Mulcharmy Deck #774100 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Clown Crew Cappello x3, Clown Crew Flair x3. Created Oct 25, 2026 by YGO Mod.

Deck Mulcharmy TCG

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: LowEvaluated Oct 27, 2026
32± 8/ 100
Power Score
Structural 48
Reliability 30
Going First 40
Going Second 55

Deck — Deck Power Evaluation

Final Contextual Deck Power: 32/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 48
Going First 40
Going Second 55
Meta Power provisional
Tournament Reliability 30
  • Primary strategy: Toolbox
  • Secondary strategies: Stun
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Runick and Clown Crew Extra Deck summons (Fusion, Synchro, Xyz, Link) that push damage through a board the opponent cannot fully interact with; Clown Crew Biancaviso (2500 ATK) and Sleipnir the Runick Mane (1500 ATK) as beatsticks once a board is established
  • Turn 1 (going first): Open with Clown Crew Rehearsal or Runick Tip to search a second engine piece, then Special Summon a Runick or Clown Crew monster from the Extra Deck; keep Ash Blossom and Ghost Ogre up to protect the first Extra Deck summon
  • Turn 2 (going second): Use Ash Blossom, Ghost Belle, Ghost Ogre and Droll & Lock Bird to answer the opponent's first summon or search, then rebuild with Clown Crew Matinee Operatics or Malabarisme
  • Recovery: Runick Fountain and Runick Slumber recycle or protect the Quick-Play spell count; Mulcharmy Fuwalos draws when the hand is empty
  • After siding: No side deck is registered (side count 0); no post-side plan can be scored

Why it scores here

The score is the structural read of the list as a system. The deck reliably presents interaction: 12 hand traps and 13 negation-text cards give it strong answers to the opponent's first summon or search, which is why D7 and D8 are the highest scores. Engine access is weak: the seven-copy Mulcharmy core has about a 51% chance of appearing in a five-card opening hand, and the 25 distinct main-deck cards split across Runick, Clown Crew, Cyclone and Harpie, with only 4.3% exact archetype purity, so the engine cohesion and brick scores are low. No recorded boards, tournament link or win-rate data exist, so the ceiling and median scores come from text reading only. Usage and popularity were not used as credit, and card scores were not averaged into the deck score. The deck is illegal on two cards over the copy limit, so this is a theoretical, structural-only read capped at a low score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 42 P(at least one of a 3-copy starter in 5 cards) = 0.25; P(core Mulcharmy group in 5 cards) = 0.51 (Inferred)
D2 Opening-Hand Quality & Brick Management 40 About 49% of opening hands have no core-group card (proxy brick rate); conflicting Runick and Clown Crew Normal Summons (Inferred)
D3 Combo Conversion & Ceiling 38 No parseable combo boards; ceiling inferred from Extra Deck summons and Clown Crew Biancaviso text only (Inferred)
D4 Combo Floor & Median Output 35 No median power index available; typical output inferred from split engine lines (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Multiple Quick-Play Runick spells and 12 hand traps give alternate lines after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 11 searcher-text cards and Runick Fountain recursion; no resource signature data (Inferred)
D7 End-Board & Interaction Quality 70 12 hand traps, 13 negation-text cards and 33 removal-text cards (Verified text flags, Inferred quality)
D8 Going-Second & Board-Breaking Power 72 Hand traps reach about 79% of going-second six-card hands (Inferred); board-breaking via Runick Destruction and Lightning Storm text (Verified)
D9 Offensive Pressure & Closing Power 50 Clown Crew Biancaviso 2500 ATK and Sleipnir 1500 ATK are the only real closers in the list (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 30 55 Main Deck cards across 25 distinct names with 35 level-0 spells and traps and 4.3% exact archetype purity (Verified)
D11 Extra Deck Efficiency & Coverage 45 15 Extra Deck slots full, but split across Fusion, Link, Xyz and Synchro with mixed archetypes (Verified composition)
D12 Side Deck Adaptability 20 Side count 0; no side plan can be scored (Verified gap, Provisional)
D13 Matchup Coverage & Format Fit 45 No dated meta sample; archetype usage 97.9% for Fuwalos and 91.8% for Ash Blossom is context only (Provisional)
D14 Pilotability & Error Tolerance 35 Many chained responses, Extra Deck choices and cross-archetype synergies raise decision load (Inferred)

How the score was computed

Strategy profile: Toolbox profile; Stun not blended (secondary context only). Structural ≈ 48, Going First ≈ 40, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 30. Modifiers: Over copy limit (illegal list) (-10); Engine conflicts and missing combo evidence (-2). Final formula: 0.80*Structural(47.54) + 0.20*TournamentReliability(30) + ContextModifiers(-12) = 32; theoretical/structural-only because the list is Illegal; Meta Power provisional/null

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · key two-card combo ≈ — · full-brick estimate ≈ 0.49 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • 12 hand traps and 13 negation-text cards give strong answers to early plays
  • Quick-Play Runick spells give several lines that skip the Battle Phase, which adds resilience
  • Clown Crew Biancaviso and Sleipnir supply real closing power once an Extra Deck summon lands

Weaknesses

  • Two cards are over the copy limit, so the list is illegal as built
  • Only 4.3% of the Main Deck shares the exact Mulcharmy archetype name, so the engine is diluted
  • No side deck and no recorded boards, so post-side and ceiling claims cannot be scored

Critical choke points

  • The Extra Deck summon that starts the Runick or Clown Crew line, with no recorded second line to fall back on
  • Ash Blossom and Droll & Lock Bird as the only hand interaction available when the opponent goes first
Priority Remove Add Reason
1 One copy of Runick Fountain A legal non-Runick Spell or Trap (or a cut) to bring the list back under the limit Clears the Limited violation; Fountain is limited to one copy
2 One copy of Ash Blossom & Joyous Spring A legal card that fills the same hand-trap slot Clears the Semi-Limited violation; the list can only run two copies
3 Off-archetype tech cards with weak engine links (e.g. Lightning Storm) Cards that continue the Runick or Clown Crew line Raises archetype purity and D1/D10 consistency

Evidence & confidence

  • Verified: Legality: 55 Main, 15 Extra, 0 Side; Ash Blossom 3 copies vs legal 2; Runick Fountain 3 copies vs legal 1; Card text, type, ATK/DEF and archetype fields from the export; Archetype purity 4.3% and spread counts; Usage stats: Fuwalos 97.9%, Ash Blossom 91.8%, Mulcharmy Purulia 75.5% (not in this list)
  • Inferred: Opening-hand probabilities (0.25 starter, 0.51 core group, 0.49 brick proxy, 0.79 hand trap going second); Strategy classification and D1-D14 scores from text reading; Going-first and going-second power estimates
  • Provisional: Meta Power (null, no dated sample); D13 matchup and format fit; D12 side adaptability (no side deck)
  • 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 match record are absent no win-rate telemetry (going-first/second, matchup, brick/starter/OTK rates) Meta Power is provisional unless a dated metagame sample is supplied no side deck registered (side count 0) deck title is null

More TCG Info

Mulcharmy

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