Dark Magician Deck #773677 — Yu-Gi-Oh! TCG

45 Main, 7 Extra, incl. Black Chaos x3, Dark Magician Girl the Magician's Apprentice x3, Kuriboh - Multiply! x3. Created Oct 24, 2026 by YGO Mod.

Deck Dark Magician TCG

Created by: YGO Mod (20517634)

Created On: 10/24/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 27, 2026
28± 6/ 100
Power Score
Structural 55
Reliability 42
Going First 52
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 28/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 55
Going First 52
Going Second 58
Meta Power provisional
Tournament Reliability 42
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Combo
  • Format: tcg

Legality

Main 45 / Extra 7 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Ritual or Fusion Summon a Dark Magician-engine boss such as Black Chaos, Magician of Dark Chaos - Black Chaos, Black Luster Soldier or Master of Chaos, then press attacks with 2500 to 3000 ATK monsters; Dark Paladin and Dark Magician of Destruction as Extra Deck follow-up threats through Dark Magician and Light and Darkness Ritual recursion
  • Turn 1 (going first): Turn 1 search and summon through Magician's Rod, Dark Magician Girl, Mulcharmy Fuwalos or Shining Sarcophagus, keeping Ash Blossom and Ghost Ogre up as hand traps for the opponent's first big interaction
  • Turn 2 (going second): Use Ash Blossom, Ghost Belle, Ghost Ogre and Droll & Lock Bird to answer the opponent's first board, then rebuild with Black Chaos or Shining Sarcophagus-based searches
  • Recovery: Ragged Records of Rites, Mind Shuffle, Skull Archfiend of Chaos and Light and Darkness Ritual recover Ritual monsters and staples from the GY and Deck
  • After siding: No side deck is registered, so no post-side plan can be evaluated; the deck is locked to its main deck configuration

Why it scores here

The deck reliably opens a functional starter. Its searcher text covers 22 of 45 Main Deck cards, and the hypergeometric estimate of at least one archetype-core card in a 5-card opening hand is about 0.88 (Inferred). Its interaction package is dense, with 8 hand traps and 7 negation-text cards, so it can answer an opponent's first board for several turns. Its ceiling comes from the Light and Darkness Ritual boss monsters, which is a single-card conversion chain with no recorded boards to confirm it (combos_evidence is empty). The score is capped because the list is Illegal: Ash Blossom & Joyous Spring is run 3 times against a Semi-Limited limit of 2, so this is a theoretical structural read only. The score was not built from averaging card scores and was not raised by Dark Magician being a popular archetype (usage stats only confirm the list is real).

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(at least 1 searcher or core starter in hand5) about 0.97 and archetype core about 0.88; starter live turn 1 (Inferred)
D2 Opening-Hand Quality & Brick Management 55 8 hand traps plus 8 tech cards compete for hand slots; copy histogram mostly 3s; no brick estimate from boards (Inferred)
D3 Combo Conversion & Ceiling 58 Black Chaos, Magician of Dark Chaos and Black Luster Soldier ritual conversions are text-supported; no recorded boards (Inferred)
D4 Combo Floor & Median Output 45 No combos supplied, so floor and median are text-only inference with low weight (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Ash Blossom, Ghost Belle, Ghost Ogre and Droll & Lock Bird give layered hand-trap recovery; 22 searchers rebuild lines (Inferred)
D6 Resource Economy, Recovery & Grind 60 Searchers, Ragged Records of Rites, Mind Shuffle and Skull Archfiend of Chaos recursion support grind (Inferred)
D7 End-Board & Interaction Quality 58 16 removal-text and 7 negation-text cards; Spell Shattering Sword and Griffoh give layered end-board answers (Inferred)
D8 Going-Second & Board-Breaking Power 62 Ritual bosses at 2800 to 3000 ATK plus hand-trap density against going-second boards; 0.71 chance of a hand trap in hand6 (Inferred)
D9 Offensive Pressure & Closing Power 62 Boss ATK 2800 to 3000 with Dark Paladin and Dark Magician of Destruction as Extra Deck closers; no end-board data (Inferred)
D10 Main Deck Efficiency & Flexibility 50 45 Main cards with 26 distinct and 3-copy staples; Ash over limit and wide spread lower compactness (Verified legality plus Inferred)
D11 Extra Deck Efficiency & Coverage 60 7 Extra Deck cards split across 4 Link and 3 Fusion, each run 1 copy; coverage is reasonable but unbreakable Extra-dependence is not shown (Verified)
D12 Side Deck Adaptability 10 No Side Deck registered; post-side adaptability cannot be assessed (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 48 Multi-step Ritual and Fusion lines with hand-trap timing make decisions heavy; text-based estimate (Inferred)

How the score was computed

Strategy profile: Balanced. Structural ≈ 55, Going First ≈ 52, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 42. Modifiers: Illegal copy limit (Ash Blossom 3 vs 2) (-10); Banlist exposure (Limited Droll & Lock Bird and S:P Little Knight, Semi-Limited Ash) (-4); No side deck (-2). Final formula: Illegal cap applied: 0.80*Structural(55) + 0.20*TournamentReliability(42) = 52.4, plus modifiers -16, capped to 28 as a theoretical-only score (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.97 · 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

  • Dense searcher text (22 cards) keeps the starter live early
  • Layered hand-trap package (Ash, Ghost Belle, Ghost Ogre, Droll) covers multiple opponent turns
  • Ritual bosses of 2800 to 3000 ATK provide a real closing threat

Weaknesses

  • Illegal copy count on Ash Blossom caps the score
  • Zero side deck removes post-side adaptability
  • No recorded boards, so the combo ceiling and median remain unverified

Critical choke points

  • Light and Darkness Ritual and Dark Magician access, since most engine cards need one of them
  • Hand-trap density competes with starter slots, so the opening hand can go hand-trap-heavy
Priority Remove Add Reason
1 One copy of Ash Blossom & Joyous Spring None required, or a legal Main Deck card Restores legality so the deck can receive a normal Final Contextual score
2 None A 10 to 15 card Side Deck covering the common format threats Enables post-side adaptation and lifts D12 from 10

Evidence & confidence

  • Verified: Main 45, Extra 7, Side 0 against TCG size rules; Ash Blossom & Joyous Spring run 3 copies against Semi-Limited limit of 2; Droll & Lock Bird and S:P Little Knight are Limited at 1 copy each (legal)
  • Observed: Usage stats show Dark Magician archetype core cards are commonly run (inclusion 70% to 100%)
  • Inferred: Starter access estimates from hypergeometric draw tables; Hand-trap and removal density from card text; Boss-monster conversion from card text
  • Provisional: Meta Power and matchup fit (no dated metagame sample)
  • Data gaps: No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot record are absent No win-rate telemetry exists in YGOVN Meta Power is Provisional unless a dated metagame sample is supplied No side deck registered

More TCG Info

Dark Magician

Dark Magician Breakdown

 
 

 

 

 

 

 

 
 

 

 
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