Voidvelg Deck #718223 — Yu-Gi-Oh! Rush Duel Sevens

34 Main, 4 Extra, incl. Voidvelg Stork x3, Chaos Coolstars x3, Contact Dark Matter Voyager x3 - Skill: Requiem Contact.

Created by: YGO Mod (20517634)

Created On: 06/11/2026

Requiem Contact
 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Jul 22, 2026
38± 5/ 100
Power Score
Structural 39
Reliability 35
Going First 35
Going Second 30

Deck — Deck Power Evaluation

Final Contextual Deck Power: 38/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 39.3
Going First 35
Going Second 30
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Combo
  • Secondary strategies: Midrange
  • Format: rush-duel-sevens

Legality

Main 38 / Extra 0 / Side 0 — status: Legal with warning.

Identity & game plan

  • Win condition: Contact Fusion boss monster board; Resource acceleration to sustain board
  • Turn 1 (going first): Aim to draw at least one core card and execute a Turn‑1 contact fusion if possible
  • Turn 2 (going second): Use the six‑card opening hand to assemble the core combo and summon a boss on Turn 2
  • Recovery: If the combo is disrupted, fall back to generic monsters to hold the field
  • After siding: No side deck; limited post‑side adaptation

Why it scores here

The deck reliably draws at least one core Voidvelg card in the opening hand, giving it a strong consistency foundation. However, the lack of recorded combo boards, interaction tools, and side‑deck resources limits its conversion and resilience. Consequently the deck scores modestly on median output and board‑breaking power, while its simplicity yields relatively high pilotability. Popularity or meta‑share does not contribute to the score, as the evaluation focuses on the system’s actual synergy and not on usage statistics.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 80 P(at least one core card in opening hand) ≈ 0.9997 (Inferred)
D2 Opening-Hand Quality & Brick Management 70 Estimated brick probability 0.0003, but functional synergy unknown (Inferred)
D3 Combo Conversion & Ceiling 40 No recorded combo boards; ceiling inferred low due to missing combo evidence (Inferred)
D4 Combo Floor & Median Output 30 Median output inferred low as no floor data is available (Inferred)
D5 Interruption Resilience & Route Redundancy 25 No alternate lines or recursion observed; resilience inferred weak (Inferred)
D6 Resource Economy, Recovery & Grind 35 Resource loops not evident; economy inferred limited (Inferred)
D7 End-Board & Interaction Quality 20 No hand traps, floodgates or negate effects; interaction quality low (Inferred)
D8 Going-Second & Board-Breaking Power 15 Going‑second board breaking unsupported by cards; low rating (Inferred)
D9 Offensive Pressure & Closing Power 30 Offensive pressure relies on undefined boss monsters; inferred modest (Inferred)
D10 Main Deck Efficiency & Flexibility 45 Deck runs 38 cards with many 3‑copies, giving moderate compactness (Inferred)
D11 Extra Deck Efficiency & Coverage 20 No Extra‑Deck cards; efficiency minimal (Inferred)
D12 Side Deck Adaptability 0 Side deck empty; adaptability zero (Inferred)
D13 Matchup Coverage & Format Fit 20 No tournament data; matchup fit provisional (Provisional)
D14 Pilotability & Error Tolerance 70 Simple line without complex combos gives high pilotability (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 39.3, Going First ≈ 35, Going Second ≈ 30, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: none. 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

  • Near‑certain draw of at least one core Voidvelg card
  • Simple playline improves pilotability

Weaknesses

  • No recorded combo boards or high‑impact interactions
  • Lack of hand traps / floodgates and side‑deck resources
  • Missing three typical core cards (880391, 1002095, 1077176)

Critical choke points

  • Absence of a defined engine sequence makes the deck vulnerable to disruption
  • Missing core cards that often enable the main contact‑fusion boss
Priority Remove Add Reason
1 Add a hand‑trap such as 'Ash Blossom' or comparable Rush Duel equivalent Provides basic interaction against opponent combos
2 Include the missing core cards 880391, 1002095, 1077176 Completes the typical Voidvelg engine and raises combo reliability
3 Build a minimal side deck with removal and anti‑meta options Improves adaptability for best‑of‑3 matches

Evidence & confidence

  • Verified: legality status; probabilities per copy count; usage statistics core presence
  • Inferred: All dimension evidence statements; primary/secondary strategy classification
  • Provisional: matchup format fit (no 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 18 passcode(s) in CardIDList could not be resolved to a card (counted as main) 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 a dated metagame sample is supplied

More Rush Duel Sevens Info

Voidvelg

Voidvelg Breakdown

 
 

 

 

 

 

 

 
 

 

 
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