Charmer Deck #773456 — Yu-Gi-Oh! TCG

52 Main, 15 Extra, incl. Radiant Typhoon Eldam x3, Radiant Typhoon Krosea x3, Radiant Typhoon Swen x3. Created Oct 22, 2026 by YGO Mod.

Deck Charmer TCG

Created by: YGO Mod (20517634)

Created On: 10/22/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: Medium
51± 6/ 100
Power Score
Structural 55
Reliability 52
Going First 58
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 51/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 55
Going First 58
Going Second 50
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Combo
  • Secondary strategies: Toolbox, Tempo
  • Format: tcg

Legality

Main 52 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Radiant Typhoon Fonix (3000 ATK) and Shiina (2900 ATK) breaking through, plus Charmer/Familiar-Possessed link and fusion boards that take control of opponent monsters; Charmer Link-2 and Possessed Destiny - Wynn control swings, with Red-Eyes Black Dragon Exceed (3400 ATK) when Dark Time Wizard monsters are destroyed
  • Turn 1 (going first): Open with Spellbook searchers and Radiant Typhoon engine cards (Krosea, Eldam, Swen, Meghala) and use Mystical Space Typhoon as the trigger for Quick-Play-based summons, then link or fuse into a Charmer board
  • Turn 2 (going second): Use Radiant Typhoon Varuroon, the Vibrant Vortex (negate, Quick Effect) and Totem Bird (negate) as the only real interaction, then rebuild through Spellbook draws and Quick-Play summons
  • Recovery: Recur Radiant Typhoon Chant, Manifestation and Ascendance from the GY when destroyed by Mystical Space Typhoon, and reuse Spellbook of Knowledge draws to refill the hand
  • After siding: No Side Deck is registered, so there is no post-side plan; this is a structural gap

Why it scores here

The deck is scored as one connected system: a Radiant Typhoon Quick-Play engine (Mystical Space Typhoon x3 plus recursion from the GY) feeds Charmer and Spellbook searchers, which reliably reach a starter and then a Link or Fusion board. Starter access is strong (P(at least one searcher in an opening 5) ≈ 0.99 and P(at least one exact-name Charmer in 5) ≈ 0.83), so D1 and D6 earn credit for consistency and draw-based resource gain. Conversion ceiling is Inferred from text only because no recorded boards exist, and the median is not measured, so D3 and D4 stay near the middle. Interaction (Varuroon, Totem Bird, Droll & Lock Bird, MST) earns D7 but does not count toward going-second board breaking. The score comes from consistency, interruption recovery and interaction on the whole system, not from Charmer's popularity (usage share is context only) and not from averaging card scores. The empty Side Deck and the spread of nine sub-archetypes are the main drags.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(≥1 searcher in opening 5) ≈ 0.99; P(≥1 core Charmer in 5) ≈ 0.83; 3-copy Radiant Typhoon starters give ≈0.27 each (Inferred)
D2 Opening-Hand Quality & Brick Management 50 24 singleton slots across 9 sub-archetypes and 0 level-0 spells dead-card control; several Charmer/Possessed pieces need specific attributes (Inferred)
D3 Combo Conversion & Ceiling 55 Text-only ceiling: Fonix/Shiina/Varuroon boards and Charmer Link/Fusion chains; no recorded boards to measure (Inferred)
D4 Combo Floor & Median Output 50 combos_evidence has 0 scored boards, so median output is unmeasured and held near neutral (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Radiant Typhoon Chant, Manifestation and Ascendance recur from the GY after MST destruction; multiple independent starters (Inferred)
D6 Resource Economy, Recovery & Grind 66 Spellbook of Knowledge and Spellbook of Secrets draw and search; Foolish Graverobber and Dark Time Wizard recursion (Inferred)
D7 End-Board & Interaction Quality 62 Varuroon and Totem Bird negate text, MST x3, Jinzo and Possessed Destiny removal, Droll & Lock Bird hand trap (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 50 Going-second hand quality is standard with 1 hand trap at ≈0.12 in a 6-card hand; no board-breaker density beyond Fonix and Shiina (Inferred)
D9 Offensive Pressure & Closing Power 62 Fonix 3000 ATK and Shiina 2900 ATK, Hraesvelgr 2400 ATK Link-3, Red-Eyes Exceed 3400 ATK (Verified stat, Inferred closing)
D10 Main Deck Efficiency & Flexibility 45 52 Main with 34 distinct cards and 22.4% exact-name Charmer purity; spread across Radiant Typhoon, Spellbook, Dark Time Wizard, Possessed and others (Verified composition)
D11 Extra Deck Efficiency & Coverage 55 15/15 Extra slots with 14 distinct cards (10 Link, 3 Fusion, 2 XYZ); Red-Eyes Exceed needs Dark Time Wizard and S:P Little Knight is Limited (Verified)
D12 Side Deck Adaptability 10 No Side Deck (side_count 0); no post-side plan exists (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated meta sample; archetype share unavailable, so this stays Provisional (Provisional)
D14 Pilotability & Error Tolerance 35 Many Quick-Play timing windows, multi-archetype conditions and Link/Fusion route choices create a high decision load (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 55, Going First ≈ 58, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: No side deck (-2); Multi-archetype engine conflict (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers(-4) = 0.80*55.3 + 0.20*52 - 4 ≈ 51


More TCG Info

Charmer

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