Management 52 Copy histogram is 17 singletons, 4 doubles and 9 triples, with many niche Ritual and Fallen pieces that can conflict in one hand (Inferred)
D3 Combo Conversion & Ceiling 50 No recorded boards exist (combos total 0), so the ceiling is a text-only read of Ritual and Fallen of Albaz lines (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards, so the median is not measurable and is estimated from starter diversity alone (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Several independent routes exist (Ritual, Fallen of Albaz, Mulcharmy draw, Synchro and Fusion bosses), with GY recursion from Skull Archfiend and Chaos End Ruler (Inferred)
D6 Resource Economy, Recovery & Grind 55 Mulcharmy draw engine and GY recursion provide card advantage, but the spend of Ritual and Extra-Deck material is heavy (Inferred)
D7 End-Board & Interaction Quality 60 Ash Blossom x2, Ghost Ogre x3, Maxx C, Droll & Lock Bird, Ultimate Sky and Chaos End Ruler give layered negation and removal text (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 45 Going-second hand-trap chance about 0.60 in 6 cards, plus Ash and Ghost Ogre, but no recorded going-second split (Inferred)
D9 Offensive Pressure & Closing Power 55 Closing bosses at 2500 to 3500 ATK (Chaos Angel, Crimson King, Red Dragon Archfiend, Black Skull Dragon) are real, though no board data confirms conversion (Inferred)
D10 Main Deck Efficiency & Flexibility 40 52 Main Deck cards with 30 distinct names, and 0% exact-name archetype purity: many off-archetype and generic pieces (Verified composition)
D11 Extra Deck Efficiency & Coverage 45 18 Extra Deck cards exceed the OCG limit of 15, so three slots are illegal and mandatory boss routes are heavy (Verified legality)
D12 Side Deck Adaptability 15 Side Deck is empty (0 cards), so no post-side adaptability exists (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample, so matchup fit is Provisional and the archetype label does not match the card pool (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Ritual, Fallen and Synchro chains and several optional hand-trap timings give a moderate decision load (Inferred)

How the score was computed

Strategy profile: Midrange. Modifiers: none.


More OCG Info

Dark Magician

Dark Magician Breakdown

 
 

 

 

 

 

 

 
 

 

 
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