Dark Magician Deck #773957 — Yu-Gi-Oh! Duel Links

30 Main, 9 Extra, incl. Dark Magician Girl the Magician's Apprentice x3, Timaeus the United Dragon x3, Dark Magician x2 - Skill: The Eye of the United Dragon. Created Oct 25, 2026 by YGO Mod.

Deck Dark Magician Duel Links

Created by: YGO Mod (20517634)

Created On: 10/25/2026

The Eye of the United Dragon
 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 25, 2026
54± 7/ 100
Power Score
Structural 58
Reliability 56
Going First 63
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 54/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 58
Going First 63
Going Second 62
Meta Power provisional
Tournament Reliability 56
  • Primary strategy: Midrange
  • Secondary strategies: Control
  • Format: duel-links

Legality

Main 30 / Extra 9 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Summon Dark Magician or Dark Magician Girl, fuse or ritual into Red-Eyes Dark Dragoon, Dark Magician the Dragon Knight, Master of Chaos, or Dark Magician of Destruction, and protect the board with Eternal Soul and Magicians' Combination.; Shining Sarcophagus package with Dark Magician Girl the Magician's Apprentice, Gandora-G, and Dark Magician the Magician of Black Magic; trap-based control with Dark Magical Circle, Magician Navigation, and Eternal Soul.
  • Turn 1 (going first): Open a Dark Magician engine card, establish Dark Magical Circle and/or Eternal Soul, then convert into a fusion boss such as Red-Eyes Dark Dragoon or Dark Magician the Dragon Knight with backrow interaction.
  • Turn 2 (going second): Use six-card hand access to board breakers such as Dark Magic Attack, Gandora-G, Master of Chaos, Underworld Goddess, or Dragoon's destruction effect, then close with 3000 ATK bosses.
  • Recovery: Grind with Eternal Soul, Magician's Salvation, Soul Servant, Dark Magical Circle, and The Dark Magicians to recur Dark Magician and draw/search into follow-up.
  • After siding: No Side Deck is present; the deck has no dedicated post-side configuration or matchup-specific adaptation data.

Why it scores here

This Dark Magician list earns a mid-range score because its engine access and search density are real, but the system is stretched across Dark Magician, Shining Sarcophagus, Prophecy, Chaos, and Legendary Knight pieces with 14 one-ofs. It can open a functional starter often enough, and its ceiling includes Red-Eyes Dark Dragoon, Dark Magician the Dragon Knight, Master of Chaos, and Eternal Soul-backed trap interaction, but there are no recorded combo boards and the realistic median is a modest boss plus limited backrow. It grinds well through Eternal Soul, Salvation, Soul Servant, and The Dark Magicians, yet it has no hand traps, few true extenders, and several conditional garnets that make one interruption or a poor opening hard to recover from. The score is not an average of card scores, and Dark Magician's popularity or the usage statistics did not earn points; those stats are context only and partly conflict with the resolved Extra Deck. No dated metagame sample exists, so Meta Power remains provisional and the final score is driven by structural consistency, resilience, and reliability.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 Search-text density is high (14 cards) and 13 starter-ish copies give an estimated ~85% chance of at least one live engine card in the opening 5, but many lines are conditional (Inferred).
D2 Opening-Hand Quality & Brick Management 55 14 distinct one-ofs plus conditional cards (Illusion of Chaos without Chaos Form, Dark Magic Attack, Gandora-G) suggest a meaningful full-brick or low-impact-hand rate around 15-20% (Inferred).
D3 Combo Conversion & Ceiling 68 Text-only ceiling includes Red-Eyes Dark Dragoon, Dark Magician the Dragon Knight, Master of Chaos, and Dark Paladin backed by Eternal Soul/Combination, but no recorded combo boards verify conversion (Inferred).
D4 Combo Floor & Median Output 52 With no parsed boards, median output is inferred as a single boss plus one or two backrow pieces rather than the ceiling line (Inferred).
D5 Interruption Resilience & Route Redundancy 55 Some redundancy exists via Dark Magical Curtain, Soul Servant, Magician's Salvation, and Eternal Soul, but Normal Summon Rod/Apprentice choke points and no hand traps limit play-through (Inferred).
D6 Resource Economy, Recovery & Grind 65 Eternal Soul, Magician's Salvation, Soul Servant, Dark Magical Circle, and The Dark Magicians provide real recursion/search/draw for a grind game (Inferred).
D7 End-Board & Interaction Quality 65 Interaction is layered but slow: Magicians' Combination, Magician Navigation, Dark Magical Circle, Eternal Soul protection, Dragoon, and Underworld Goddess (Inferred).
D8 Going-Second & Board-Breaking Power 58 Six-card going-second hands can use Dark Magic Attack, Gandora-G, Master of Chaos, Underworld Goddess, or Dragoon pop effects, but most require prior setup (Inferred).
D9 Offensive Pressure & Closing Power 68 3000 ATK bosses (Dragoon, Dragon Knight, Master of Chaos) plus Dragoon burn and Dark Paladin give solid closing pressure (Inferred).
D10 Main Deck Efficiency & Flexibility 48 The 30-card main mixes Dark Magician, Shining Sarcophagus, Prophecy, Chaos, and Legendary Knight pieces; 21 distinct cards and 14 one-ofs hurt compactness (Inferred).
D11 Extra Deck Efficiency & Coverage 63 Nine Extra slots cover six fusions, two links, and one Xyz, but several fusions need specific Dark Magician/Chaos/Dragon materials and are situational (Inferred).
D12 Side Deck Adaptability 30 No Side Deck is present and no post-side data exists; adaptation is therefore unproven (Provisional).
D13 Matchup Coverage & Format Fit 50 No tournament link or dated metagame sample is supplied, so matchup fit cannot be measured beyond archetype context (Provisional).
D14 Pilotability & Error Tolerance 42 Many one-ofs, conditional effects, and sequencing traps (Curtain effect lock, Eternal Soul wipe, Sarcophagus dependency) lower error tolerance (Inferred).

How the score was computed

Strategy profile: 70% Midrange / 30% Control. Structural ≈ 58, Going First ≈ 63, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 56. Modifiers: Mixed-engine / one-of variance (-2); Conditional garnet burden (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + modifiers

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.85 · key two-card combo ≈ 0.35 · full-brick estimate ≈ 0.15 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • High boss ceiling with Red-Eyes Dark Dragoon, Dark Magician the Dragon Knight, Master of Chaos, Dark Paladin, and Underworld Goddess.
  • Strong recursion and grind tools in Eternal Soul, Magician's Salvation, Soul Servant, Dark Magical Circle, and The Dark Magicians.
  • Dense search suite (14 search-text cards) gives many ways to access the Dark Magician engine.
  • Trap-based interaction and protection from Magicians' Combination, Magician Navigation, and Eternal Soul.
  • Flexible Extra Deck fusion options answer different board states.

Weaknesses

  • No recorded combo lines; ceiling and floor are text-inferred rather than observed.
  • Very high one-of count (14 distinct one-ofs) and mixed Shining Sarcophagus/Dark Magician packages reduce coherence.
  • No hand traps and few true extenders; one well-placed interruption can stop the turn.
  • Several conditional cards can be dead or low-impact, including Illusion of Chaos without Chaos Form, Dark Magic Attack, Gandora-G, and Dark Magician Girl.
  • No Side Deck and no post-side adaptation data.
  • Usage statistics conflict with the resolved card list for several Extra Deck cards, lowering confidence in archetype-core comparisons.

Critical choke points

  • Normal Summon Magician's Rod or Dark Magician Girl the Magician's Apprentice can be negated, stopping the search line.
  • Timaeus the United Dragon needs a Spellcaster or Dark Magician-mentioning Spell/Trap to send; opening Timaeus alone is weak.
  • Eternal Soul leaving the field destroys all your monsters, creating a high-risk protection piece.
  • The trap-control plan needs Dark Magical Circle and/or Eternal Soul to be live; without them the traps are slow.
  • Illusion of Chaos is a Ritual Monster with no Chaos Form in the list, making it primarily a search body and potential garnet.
Priority Remove Add Reason
1 Gandora-G the Dragon of Destruction Magicians' Souls Magicians' Souls is an archetype core card (82.8% inclusion) missing from this list and would improve starter/extender consistency; Gandora-G is a conditional one-of.
2 Dark Magic Attack Dark Magical Curtain (third copy) A third Dark Magical Curtain raises starter density and Dark Magician/Girl access more than a conditional backrow wipe.
3 Dark Paladin S:P Little Knight If available, S:P Little Knight is a generic Extra Deck interaction piece and appears in the archetype core; Dark Paladin is situational without Buster Blader.

Evidence & confidence

  • Verified: Legality: 30 Main, 9 Extra, 0 Side; no copy-limit or size violations (Verified).; All listed cards are Unlimited in the provided Duel Links ban field (Verified).; Card text excerpts are present for all resolved cards (Verified).
  • Observed: combo data contains 0 scored boards, so floor/median/ceiling claims are text-inferred rather than observed (Observed).
  • Inferred: Opening starter access ~85% is a hypergeometric estimate from 13 starter-ish copies in 30 cards (Inferred).; Full-brick or low-impact-hand rate ~15% from 14 one-ofs and conditional cards (Inferred).; Ceiling includes Dragoon/Dragon Knight/Master of Chaos from card text, but conversion is unverified (Inferred).; Median board is a single boss plus limited backrow (Inferred).; No hand traps and few extenders make one interruption a common choke point (Inferred).; Grind game is strong via Eternal Soul/Salvation/Soul Servant/The Dark Magicians (Inferred).; Going-second board-breaking depends on setup-heavy cards (Inferred).
  • Provisional: Meta Power is null/provisional; no dated metagame sample is supplied (Provisional).; Matchup coverage and format fit are provisional (Provisional).; Side-deck/post-side adaptation is unproven because no Side Deck exists (Provisional).
  • 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 Meta Power is Provisional unless a dated metagame sample is supplied usage statistics conflicts with resolved card list for several Extra Deck cards (e.g., Red-Eyes Dark Dragoon, Master of Chaos, Underworld Goddess listed as missing/not in deck but present in cards[]); resolved list used no Duel Links skill is listed in evidence; skill effects cannot be evaluated

More Duel Links Info

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