Chaos Phantom Deck #730952 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Chaos Hunter x3, Chaos Nephthys x3, Nibiru, the Primal Being x3. Created Jul 12, 2026 by YGO Mod.

Deck Chaos Phantom TCG

Created by: YGO Mod (20517634)

Created On: 07/12/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: MediumEvaluated Jul 12, 2026
48± 8/ 100
Power Score
Structural 51
Reliability 42
Going First 48
Going Second 65

Chaos Phantom — Deck Power Evaluation

Final Contextual Deck Power: 48/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 51
Going First 48
Going Second 65
Meta Power provisional
Tournament Reliability 42
  • Primary strategy: Toolbox
  • Secondary strategies: Control
  • Format: tcg

Legality

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

Identity & game plan

  • Win condition: Summon powerful LIGHT/DARK extra-deck bosses (Chaos Angel, Borrelend, Zeus) and disrupt with hand traps/board breakers; Out-value via recursion and generic removal
  • Turn 1 (going first): Establish hand traps and a single boss (e.g., Chaos Angel) with negation
  • Turn 2 (going second): Use board breakers (Lightning Storm, Evenly) and Zeus/Zealantis to clear and punish
  • Recovery: Branded Regained, Monster Reborn, Bystial banish recursion
  • After siding: No side deck (0 cards) – cannot adapt in best-of-3

Why it scores here

This deck is a 55-card Chaos-themed toolbox pile that scores on system cohesion, not card averages; popularity of included archetypes earned no points. It opens with moderate consistency (P(core)≈0.89 Inferred) but suffers from three copies of near-garnet Ra-Sphere Mode and many singles, raising brick risk. Median output is low (often just hand traps plus a single boss) while ceiling includes Chaos Angel/Borrelend boards if lines connect. Interaction is broad via 17 hand traps and 26 removal-text cards, yet going-second power is its strength with board breakers. The absence of any side deck severely limits tournament reliability and post-side adaptation.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 Archetype-core group 19 copies yields P(open≥1 in 5)≈0.8916 from 55-card deck (Inferred)
D2 Opening-Hand Quality & Brick Management 40 55-card list with 3 copies Ra-Sphere Mode garnet and 18 singleton cards elevates brick risk (Inferred)
D3 Combo Conversion & Ceiling 60 No recorded combos; text suggests Chaos Angel/Borrelend ceiling via Summoner Monk + tuners (Inferred)
D4 Combo Floor & Median Output 45 No combo logs; median expected low (hand traps + occasional boss) due to sparse engines (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Multiple hand traps provide disruption but few redundant engine lines (singleton starters) (Inferred)
D6 Resource Economy, Recovery & Grind 55 Allure, Branded Regained, Monster Reborn offer recursion but 55-card thinning hurts (Inferred)
D7 End-Board & Interaction Quality 65 Role tags show 5 negation-text and 26 removal-text cards; interaction broad but board often thin (Inferred)
D8 Going-Second & Board-Breaking Power 70 Going-second hand6 P(hand trap≥1)≈0.90 and board breakers (Lightning Storm, Evenly) strong (Inferred)
D9 Offensive Pressure & Closing Power 50 Bosses (Chaos Angel 3500, Borrelend 3500) exist but rarely resolved; Ra dead (Inferred)
D10 Main Deck Efficiency & Flexibility 35 Main deck 55 cards, 18 singles, 3 garnet copies → low compactness (Inferred)
D11 Extra Deck Efficiency & Coverage 60 Extra deck 15 varied (7 Link/4 Synchro/4 XYZ) covers many summons but one-of reliant (Verified)
D12 Side Deck Adaptability 0 Side deck count 0 → no post-side adaptability in best-of-3 (Verified)
D13 Matchup Coverage & Format Fit 50 No dated metagame sample; format fit unproven (Provisional)
D14 Pilotability & Error Tolerance 45 Complex multi-engine pile with conditional summons raises pilot error risk (Inferred)

How the score was computed

Strategy profile: 0.7 Toolbox + 0.3 Control. Structural ≈ 51, Going First ≈ 48, Going Second ≈ 65, Meta = provisional, Tournament Reliability ≈ 42. Modifiers: engine conflicts (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.89 · key two-card combo ≈ — · full-brick estimate ≈ 0.11 (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 with 17 hand traps and broad removal
  • Strong going-second board breakers (Lightning Storm, Evenly Matched, Zeus)
  • Varied extra deck coverage (Link/Synchro/XYZ)

Weaknesses

  • 55-card main deck with 3 dead Ra-Sphere Mode copies
  • No side deck (0 cards) kills best-of-3 adaptation
  • No cohesive engine; many singleton starters cause inconsistency

Critical choke points

  • Opening without core piece (P≈0.11 brick)
  • Reliance on single copies of key engines (e.g., Dark Grepher, Lubellion)
Priority Remove Add Reason
1 The Winged Dragon of Ra - Sphere Mode x3 Consistent Chaos starters (e.g., extra Chaos Space or Grepher copies) Ra is near-garnet dead weight in 55-card pile
2 15-card side deck Required for tournament best-of-3 adaptation

Evidence & confidence

  • Verified: Legality status Legal; Side count 0; Extra deck breakdown 15 cards
  • Observed: No observed combos (total combos 0)
  • Inferred: Consistency probabilities from hypergeometric; Brick risk from copy histogram; Ceiling boards from card text
  • Provisional: Matchup format fit (no meta sample)
  • 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 a dated metagame sample is supplied

More TCG Info

Chaos Phantom

Chaos Phantom Breakdown

 
 

 

 

 

 

 

 
 

 

 
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