Voidvelg Deck #718192 — Yu-Gi-Oh! Rush Duel Sevens

33 Main, 3 Extra, incl. Voidvelg Stork x3, Voidvelg Whiterider x3, Burst Ray Blaster x3 - Skill: Requiem Contact. Created Jun 11, 2026 by YGO Mod.

Deck Voidvelg Rush Duel Sevens

Created by: YGO Mod (20517634)

Created On: 06/11/2026

Requiem Contact
 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Jun 11, 2026
38± 8/ 100
Power Score
Structural 33
Reliability 30
Going First 42
Going Second 24

Deck — Deck Power Evaluation

Final Contextual Deck Power: 38/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 33
Going First 42
Going Second 24
Meta Power provisional
Tournament Reliability 30
  • Primary strategy: Midrange
  • Secondary strategies: Fusion, Grind
  • Format: rush-duel-sevens

Legality

Main 36 / Extra 0 / Side 0 — status: Legal with warning.

Identity & game plan

  • Win condition: Deploy fused Contact Fusion bosses with high ATK to overwhelm opponent through sustained resource pressure.; Grind advantage through repeated Contact Fusion loops and recovery effects.
  • Turn 1 (going first): Establish Contact Fusion board with boss monsters; leverage Skill effects to search and thin deck; build interrupt layers through boss effects.
  • Turn 2 (going second): Use going-second Skill activations and Contact Fusion to break board and establish own threats; limited board-wipe options suggest reactive pressure.
  • Recovery: Recursion via graveyard effects; repeated Skill activation (once per Duel limit) for one-time search; deck thinning to improve future draws.
  • After siding: Unknown; no side deck supplied and no post-side game data available.

Why it scores here

This Voidvelg deck achieves a low structural score due to significant card-resolution gaps, missing core pieces, and unverified combo patterns. The archetype core (26 cards) draws reliably into opening hands, and two Skill Cards provide search capability with one-per-Duel restrictions; however, 14 unresolved passcodes prevent full card-text evaluation and combo reconstruction. The deck runs only 68.8% of the core archetype (missing 5 standard cards), compromising engine coherence. With zero parsed combos, board power and recovery routes cannot be measured—only inferred from partial text fragments. Going-second capability is severely limited by the absence of board-breaker cards; going-first boards likely rely on fused boss monsters but lack documented interaction density. Tournament reliability is hampered by the Skill's once-per-Duel clause creating finite resource windows, and the 36-card main deck (above the 30-card minimum) introduces draw variance. Meta Power is provisional without dated metagame context. The score reflects structural weakness and data scarcity, not archetype unpopularity.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 Archetype core P(≥1 in hand 5) ≈ 0.9993 per hypergeometric calculation; however, 14 unresolved cards and 68.8% core inclusion prevent confident startup routing assessment (Inferred).
D2 Opening-Hand Quality & Brick Management 32 Copy histogram shows 8 three-ofs, 4 two-ofs, 4 one-ofs; unresolved card text prevents brick analysis; 36-card main deck (vs 30-card minimum) increases flood risk without known redundancy maps (Inferred).
D3 Combo Conversion & Ceiling 35 Zero parsed combos in evidence; best-line ceiling inferred from Skill search-and-thin text and Contact Fusion references in guides; text-only read suggests mid-power boards without documented negate/recursion layers (Inferred).
D4 Combo Floor & Median Output 28 No median board data; distributional floor estimated as single fused boss plus residual hand after Skill activation; high variance due to one-per-Duel Skill limits and missing support cards (Inferred).
D5 Interruption Resilience & Route Redundancy 25 Only two resolved Skill Cards visible; no independent starter lines documented; recursion inferred from graveyard-effect text hints but not verified; single-choke-point risk high without alternative routes (Inferred).
D6 Resource Economy, Recovery & Grind 42 Guides mention rapid resource cycling and continuous advantage generation; however, net card advantage per combo unverified; Skill one-per-Duel and deck-thinning effects suggest modest grind potential (Inferred).
D7 End-Board & Interaction Quality 38 Contact Fusion boss references and 'buff' mechanics in guides suggest offensive layers; no negation count, interaction density, or facedown setup data available; interaction quality cannot be ranked above speculative (Inferred).
D8 Going-Second & Board-Breaking Power 22 Zero going-second combo evidence; guides mention two playstyles (old vs new Skill) but no board-breaker card count or removal suite documented; going-second power severely limited by missing data (Inferred).
D9 Offensive Pressure & Closing Power 48 Boss monsters referenced as high-ATK threats in guides; Requiem buff and piercing mentioned but unverified; typical lethal window and closing consistency unknown (Inferred).
D10 Main Deck Efficiency & Flexibility 55 36-card main (vs 30-60 range); 16 distinct cards with high copy density (8 three-ofs) suggests efficiency; however, 5 missing core cards and unresolved passcodes weaken coherence assessment (Observed + Inferred).
D11 Extra Deck Efficiency & Coverage 0 Zero Extra Deck cards; Rush Duel format does not use Extra Deck; score reflects format, not deck weakness (Verified).
D12 Side Deck Adaptability 0 No side deck supplied; best-of-3 context unknown; side adaptability cannot be evaluated (Data gap).
D13 Matchup Coverage & Format Fit 35 Archetype meta-share unknown (no tournament link); guides confirm Voidvelg is playable in Rush Duel but do not establish current format share or matchup alignment (Provisional).
D14 Pilotability & Error Tolerance 30 Guides describe two alternative playstyles; Skill once-per-Duel creates finite decision windows; Contact Fusion search-and-summon mechanics imply moderate complexity; error tolerance unknown due to missing combo steps (Inferred).

How the score was computed

Strategy profile: Midrange. Structural ≈ 33, Going First ≈ 42, Going Second ≈ 24, Meta = provisional, Tournament Reliability ≈ 30. Modifiers: Card-resolution deficit (-8); Incomplete archetype core (-5); Skill once-per-Duel resource limit (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

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

Strengths

  • Archetype core draws reliably (P ≥ 0.9993); opening-hand access to engine is nearly guaranteed.
  • Skill Card search and deck-thinning mechanics provide one-time resource smoothing and consistency boost.
  • Contact Fusion engine enables flexible summons; boss monsters described as high-ATK threats with utility effects (buffing, protection).
  • Guides confirm established archetype with multiple playstyle variants, indicating meta adaptability.

Weaknesses

  • 14 unresolved passcodes prevent full card-text evaluation; combo patterns, interaction density, and recovery routes are unknown.
  • Missing 5 core archetype cards (31.2% gap); engine coherence compromised; likely causes inconsistent combo output.
  • Skill once-per-Duel restriction severely limits search and recovery options after turn 1; no documented alternative lines.
  • Zero going-second board-breaker cards or removal suite evident; likely weak to established boards.
  • 36-card main deck increases draw variance; no documented hand-trap or interaction suite for disruption.
  • No Extra Deck (format-standard); limits tutoring and fusion routing flexibility.

Critical choke points

  • Skill activation exhaustion: both Skill Cards' key effects are one-per-Duel; once spent, recovery options collapse.
  • Missing core support: 5 absent archetype cards likely include critical searchers, extenders, or boss summons; their loss cripples combo density.
  • Unresolved card text: 14 passcodes unknown; cannot verify whether missing cards include hand traps, board breakers, or recursion; evaluation confidence permanently lowered.
  • Going-second vulnerability: no documented board-wipe, removal, or non-engine pressure; likely lost game 2 vs established boards.
Priority Remove Add Reason
1 Any 1-of or 2-of unresolved card Verify and substitute missing core archetype cards (717419, 1077176, 1002095, 772417) at standard inclusion counts. Missing core cards reduce engine coherence from 100% to 68.8%; restoration is essential for competitive consistency.
2 Excess 36-card main deck bloat if unresolved cards are not critical. Trim to 30-card minimum with verified core cards only; reduce variance and improve hand quality. 36-card main violates Rush Duel best practice (30-card minimum); tighter lists improve early-game consistency.
3 One or more unresolved card slots if they are not Contact Fusion starters or bosses. Going-second board breaker or removal card (e.g., effect-damage, targeted destruction, or hand disruption). Guides mention two playstyles; one variant should include post-side going-second plan; current list lacks visible defense.

Evidence & confidence

  • Verified: Deck legality: Legal with warning (36 main, 0 extra, 0 side; within Rush Duel rules).; Archetype: Voidvelg (Rush Duel format).; Copy counts: 8 three-ofs, 4 two-ofs, 4 one-ofs; totals 36 main.; Skill Cards: Branded Journey (searcher, 3x), Starry Slumbering Memories (searcher + special-summon, 2x).; Format: Rush Duel Sevens (ban_field_used: BanDuelLink; no Extra Deck).
  • Observed: Usage statistics: Voidvelg archetype has 16 core cards; this deck runs 11 of 16 (68.8% inclusion).; Missing core: 5 cards absent from archetype standard (717419, 1077176, 1002095, 772417, 717416).; Copy deviation: Card 1103823 runs 1x (typical 2x); Card 717424 runs 2x (typical 3x); Card 1061583 runs 2x (typical 3x).; Guides confirm Voidvelg is established archetype with documented playstyle variants.
  • Inferred: Engine accessibility (D1): P(≥1 archetype core in hand 5) ≈ 0.9993; opening consistency estimated as high.; Brick rate (D2): Full brick proxy (no core) ≈ 0.0007; however, unresolved cards may create functional bricks.; Combo ceiling (D3): Contact Fusion boards inferred as mid-power fused bosses; no negation count or layer depth documented.; Combo floor (D4): Median output estimated as single fused boss + residual hand; high variance due to Skill one-per-Duel limits.; Interruption resilience (D5): No independent starter lines; single Skill activation per Duel creates choke point; estimated low.; Resource economy (D6): Guides mention rapid resource cycling and repeated advantage; grind potential moderate.; End-board interaction (D7): Boss-monster 'buff' and protection effects inferred; no negation count; interaction quality mid-range.; Going-second power (D8): No documented board breaker; going-second plan weak; estimated as 22/100.; Closing power (D9): High-ATK bosses referenced; piercing implied; closing tempo moderate.; Main Deck efficiency (D10): 36-card main with high copy density shows tight engine; missing core compromises coherence.; Pilotability (D14): Contact Fusion mechanics and two playstyle variants suggest moderate complexity; Skill once-per-Duel creates decision bottleneck.
  • Provisional: Meta Power: No tournament link, no dated metagame sample, no per-pilot match record; archetype meta-share unknown.; Matchup coverage: Format fit unknown; Voidvelg representation in Rush Duel metagame unquantified.
  • Data gaps: 14 unresolved passcodes: card text, frame, type, stats unknown; prevents combo routing and full system evaluation. No combos supplied: no best-line, median-power, or board-per-starter data; ceiling and floor inferred from text hints only. No tournament link: archetype meta-share, format representation, and per-pilot match records absent. No combo examples: cannot verify deck's actual output vs inferred output; confidence ceiling artificially capped. No side deck: best-of-3 context and post-side plans unknown. No win-rate telemetry: going-first vs going-second split, matchup data, brick rates, and game-level outcomes absent from YGOVN.

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