Dark Magician Deck #773898 — Yu-Gi-Oh! Master Duel
40 Main, 15 Extra, incl. Dark Magician Girl the Magician's Apprentice x3, Magicians' Souls x3, Mulcharmy Fuwalos x3. Created Oct 25, 2026 by YGO Mod.
Deck Dark Magician Master Duel
Created by: YGO Mod (20517634)
Created On: 10/25/2026
Main Deck (40)
- Bystial Magnamhut x1
- Dark Magician Girl the Magician's Apprentice x3
- Dark Magician the Magician of Black Magic x1
- Droll & Lock Bird x1
- Gandora-G the Dragon of Destruction x1
- Magician's Rod x1
- Magicians' Souls x3
- Maxx "C" x1
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x2
- Primite Dragon Ether Beryl x2
- Dark Magician x1
- Illusion of Chaos x1
- Ash Blossom & Joyous Spring x3
- Ghost Ogre & Snow Rabbit x2
- Primite Drillbeam x1
- Primite Lordly Lode x3
- Primite Roar x1
- Secrets of Dark Magic x1
- Shining Sarcophagus x2
- Soul Servant x2
- Super Polymerization x2
- The Gaze of Timaeus x2
Extra Deck (15)
- Dark Magician of Destruction x1
- Garura, Wings of Resonant Life x1
- Magistus Chorozo x1
- Master of Chaos x1
- Mudragon of the Swamp x1
- Red-Eyes Dark Dragoon x1
- Timaeus the United Magical Dragon x1
- Charmer Quartet in Bloom x1
- Miasma Necromancer x1
- S:P Little Knight x2
- W:P Fancy Ball x1
- Baronne de Fleur x1
- Bystial Dis Pater x1
- Crimson Dragon x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 58/100 (±7 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 60 |
| Going First | 59 |
| Going Second | 56 |
| Meta Power | provisional |
| Tournament Reliability | 50 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox, Stun
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Dark Magician / Dark Magician of Destruction / Chaos-Fusion boards converting through Dark Magician-named monsters and Fusion/Synchro/Link summons from the Extra Deck; Direct pressure from Link and Synchro monsters (Bystial Dis Pater, Miasma Necromancer, S:P Little Knight) once the Extra Deck is accessible
- Turn 1 (going first): Open on Primite Lordly Lode or Magicians' Souls / Dark Magician Girl to reach a Dark Magician or Fusion starter, then use Secrets of Dark Magic or Super Polymerization to reach a board; interaction with Ash Blossom and Droll-style hand traps is held up as the first-turn buffer
- Turn 2 (going second): Use Ash Blossom, Ghost Ogre & Snow Rabbit and Maxx "C" to disrupt the opponent's first-turn play, then rebuild through Magicians' Souls and Dark Magician Girl in the GY-based search lines
- Recovery: Recover from interruption through Magicians' Souls, Soul Servant recursion, Magician's Rod GY effect, and Primite Lordly Lode search into Primite / Dark Magician support
- After siding: Side deck is empty (0 cards); no post-side plan exists, which lowers adaptability
Why it scores here
The deck reliably opens a functional plan on the strength of its archetype core: the Dark Magician-named monsters and Magicians' Souls / Dark Magician Girl are present in high numbers, and the hypergeometric estimate puts at least one archetype-core card in the opening five at roughly 97% (Inferred). Conversion is held back by the lack of recorded boards: there is no combos evidence, so the ceiling and median are text-only reads, and the Extra Deck of 15 is split across Fusion, Synchro and Link summons whose enablers are present but not measured. Interaction is a real strength on the system: seven hand traps and several negation/removal texts (Ash Blossom, Ghost Ogre, Maxx "C", Droll & Lock Bird, Primite Drillbeam, Baronne de Fleur, Bystial Dis Pater) give layered answers to opposing activations. The score is not earned by Dark Magician being a popular archetype, nor by averaging card scores; the 0-side and absence of any tournament or win-rate data cap the adaptability and matchup dimensions.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 60 | Archetype-core group of 19 copies has P(≥1 in hand of 5) ≈ 0.97; starter depth is good but Fusion/Link enablers are unverified (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | Seven hand traps and searchers give functional hands, but the 40-card main with 14 level-0 spells and 9 tech cards risks dead draws (Inferred) |
| D3 | Combo Conversion & Ceiling | 62 | Ceiling read from text only: Dark Magician / Chaos / Dis Pater style Extra Deck boards are plausible, no recorded board evidence exists (Inferred) |
| D4 | Combo Floor & Median Output | 50 | Median output is unmeasured; the median is pulled down by the Spell-heavy 40 and reliance on several Fusion and Link enablers (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 58 | Multiple independent starters (DMG, Souls, Lode, Rod, Soul Servant) and recursion give some redundancy after one interruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 60 | Soul Servant, Magicians' Souls and Magician's Rod provide GY recursion and card-advantage text; netCardAdvantage is not measured (Inferred) |
| D7 | End-Board & Interaction Quality | 66 | Seven hand traps plus negate/removal text (Ash Blossom, Ghost Ogre, Maxx C, Droll, Drillbeam, Baronne de Fleur) give layered interaction (Inferred semantic) |
| D8 | Going-Second & Board-Breaking Power | 55 | Going-second relies on hand traps and archetype recursion; no going-second split data and no dedicated board breakers beyond Dark Magician of Destruction (Inferred) |
| D9 | Offensive Pressure & Closing Power | 60 | Closing pressure from DM, Dis Pater, Miasma and S:P Little Knight is text-based; no end-board statistics are supplied (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 52 | 40-card main at the floor with 23 distinct cards and 14 level-0 spells; 43 of 40 main slots are off exact-name archetype, so compactness is middling (Verified composition) |
| D11 | Extra Deck Efficiency & Coverage | 56 | 15-card Extra Deck is full, but only Fusion/Synchro/Link breakdown is known with 14 distinct cards; no mandatory-slot analysis (Inferred) |
| D12 | Side Deck Adaptability | 15 | Side deck is empty; no post-side plan exists and no post-side data (Verified composition, Provisional) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament link and no meta sample; archetype meta-share absent, so matchup fit is provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 55 | Multiple Fusion/Synchro/Link lines plus several conditional effects give a moderate decision load; step count is inferred from text (Inferred) |
How the score was computed
Strategy profile: 0.8 Midrange + 0.2 Toolbox. Structural ≈ 60, Going First ≈ 59, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: empty side deck (-3); banlist exposure (-2); no combos evidence (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.97 · key two-card combo ≈ — · full-brick estimate ≈ 0.03 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Archetype-core density gives a high chance of a live starter in the opening hand
- Seven hand traps and multiple negate/removal texts give layered interaction
- Several independent starters and GY recursion give reasonable redundancy
- Full Extra Deck with Fusion, Synchro and Link access supports several boards
Weaknesses
- No side deck: no post-side plan against any matchup
- Low exact-name archetype purity (21.8%) and 14 level-0 spells suggest a loose engine with many dead draws
- No recorded boards, so the combo ceiling and median cannot be verified
- No win-rate or tournament data; matchup fit is provisional
Critical choke points
- Reliance on Dark Magician or Dark Magician Girl being reachable from the opening hand
- Fusion enablers Secrets of Dark Magic and Super Polymerization are only 1 and 2 copies, so a dead Extra Deck is possible
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | 1 Primite Roar | 1 Side-deck slot (any dedicated answer) | Build at least a basic side deck (up to 15) so post-side plans exist; Primite Roar is a low-impact tech slot that a side can replace |
| 2 | 1 Primite Drillbeam | 1 extra archetype starter or a second Dark Magician-named searcher | Reduce off-archetype dilution and raise the chance that the opening hand is functional |
Evidence & confidence
- Verified: Main 40 / Extra 15 / Side 0 composition and legality; Limited and Semi-Limited statuses; copy counts; Archetype purity 21.8% exact-name and sub-archetype spread from composition
- Inferred: At-least-one archetype-core starter in opening 5 ≈ 0.97 (hypergeometric); Interaction density and hand-trap layering from card text; Consistency, brick and recursion estimates from text and probability
- Provisional: Meta Power and matchup fit (no dated meta sample or tournament data); Post-side plan (no side deck)
- Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN — going-first/second, matchup, game-level, brick/starter/OTK rates are Inferred or Unknown side deck is empty (0 cards) Meta Power is Provisional unless a dated metagame sample is supplied
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