Dark Magician Deck #774096 — Yu-Gi-Oh! TCG

42 Main, 7 Extra, incl. Black Chaos x3, Kuriboh - Multiply! x3, Magician's Rod x3. Created Oct 25, 2026 by YGO Mod.

Deck Dark Magician TCG

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: LowEvaluated Oct 27, 2026
40± 10/ 100
Power Score
Structural 54
Reliability 40
Going First 52
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 40/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 54
Going First 52
Going Second 50
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Toolbox
  • Secondary strategies: Combo, Midrange
  • Format: tcg

Legality

Main 42 / 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 2800-3000 ATK boss (Black Chaos, Magician of Dark Chaos, Black Luster Soldier, Master of Chaos, Dark Magician of Destruction) using Light and Darkness Ritual or Chaos Form, then protect it with hand traps and Spell Shattering Sword.; Dark Paladin and Dark Magician recursion through Skull Archfiend of Chaos and Mulcharmy Fuwalos draws to rebuild boards after interaction.
  • Turn 1 (going first): Open a hand with a searcher (Magician's Rod, Ragged Records of Rites, Mind Shuffle) and a Light and Darkness Ritual, set up a Ritual Summon of Black Chaos or Black Luster Soldier, and hold Ash Blossom or Infinite Impermanence for the response.
  • Turn 2 (going second): Use hand traps (Ash Blossom, Droll & Lock Bird, Ghost Ogre & Snow Rabbit, Kuriboh - Multiply!) to disrupt the opponent's first engine, then convert the surviving resources into a ritual boss.
  • Recovery: Recover through Skull Archfiend of Chaos and Black Chaos GY effects, Mulcharmy draws, and Dark Magical Curtain to rebuild Dark Magician-named monsters from the Deck.
  • After siding: Not evaluable: the deck has no side deck (side_count 0), so no post-side plan is recorded.

Why it scores here

The score is built on the deck as a system, not from averaging its card scores. The archetype-core group (19 copies) gives an Inferred ~96% chance of at least one searcher or core card in a 5-card opening hand, so the deck usually gets a functional start. Its ceiling is a Ritual or Fusion boss at 2800-3000 ATK, backed by hand traps and a Spell Shattering Sword that can answer the opponent's board. Its median output is uncertain because there are no recorded combo boards, and its 12% exact-name archetype purity means it runs several unrelated sub-engines (Light and Darkness Ritual, Chaos, Mulcharmy, Kuriboh, Endymion), which lowers consistency and raises brick risk. Popularity and archetype usage stats were not used to add points. The deck is Illegal (Ash Blossom at 3 copies against a Semi-Limited limit of 2), and it has no side deck, so the score is structural and theoretical only and is capped low.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one core card or searcher in a 5-card opening hand) ≈ 0.96 across the archetype-core group; sub-engine dependence lowers the conversion (Inferred)
D2 Opening-Hand Quality & Brick Management 55 22 distinct main-deck cards with 11 singletons and 9 three-ofs; 10 hand traps and 19 searcher-text cards give moderate brick risk from mixed sub-engines (Inferred)
D3 Combo Conversion & Ceiling 70 Text-only ceiling: Black Chaos, Magician of Dark Chaos, Black Luster Soldier and Master of Chaos produce 2800-3000 ATK bosses from ritual or fusion lines; no recorded boards (Inferred)
D4 Combo Floor & Median Output 45 No combos_evidence rows (total_combos 0), so median output is unknown and set conservatively (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Ten hand-trap-text cards and Ash Blossom, Infinite Impermanence and Kuriboh give several independent responses to a first disruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Skull Archfiend, Mulcharmy Fuwalos and Black Chaos give GY and draw recursion; no resource signature data (Inferred)
D7 End-Board & Interaction Quality 60 Spell Shattering Sword, Infinite Impermanence, Griffoh and Dark Paladin provide negation and removal layers; interaction density is not measured (Inferred)
D8 Going-Second & Board-Breaking Power 65 Ghost Ogre, Droll & Lock Bird and Ash Blossom are strong against going-second boards; going-second split not recorded (Inferred)
D9 Offensive Pressure & Closing Power 65 Boss monsters at 2800-3000 ATK with direct-pressure text, but closing depends on resolving a ritual line first (Inferred)
D10 Main Deck Efficiency & Flexibility 40 Compactness is limited by 12% exact-archetype purity and 43 off-archetype copies across 22 distinct cards (Verified composition)
D11 Extra Deck Efficiency & Coverage 50 Extra Deck of 7 (4 Link, 3 Fusion) mixes sub-engines; Link and Fusion access is partial (Inferred)
D12 Side Deck Adaptability 15 No side deck (side_count 0); post-side adaptability cannot be assessed (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament or dated meta sample; archetype meta share is unavailable (Provisional)
D14 Pilotability & Error Tolerance 30 Multi-step ritual, fusion and link chains with several once-per-turn effects are hard to pilot correctly (Inferred)

How the score was computed

Strategy profile: Toolbox primary, Combo secondary; no weight changed to force a score. Structural ≈ 54, Going First ≈ 52, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist_violation (-8); no_side_deck (-3); engine_conflicts (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Illegal cap applied, so the 51.5 raw value is reduced to 40 and the result is theoretical/structural only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.96 · 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

  • Consistent opening access: about 96% chance of at least one archetype-core card in a 5-card hand (Inferred)
  • High-ceiling ritual and fusion bosses at 2800-3000 ATK (text-verified)
  • Layered interaction: 10 hand-trap-text cards plus negation and removal text (text-verified)
  • Recursion through Skull Archfiend and Mulcharmy gives some resource recovery (Inferred)

Weaknesses

  • Illegal list: Ash Blossom is run at 3 copies against a limit of 2 (Verified)
  • Low exact-archetype purity (12.2%) means sub-engines compete for space (Verified composition)
  • No side deck, so post-side plans cannot be assessed (Verified)
  • No recorded combos, so median output is unknown (Verified data gap)

Critical choke points

  • Light and Darkness Ritual copies (2) and Chaos Form (1) are required for the main ritual boss line; losing both stops the top-end plan (Inferred)
  • Ash Blossom at 3 copies is illegal; a legal list must cut one copy, which weakens hand-trap density (Verified)
Priority Remove Add Reason
1 One copy of Ash Blossom & Joyous Spring A legal Main Deck card that is not Semi-Limited-restricted (for example a second Infinite Impermanence or Ghost Ogre & Snow Rabbit, if the format allows) Restores legality; the list is Illegal at 3 copies against a limit of 2 (Verified)
2 One singleton off-archetype splash (Endymion or Mulcharmy line) Additional core Dark Magician or Light and Darkness Ritual support Raises archetype purity and reduces sub-engine conflicts (Inferred)
3 None A side deck of 3-15 cards for best-of-3 play A side deck is absent, so post-side adaptability is unmeasured (Verified)

Evidence & confidence

  • Verified: Main 42 and Extra 7 are within size rules (40-60 main, 0-15 extra); Ash Blossom & Joyous Spring is run at 3 copies against a Semi-Limited limit of 2 (Illegal); Droll & Lock Bird and S:P Little Knight are each run at 1 copy against a Limited limit of 1 (legal); Exact-name archetype purity is 12.2%, with 6 of 49 cards named Dark Magician; No side deck (side_count 0)
  • Inferred: Hypergeometric opening-hand starter access of about 0.96; Brick and conflict risk from mixed sub-engines; Ritual and fusion ceiling from card text; Interaction layering from text role hints; Pilotability difficulty from multi-step ritual and link chains
  • Provisional: Meta Power is null; no dated metagame sample exists; Matchup and format fit (D13) is unmeasured; no tournament link
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta share and per-pilot match record are absent No win-rate, going-first/second, matchup or brick-rate telemetry exists in YGOVN Meta Power is provisional unless a dated metagame sample is supplied No side deck, so post-side plan cannot be scored

More TCG Info

Dark Magician

Dark Magician Breakdown

 
 

 

 

 

 

 

 
 

 

 
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