Galaxy Photon Deck #448772 — Yu-Gi-Oh! TCG

57 Main, 15 Extra, incl. Artifact Lancea x3, Galaxy Soldier x3, Photon Delta Wing x3. Created Mar 5, 2025 by YGO Mod.

Deck Galaxy Photon TCG

Created by: YGO Mod (20517634)

Created On: 03/05/2025

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 23, 2026
25± 10/ 100
Power Score
Structural 52
Reliability 40
Going First 45
Going Second 55

Deck — Deck Power Evaluation

Final Contextual Deck Power: 25/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 52
Going First 45
Going Second 55
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Stun
  • Format: tcg

Legality

Main 57 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Xyz/Link boss pressure from Galaxy-Eyes and Photon Xyz monsters (Galaxy-Eyes Cipher X Dragon, Number 62, Full Armor Photon Dragon) once a starter lands; Negate-and-overwhelm: Galaxy-Eyes Photon Dragon and Afterglow Dragon as backup boss sources through hand-trap and negation chains
  • Turn 1 (going first): Open a Galaxy Soldier or Photon Delta Wing starter and extend into an Xyz; hand traps are often dead on turn 1, so the plan is thin when going first
  • Turn 2 (going second): Use the hand-trap suite (Ash Blossom, Ghost Ogre, Effect Veiler, Droll, Infinite Impermanence) to disrupt the opponent's combo, then take the board with a Xyz boss
  • Recovery: Galaxy Hundred, Photon Jumper and Galaxy Summoner recover searchers and graveyard Photon/Galaxy monsters; no measured recovery data
  • After siding: Not evaluable: the deck runs no side deck (Side Deck size 0) in a best-of-3 format

Why it scores here

The deck is scored as a system: its Xyz and Link bosses (Galaxy-Eyes Cipher X, Number 62, Full Armor Photon) give high closing power once a starter lands, and its 18 hand-trap and 19 negation-text cards give strong interaction density. Its weaknesses are structural: 18 hand traps in a 57-card main deck create brick risk on going first, the starter line (Galaxy Soldier and Photon Delta Wing) has only about a 0.24 chance of appearing in a 5-card opening hand per 3-copy card, and the deck has no side deck. Only 4 of 25 archetype-core usage cards are present, so the deck deviates heavily from the standard build. The deck is Illegal (three Limited/Semi-Limited cards over their copy limits and two Forbidden cards run), so the final score is capped at 25 and is theoretical/structural only. Popularity or archetype usage did not earn points, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 50 P(at least 1 of a 3-copy starter in 5 cards) = 0.245 per starter; the 2-card bootstrap rests on Galaxy Soldier plus Photon Delta Wing (Inferred)
D2 Opening-Hand Quality & Brick Management 35 18 hand traps and several conflicting Normal Summon and hand-trap cards create a high dead-card rate going first (Inferred)
D3 Combo Conversion & Ceiling 60 Strong Xyz ceiling from Cipher X, Full Armor and Prime Photon, but no recorded boards to confirm it (Inferred)
D4 Combo Floor & Median Output 40 No combo boards are recorded, so the median and floor are unknown and only text-based (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Multiple negate and hand-trap lines give some recovery after one interruption, but the lines are not measured (Inferred)
D6 Resource Economy, Recovery & Grind 55 Searchers (14 searcher-text cards) and Galaxy Hundred support recovery, but no resource data exists (Inferred)
D7 End-Board & Interaction Quality 70 Breadth of 18 hand traps and 19 negation-text cards; face-up layering through Galaxy-Eyes monsters (Inferred from text)
D8 Going-Second & Board-Breaking Power 65 Going-second hand-trap density is high (91% chance of at least one hand trap in 6 cards), with a Xyz boss to take the board (Inferred)
D9 Offensive Pressure & Closing Power 70 Closing via 3000-4000 ATK Xyz bosses with direct and attack-redirect text; no measured board data (Inferred)
D10 Main Deck Efficiency & Flexibility 45 57 main cards with 30 distinct cards; many singletons and a heavy tech/hand-trap slant reduce coherence (Inferred)
D11 Extra Deck Efficiency & Coverage 60 13 Xyz and 2 Link Extra cards give broad coverage, but several Extra slots depend on specific starters (Inferred)
D12 Side Deck Adaptability 15 No side deck is run (Side Deck size 0), so no post-side adaptability exists (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament or metagame data is supplied; archetype core presence is 16% (Provisional)
D14 Pilotability & Error Tolerance 35 Multi-step Xyz sequencing and many hand-trap timing decisions raise the skill floor (Inferred)

How the score was computed

Strategy profile: Midrange primary with a Combo secondary; hybrid weights not exactly blended, Midrange profile used for the structural score. Structural ≈ 52, Going First ≈ 45, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-6); hand_trap_brick_burden (-3). Final formula: No reliable metagame: uncapped Final = 0.80*Structural(52) + 0.20*TournamentReliability(40) + ContextModifiers(-9) = 41; capped to 25 because the deck is Illegal (theoretical/structural only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ — · 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

  • Strong Xyz and Link boss ceiling (Cipher X, Full Armor, Prime Photon, Number 38)
  • Dense interaction: 18 hand traps and 19 negation-text cards
  • Searcher density (14 searcher-text cards) supports starter access

Weaknesses

  • Illegal list: two Forbidden cards and three over-limit cards
  • 18 hand traps create brick and dead-card risk going first
  • No side deck (Side Deck size 0)
  • Only 4 of 25 archetype-core usage cards present

Critical choke points

  • Galaxy Soldier and Photon Delta Wing are the only Level 4-5 starters with 3 copies each; a sparse opening hand has about a 0.24 chance of either per card
  • Dependence on Rank 8 Galaxy-Eyes Xyz for Cipher and Full Armor lines
Priority Remove Add Reason
1 Called by the Grave and Triple Tactics Talent Legal substitutes (not in the evidence list; identify before adding) Both are Forbidden in TCG, so the deck cannot be legally built as listed
2 One copy each of Seventh Tachyon, Ash Blossom and Droll & Lock Bird Legal copies only (1 Seventh Tachyon, 2 Ash Blossom, 1 Droll) Brings the list within the copy limits
3 One or two hand traps Core starter or a legal Galaxy/Photon searcher Reduces going-first brick risk and improves starter access

Evidence & confidence

  • Verified: Legal status Illegal: Forbidden and over-limit cards present (Called by the Grave, Triple Tactics Talent, Seventh Tachyon, Ash Blossom, Droll); Main 57 and Extra 15 within the TCG size rules; no side deck; Hand-trap group size is 18 cards
  • Inferred: Opening-hand consistency from hypergeometric draw odds; Dimension scores D1-D14 from card text, composition and usage-stat gaps; Going-first versus going-second read from hand-trap density
  • Provisional: Meta and matchup fit (D13) with no dated metagame sample
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record absent No win-rate or going-first/second telemetry exists in YGOVN Meta Power provisional: no dated metagame sample Evidence inconsistency: usage core cards lists Galaxy Photon Dragon (85747929) as not in deck, but cards[] shows 2 copies in the Extra Deck No side deck in the export, so post-side adaptability cannot be scored

More TCG Info

Galaxy Photon

Galaxy Photon Breakdown

 
 

 

 

 

 

 

 
 

 

 
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