Light and Darkness Ritual Deck #730987 — Yu-Gi-Oh! TCG
56 Main, 15 Extra, incl. Black Chaos x3, Griffoh x3, Lava Golem x3. Created Jul 12, 2026 by YGO Mod.
Deck Light and Darkness Ritual TCG
Created by: YGO Mod (20517634)
Created On: 07/12/2026
Main Deck (56)
- Archlord Kristya x1
- Black Chaos x3
- Droll & Lock Bird x2
- Griffoh x3
- Lava Golem x3
- Magicians' Souls x1
- Mitsurugi no Mikoto, Aramasa x2
- Mitsurugi no Mikoto, Kusanagi x1
- Mitsurugi no Mikoto, Saji x1
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x2
- Skull Archfiend of Chaos x1
- Ame no Habakiri no Mitsurugi x1
- Ame no Murakumo no Mitsurugi x1
- Black Luster Soldier - Soldier of Light and Darkness x1
- Futsu no Mitama no Mitsurugi x1
- Magician of Dark Chaos - Black Chaos x1
- Called by the Grave x1
- Forbidden Crown x3
- Harpie's Feather Duster x1
- Light and Darkness Ritual x1
- Mitsurugi Mirror x1
- Mitsurugi Prayers x3
- Mitsurugi Ritual x1
- Pot of Sloth x2
- Pre-Preparation of Rites x3
- Ragged Records of Rites x3
- Super Polymerization x3
- The Fallen & The Virtuous x3
- Triple Tactics Talent x1
- Mind Shuffle x1
- Mitsurugi Great Purification x1
Extra Deck (15)
- Albion the Branded Dragon x1
- Dark Magician of Destruction x1
- Garura, Wings of Resonant Life x1
- Mudragon of the Swamp x1
- Sea Monster of Theseus x1
- The Dragon that Devours the Dogma x1
- Charmer Quartet in Bloom x1
- Dyna Mondo x1
- Firewall Dragon x1
- Protectcode Talker x1
- Relinquished Anima x1
- Reprodocus x1
- Selene, Queen of the Master Magicians x1
- Zenna's Deceiving Doll Maidens x1
- Ecclesia and the Dark Dragon x1
Couldn't load the deck
Deck — Deck Power Evaluation
Final Contextual Deck Power: 64/100 (±5 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 65 |
| Going First | 68 |
| Going Second | 62 |
| Meta Power | provisional |
| Tournament Reliability | 60 |
- Primary strategy: Toolbox
- Secondary strategies: Midrange
- Format: tcg
Legality
Main 56 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Ritual Summon a high‑ATK boss monster (Black Chaos or Black Luster Soldier) and protect it with its effects; Utilize Extra Deck Link/Fusion monsters for board presence
- Turn 1 (going first): Search a Ritual Spell with Pre‑Preparation of Rites, then Ritual Summon a boss monster; use Mulcharmy draw engines to generate card advantage
- Turn 2 (going second): Deploy hand traps (Droll & Lock Bird) and board‑breakers (Super Polymerization, The Fallen & The Virtuous) to disrupt opponent, then summon a boss monster
- Recovery: Use Ragged Records of Rites and Mind Shuffle recursion to retrieve key monsters; draw power from Mulcharmy, Droll & Lock Bird, and Triple Tactics Talent
- After siding: No side deck; rely on hand traps and flexible Extra Deck for adaptation
Why it scores here
The deck reliably opens with at least one core piece in 92% of opening hands and contains multiple redundant engines (ritual summons, Mulcharmy draw loops, hand traps) that let it survive disruption. Its toolbox nature provides flexible win conditions through powerful ritual bosses and a full‑range Extra Deck, while draw and recursion tools keep resources flowing. However, the large 56‑card main deck, low archetype purity and lack of a side deck limit consistency and adaptability, keeping the overall power in the mid‑60s range.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 82 | P(≥1 core card in opening hand) = 0.9272, giving a very reliable start (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 78 | Probability of drawing no core card is only 0.0728, indicating low brick rate (Inferred) |
| D3 | Combo Conversion & Ceiling | 65 | No recorded combo boards; ceiling relies on Ritual boss plus extra deck, estimated moderate (Inferred) |
| D4 | Combo Floor & Median Output | 55 | Typical games hinge on searcher setup; median output estimated around mid‑range power (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 70 | Multiple redundant lines (Rituals, Mulcharmy draw, hand traps) provide resilience to disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 75 | Draw engines (Mulcharmy, Droll, Triple Tactics) and recursion (Ragged Records, Mind Shuffle) support resource recovery (Inferred) |
| D7 | End-Board & Interaction Quality | 68 | Six cards have negation text and several removal spells give solid end‑board interaction (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 60 | Hand‑trap group (2 cards) and board‑breakers like Super Polymerization give decent second‑player pressure (Inferred) |
| D9 | Offensive Pressure & Closing Power | 65 | Boss monsters have 3000+ ATK and protective effects, delivering strong closing power (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 55 | 56‑card main deck with only 15.5% archetype purity lowers efficiency (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 68 | Full 15‑card Extra Deck spanning Links, Fusions and a Synchro offers broad coverage (Inferred) |
| D12 | Side Deck Adaptability | 30 | Side deck is empty, providing no dedicated post‑side adaptation (Inferred) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament context or meta data, so matchup fit is unknown (Provisional) |
| D14 | Pilotability & Error Tolerance | 55 | Complex mix of rituals, draws and tech cards raises decision complexity (Inferred) |
How the score was computed
Strategy profile: Toolbox. Structural ≈ 65, Going First ≈ 68, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: No side deck (-2); Low archetype purity (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.93 · key two-card combo ≈ — · full-brick estimate ≈ 0.07 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Very high chance to open with a core piece
- Multiple redundant engines (rituals, draw loops, hand traps)
- Full Extra Deck coverage across Links, Fusions, Synchro
Weaknesses
- Large 56‑card main deck reduces consistency
- Low archetype purity creates potential brick variance
- No side deck limits dedicated post‑side adaptation
Critical choke points
- Reliance on Ritual Spell search to start the boss summon
- Limited hand‑trap count for going‑second disruption
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Some off‑archetype staples (e.g., generic spells) | More hand‑traps or floodgates (e.g., Infinite Impermanence) to improve second‑player play | Increasing hand‑trap count raises going‑second pressure and reduces brick risk |
Evidence & confidence
- Verified: Legality status Legal; Card text excerpts resolved for each card; Copy limits verified against banlist
- Inferred: Core starter probability 0.9272; Brick probability 0.0728; Engine redundancy from multiple Ritual and draw cards; Interaction density from 6 negation‑tagged cards; Resource loops from Mulcharmy and Droll
- Provisional: Matchup coverage without 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 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
Couldn't load the combos





