Vanquish Soul Deck #730285 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Mulcharmy Purulia x3, Vanquish Soul Dr. Mad Love x3. Created Jul 6, 2026 by YGO Mod.

Deck Vanquish Soul OCG

Created by: YGO Mod (20517634)

Created On: 07/06/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Jul 9, 2026
59± 5/ 100
Power Score
Structural 63
Reliability 57
Going First 68
Going Second 64

Deck — Deck Power Evaluation

Final Contextual Deck Power: 59/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 63
Going First 68
Going Second 64
Meta Power provisional
Tournament Reliability 57
  • Primary strategy: Combo
  • Secondary strategies: Midrange
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Synchro/Fusion summons with layered negation and resource generation via Mulcharmy draw engine; Grind advantage through Vanquish Soul searchers and Bystial recursion
  • Turn 1 (going first): Establish Synchro/Fusion board with 2-3 negates and maintain hand via Mulcharmy setup; pass with Solemn traps
  • Turn 2 (going second): Disrupt opponent with hand traps (Ash, Ghost Ogre, Ghost Belle), use Super Polymerization or Harpie's Feather Duster for board break, then establish own line
  • Recovery: Recursion via Bystial cards and field spell protection; draw from Mulcharmy on opponent's summons
  • After siding: No side deck provided; main deck is all-in on core engine and hand traps

Why it scores here

This Vanquish Soul variant opens consistent Synchro/Fusion boards with 2-3 negates (Solemn, Fydraulis) and search access via the archetype core (Dr. Mad Love, Razen). The Mulcharmy sub-engine generates draw advantage when the opponent summons, and Bystial cards provide recursion. However, the 55-card main deck reduces optimal starter density, and critical Extra Deck staples (S:P Little Knight, Rock of the Vanquisher) are missing, limiting resilience and board-breaking options. The zero side deck is a severe limitation for best-of-3 play. The score reflects a functional but non-optimized build with good hand trap coverage and engine synergy offset by bloat and missing competitive staples.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 6 primary Vanquish Soul starters (Dr. Mad Love 3x, Razen 3x) in 55-card main gives ~70% opening probability; searchers (Reinforcement, Small World, field spell) add backup access, offset by 55-card density (Inferred)
D2 Opening-Hand Quality & Brick Management 59 Heavy redundancy via 11x 3-ofs and 5x 2-ofs reduces pure brick rate, but 9x hand traps (15% of deck) and 55-card bloat create occasional dead hands; estimated 20-25% full brick rate (Inferred)
D3 Combo Conversion & Ceiling 68 No parsed boards provided; text reading suggests 3-5 summons into 2-3 negates + setup via Vanquish Soul searchers; comparable Branded/Swordsoul ceilings are 75-80, this deck likely 65-70 range (Inferred)
D4 Combo Floor & Median Output 62 Median output likely 1-2 summons with 1-2 searches and modest interaction layer; Mulcharmy draw depends on opponent summon; not exceptional but solid midrange floor (Inferred)
D5 Interruption Resilience & Route Redundancy 64 Multiple starter types (searcher, summon-triggered, spell) and Bystial/field spell recursion provide 2-line redundancy; missing S:P Little Knight and Rock of Vanquisher limits loop potential vs archetype standard (Inferred)
D6 Resource Economy, Recovery & Grind 70 Mulcharmy Fuwalos/Purulia draw on opponent summons is premium float; Stake your Soul returns to hand (tempo); Bystial recursion maintains GY; Super Polymerization and Small World have discard/banish costs (Inferred)
D7 End-Board & Interaction Quality 72 15+ negation effects (Solemn Warning 3x, Solemn Judgment 1x, Ghost Ogre 3x, Ghost Belle 2x, Ash 3x, Fydraulis 3x, Diabrocken 2x); facedown Spell/Traps and 3100-3000 ATK bosses (Juraishin, Caesar Valius); interaction density ~7/10 (Inferred)
D8 Going-Second & Board-Breaking Power 65 Hand trap suite 9x (67.7% in hand 6 going second) is excellent; Super Polymerization removes via fusion; limited boss synergies for pushed lethal; going-second removal coverage solid but not exceptional (Inferred)
D9 Offensive Pressure & Closing Power 56 Boss monsters 2900-3100 ATK range (Juraishin, Albion, Caesar Valius, Enigmaster Packbit); no piercing or direct damage; grind-oriented, not explosive OTK (Inferred)
D10 Main Deck Efficiency & Flexibility 54 55-card main deck is inefficient vs optimal 40-45 (reduced starter % per draw); 28 distinct cards provide flexibility; archetype purity 30% suggests tech-heavy adaptation at consistency cost (Inferred)
D11 Extra Deck Efficiency & Coverage 58 15/15 Extra slots filled; missing S:P Little Knight (92.6% inclusion), Rock of Vanquisher (85%), and AA-ZEUS (81.5%) limits removal loops and resilience vs archetype standard; Synchro/Fusion/Xyz/Link coverage present but suboptimal (Inferred)
D12 Side Deck Adaptability 15 No side deck provided (0/15); cannot evaluate best-of-3 adaptation; all-in on main deck core and hand traps; severe weakness if tournament format requires siding (Verified)
D13 Matchup Coverage & Format Fit 56 No tournament data or dated metagame provided; Vanquish Soul confirmed as real archetype (36-deck usage stats); this build 48% core suggests tech-heavy or experimental variant; hand trap suite generally strong for OCG but matchup variance unknown (Provisional)
D14 Pilotability & Error Tolerance 64 Vanquish Soul Quick Effects require hand reveal sequencing (Razen, Jiaolong, Caesar Valius, Hollie Sue); Fydraulis Harmonia resolution complex (reveal, count Synchro, apply); 5-8 step combos typical; multiple decision points but not overly punishing (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 63, Going First ≈ 68, Going Second ≈ 64, Meta = provisional, Tournament Reliability ≈ 57. Modifiers: Missing Extra Deck staples (-3); 55-card main deck bloat (-2); No side deck (-2); Hand trap excellence (1); Synergistic engine coherence (2); Legal construction (1). Final formula: 0.80*Structural (63) + 0.20*TournamentReliability (57) + Modifiers (-3) = 59 (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.7 · key two-card combo ≈ — · full-brick estimate ≈ 0.22 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Excellent hand trap density and diversity (9x covering multiple disruption angles for going-second strength)
  • Synergistic engine design: Vanquish Soul starters + Mulcharmy draw triggers + Bystial recursion form cohesive system
  • Strong resource generation via Mulcharmy draw on opponent summons (premium float)
  • High negation count (15+ effects) enabling layered end-board interaction
  • Flexible tech suite (Super Polymerization, Harpie's Feather Duster, Solemn, Called by the Grave) for meta adaptation
  • Legal construction with zero violations despite running 8 Limited cards

Weaknesses

  • Missing critical Extra Deck staples: S:P Little Knight (92.6%), Rock of Vanquisher (85%), Divine Arsenal AA-ZEUS (81.5%)
  • 55-card main deck reduces starter density and increases hand variance vs 40-45 optimal
  • Only 48% archetype-standard core inclusion suggests deviation from proven builds or experimental adaptation
  • Zero side deck provides no best-of-3 format adaptation or matchup flexibility
  • Limited closing power: bosses solid (2900-3100 ATK) but no piercing, direct damage, or OTK synergies
  • Reliance on hand-revealing mechanics creates sequencing complexity and setup vulnerabilities

Critical choke points

  • Both Vanquish Soul starters (Dr. Mad Love, Razen) negated/discarded blocks main combo line
  • Mulcharmy draw engine useless vs decks that pass without summoning (matchup-dependent)
  • Fydraulis Harmonia negation requires hand reveal + Extra Deck Synchro access, not guaranteed T1
  • Bystial cards (Druiswurm, Magnamhut, Baldrake) dead draws if GY empty or no LIGHT/DARK available
  • 55-card deck increases probability of opening weak hands despite redundancy
Priority Remove Add Reason
1 Bloat (cut 7-10 cards from main deck to 45-48 range) S:P Little Knight and Rock of Vanquisher in Extra Deck (core staples at 92.6% and 85% inclusion) Improves consistency, enables removal loops, aligns with archetype standard
2 Zero side deck allocation 14-15 card side deck for best-of-3 (graveyard hate, board breakers, hand trap redundancy for meta) Critical for tournament play; main deck alone cannot adapt to game 2-3 metagame shifts
3 Diabrocken (2x) redundancy if slots tight Divine Arsenal AA-ZEUS or additional Extra Deck coverage (e.g., Chaos Ruler, Swordsoul Strategist) AA-ZEUS at 81.5% inclusion provides stronger boss monster for closing
4 Redundant hand trap slots if brick rate remains high Additional Vanquish Soul core (Jiaolong, if not already present) or searcher redundancy Balance going-second coverage vs T1 consistency; current 9x hand traps may over-commit at cost of openers

Evidence & confidence

  • Verified: Legality: Legal status confirmed, no violations, all restricted cards (8x Limited) within 1-copy limits; Card text: all 42 distinct main deck cards resolved with description excerpts; Format: OCG (gameplay_slug verified), size rules met (55/40-60 main, 15/0-15 extra, 0/0-15 side); Archetype detection: Vanquish Soul confirmed as primary archetype; 36-deck usage stats available
  • Observed: Usage statistics: Vanquish Soul core inclusion rates (Dr. Mad Love 88.9%, Razen 70.4%, Hollie Sue 88.9%, Caesar Valius 81.5%, Snow Devil 92.6%); Missing core staples: S:P Little Knight 92.6%, Rock of Vanquisher 85.2%, AA-ZEUS 81.5%, K9-66a Jokul 81.5% all absent from this list
  • Inferred: Engine accessibility: P(>=1 starter in hand 5) ≈ 70% from hypergeometric on 6 primary starters in 55-card main; Brick rate: estimated 20-25% from 55-card bloat, hand trap density (9x / 55 = 16%), and dead role cards (Solemn, Fydraulis without setup); Combo ceiling/floor: text-based reading (no parsed boards); ceiling ~68 (3 negates + search), median ~62 (1-2 summons); Interaction quality: 15+ negation/removal effects counted from card text hints (Solemn, Ash, Ghost Ogre, Ghost Belle, Fydraulis, Diabrocken); Going-first power: 68 from starter reliability + end-board (Synchro/Fusion 2-3 negates) + follow-up hand; Going-second power: 64 from hand trap density (67.7% in hand 6) + removal options (Super Poly, Harpie, Bystial); Tournament reliability: 57 from opening stability (D1/D2 average 64), interruption recovery (D5 64), lack of side deck (-15), complexity (D14 64)
  • Provisional: Meta Power: null (no dated metagame sample provided; archetype meta-share unavailable); Matchup coverage: deck is 48% core, suggesting tech-heavy adaptation, but specific meta fit unknown without tournament data; Going-second consistency: 67.7% P(>=1 hand trap in hand 6) is strong, but opponent-dependent execution (Mulcharmy requires opponent summons)
  • Data gaps: No parseable boards supplied; combo floor/median/ceiling is text-only inference from card roles and searcher access No tournament link or dated match record; archetype meta-share and per-pilot win rate absent No win-rate telemetry in YGOVN; brick rates, going-first/second split, matchup records, and OTK frequency unknown No guides evidence attached; Vanquish Soul strategy and pilot intent unstated No side deck provided; best-of-3 adaptation and game 2-3 resilience cannot be evaluated 55-card main deck is non-standard (though legal OCG 40-60) with no stated reason; regional preference or experimental build unclear Missing core Extra Deck cards (S:P Little Knight, Rock of Vanquisher, AA-ZEUS) suggests deviation from proven builds, but deck creator rationale unknown

More OCG Info

Vanquish Soul

Vanquish Soul Breakdown

 
 

 

 

 

 

 

 
 

 

 
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