Deck Dark Magician #696152 — Yu-Gi-Oh! Master Duel

Được tạo bởi: YGO Mod (20517634)

Được tạo ngày: Thứ Năm, 30 tháng 4 2026

 
 


Phân tích sức mạnh Deck chính thức
ToolboxĐộ tin cậy: Trung bình
52± 5/ 100
Điểm sức mạnh
Cấu trúc 59
Độ tin cậy giải 60
Đi trước 58
Đi sau 70

Deck — Deck Power Evaluation

Final Contextual Deck Power: 52/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 59
Going First 58
Going Second 70
Meta Power provisional
Tournament Reliability 60
  • Primary strategy: Toolbox
  • Secondary strategies: Control
  • Format: master-duel

Legality

Main 60 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Summon 1 high‑ATK Fusion/Link monster such as Red‑Eyes Dark Dragoon or Dark Magician of Destruction to end the game.; Control the field với hand‑traps and removal, then finish với 1 powerful monster or direct damage effects.
  • Turn 1 (going first): Open với hand‑traps (Ash Blossom, Effect Veiler, Evenly Matched) to protect, search Shining Sarcophagus or Magician's Rod, then set up The Gaze of Timaeus or 1 Fusion to bring out Dark Magician engine.
  • Turn 2 (going second): Use the abundant hand‑traps to equalize, then on the second turn launch 1 board‑break với Evenly Matched or Nibiru, followed by 1 Fusion/Link finisher.
  • Recovery: Draw engines like Magicians' Souls, Forbidden Droplet, Soul Servant and recycle key monsters với Monster Reborn or Imsety, Glory of Horus.
  • After siding: No side deck; the main deck contains flexible options that can be adjusted on‑the‑fly.

Why it scores here

The deck reliably opens với 1 solid hand‑trap suite and several searchers, giving it decent consistency despite many singletons. It can convert 1 starter into 1 3000‑ATK board using powerful Fusion or Link monsters, but the median outcome is often 1 modest mid‑range board because the core combo is not guaranteed. Interaction density is high thanks to many negation and removal cards, and the hand‑trap suite provides strong going‑second board‑breaking power. However, the 60‑card main deck is fragmented, the side deck is empty, and archetype purity is low, limiting matchup coverage and pilotability.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 65 Probability of having at least one core starter in opening 5 cards is 0.719 (Inferred).
D2 Opening-Hand Quality & Brick Management 55 Hand contains 33 singletons and many out‑of‑archetype cards, leading to 1 moderate brick risk (Inferred).
D3 Combo Conversion & Ceiling 75 Deck can generate 1 3000‑ATK board với Red‑Eyes Dark Dragoon or Dark Magician of Destruction, giving 1 high ceiling (Inferred).
D4 Combo Floor & Median Output 50 Typical games only reach 1 modest board of mid‑range monsters because many hands lack the fusion combo (Inferred).
D5 Interruption Resilience & Route Redundancy 68 Eight hand‑traps plus multiple alternative specials (Effect Veiler, Nibiru) give redundancy after disruption (Inferred).
D6 Resource Economy, Recovery & Grind 60 Cards like Magicians' Souls, Forbidden Droplet and Soul Servant provide draw and recycle, but resource cost is moderate (Inferred).
D7 End-Board & Interaction Quality 65 Interaction density is boosted by 11 negation texts and 17 removal texts, giving layered board control (Inferred).
D8 Going-Second & Board-Breaking Power 70 Hand‑trap suite (Ash Blossom, Evenly Matched, Nibiru) appears in ~59% of 6‑card opening hands, enabling strong going‑second board breaking (Inferred).
D9 Offensive Pressure & Closing Power 68 End‑board includes 3000‑ATK monsters and direct damage options, offering solid closing power (Inferred).
D10 Main Deck Efficiency & Flexibility 45 60‑card main deck với 46 distinct cards dilutes focus, reducing efficiency (Inferred).
D11 Extra Deck Efficiency & Coverage 60 Extra deck fills all 15 slots với 7 Fusion, 4 Link, 4 Xyz, giving decent coverage (Verified).
D12 Side Deck Adaptability 30 Side deck is empty, so no post‑side adaptability (Observed).
D13 Matchup Coverage & Format Fit 40 No tournament context or meta‑share data, so matchup fit cannot be measured (Provisional).
D14 Pilotability & Error Tolerance 45 Multiple engines and hand‑trap decisions raise complexity, lowering pilot tolerance (Inferred).

How the score was computed

Strategy profile: Toolbox. Structural ≈ 59, Going First ≈ 58, Going Second ≈ 70, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: No side deck (-2); Low archetype purity (-3); High singleton count (-2). Final formula: 0.80Structural + 0.20TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening 1 starter: P(≥1) ≈ 0.72 · key two‑card combo ≈ — · full‑brick estimate ≈ 0.28 (all Inferred)
  • Combo output: best PowerIndex —, median —, board‑per‑starter —
  • Turn order: 0 going‑first lines vs 0 going‑second lines

Strengths

  • High interaction density (negation and removal).
  • Powerful finishers like Red‑Eyes Dark Dragoon and Dark Magician of Destruction.
  • Robust hand‑trap suite for protection and board breaking.
  • Good draw and recovery tools (Magicians' Souls, Forbidden Droplet, Soul Servant).

Weaknesses

  • Low archetype purity and many singletons cause inconsistency.
  • No side deck limits adaptability against specific matchups.
  • Engine fragmentation reduces reliable combo execution.
  • Large 60‑card main deck dilutes focus and raises brick probability.

Critical choke points

  • The Gaze of Timaeus combo requires 1 Dark Magician on field or Mộ.
  • Reliance on hand‑traps to survive early disruption.
  • Limited copies of primary win‑condition monsters (e.g., Red‑Eyes Dark Dragoon).
Priority Remove Add Reason
1 Add Infinite Impermanence and Dark Magical Circle for extra spell/trap shut‑down. Improves control against spell‑heavy decks and adds extra protection.
2 Increase copies of The Gaze of Timaeus or add another Dark Magician‑centric fusion (e.g., Dark Magician of Destruction) to raise core consistency. Reduces reliance on single copies and improves starter reliability.
3 Include 1 5‑card side deck với cards like Cosmic Cyclone, Droll & Lock Bird, and 1 copy of Forbidden Droplet. Provides tailored answers and extra draw control for meta.

Evidence & confidence

  • Verified: Allure of Darkness limited; Monster Reborn limited; Predaplant Verte Anaconda limited; Extra deck counts (7 Fusion, 4 Link, 4 Xyz) verified
  • Observed: side_count = 0
  • Inferred: Core starter probability 0.719; Brick estimate 0.28; Hand‑trap group probability 0.593 for going second; Combo ceiling high due to 3000‑ATK monsters; Combo floor moderate because core combo is inconsistent; Redundancy from multiple hand‑traps and alternative specials; Resource draw engines provide moderate economy; Interaction density from negation and removal tags; Going‑second board‑break power from hand‑traps; Closing power from high‑ATK finishers; Main deck efficiency low due to singleton count; Side‑deck adaptability low (empty); Matchup fit provisional due to missing meta data; Pilotability reduced by engine fragmentation
  • Provisional: Matchup coverage cannot be measured vớiout tournament data
  • 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) — those signals are Inferred or Unknown Meta Power is Provisional unless 1 dated metagame sample is supplied

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