Solfachord Deck #753113 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. DoSolfachord Cutia x3, ReSolfachord Dreamia x3, Solfachord Primoa x3. Created Sep 20, 2026 by YGO Mod.

Deck Solfachord OCG

Created by: YGO Mod (20517634)

Created On: 09/20/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 22, 2026
59± 6/ 100
Power Score
Structural 65
Reliability 55
Going First 62
Going Second 70

Deck — Deck Power Evaluation

Final Contextual Deck Power: 59/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 65
Going First 62
Going Second 70
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Stun
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Pendulum Summon Solfachord monsters into Link and Xyz/Fusion bosses (GranSolfachord Coolia, DoSolfachord Coolia, TiSolfachord Beautia, Odd-Eyes Absolute Dragon) that negate and dominate the board; Hand-trap-supported Pendulum tempo: Ash Blossom, Effect Veiler, Ghost Ogre and Herald/Droll/Crossout protect the Pendulum and Link lines
  • Turn 1 (going first): Opening hand of 5 with a Pendulum starter (Solfachord Happiness, Elegance or Harmonia) to set scales, search a Pendulum monster, Pendulum Summon, then Link into a boss while holding hand traps
  • Turn 2 (going second): Hold 6 cards with at least one hand trap (about 94 percent) and use Ash Blossom, Effect Veiler or Ghost Ogre to break the opponent's first engine, then rebuild through the Pendulum Zone
  • Recovery: Searchers (Happiness, Harmonia, GranSolfachord Musecia, Exceed the Pendulum) and Pendulum recursion return the Pendulum monsters to hand and Extra Deck after a disruption
  • After siding: Not supported: the list runs 0 side cards in a format that allows up to 15, so there is no post-side plan in the evidence

Why it scores here

The deck reliably opens a Pendulum starter: the 13 archetype core copies give about 0.88 chance of at least one in a 5-card opening hand (Inferred), and 15 searcher-text cards add redundancy. Its conversion ceiling comes from a set of strong Link and Xyz bosses that can each negate or dominate a board, but there are no recorded boards, so the median output is text-based and carries a wide uncertainty band. Interaction is the deck's strongest area: 14 hand traps and 24 negation-text cards, with 94 percent chance of at least one hand trap in a 6-card going-second hand (Inferred), support its position on the second turn. Three things hold the score down: 31 of the 55 non-exact-name copies are off-archetype (Herald, Odd-Eyes, Firewall, Metalfoes, Magician), the 1-copy tech cards create dead-hand risk, and the list has no side deck. Popularity in the archetype's usage data confirms the list is real and accessible but did not earn points, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(at least 1 of 13 core copies in a 5-card opening hand) is about 0.88 with the pendulum scale requirement not modeled; consistency is Inferred from hypergeometric odds
D2 Opening-Hand Quality & Brick Management 58 1-copy tech cards (Crossout, Droll, One for One, Maxx C, Herald, Astrograph, Little Knight, Electrumite) and 14 hand traps create frequent dead or redundant hands (Inferred)
D3 Combo Conversion & Ceiling 68 Link and Xyz bosses with negation and board-control text give a high ceiling; no recorded boards exist, so this is a semantic read (Inferred)
D4 Combo Floor & Median Output 55 No combo boards are supplied, so the median output relies on text and starter diversity only (Inferred)
D5 Interruption Resilience & Route Redundancy 66 Two Ash Blossom, three Effect Veiler and two Ghost Ogre copies, plus Pendulum recursion, give redundant routes after one interruption (Inferred from card text)
D6 Resource Economy, Recovery & Grind 60 Searchers and Pendulum recursion (15 searcher-text cards) rebuild the hand, but spend is high (Inferred from card text)
D7 End-Board & Interaction Quality 78 24 negation-text cards and 14 hand traps; several negates are layered and some are once per turn (Inferred from card text and role flags)
D8 Going-Second & Board-Breaking Power 72 A going-second hand contains at least one hand trap about 94 percent of the time, and Crossout and Herald add removal (Inferred)
D9 Offensive Pressure & Closing Power 68 Boss monsters with 2500 to 3000 ATK and direct or piercing text close games, but no end-board data exists (Observed structure, Inferred power)
D10 Main Deck Efficiency & Flexibility 62 40 main slots with 21 distinct cards and 8 triple-copy cards; there are many 1-copy tech slots (Inferred from composition)
D11 Extra Deck Efficiency & Coverage 66 13 Link monsters plus 1 Xyz and 1 Fusion in 15 Extra slots, with the Link coverage needed for the Pendulum boss (Verified composition)
D12 Side Deck Adaptability 30 No side deck is run (0 of up to 15 slots), so there is no post-side evidence (Verified legality, Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament or meta-share data is linked to this deck, so format fit cannot be measured (Provisional)
D14 Pilotability & Error Tolerance 40 Pendulum scale setup, Link material choices and multi-step responses to opponent activations give a high decision load (Inferred from card text)

How the score was computed

Strategy profile: Combo. Structural ≈ 65, Going First ≈ 62, Going Second ≈ 70, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: banlist exposure (-2); engine conflicts and purity (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.88 · key two-card combo ≈ — · full-brick estimate ≈ 0.12 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • High archetype-core density (13 core copies, about 0.88 chance of at least one in a 5-card opening hand)
  • Layered interaction: 14 hand traps and 24 negation-text cards, with about 94 percent chance of a hand trap on the second turn
  • Redundant interaction routes: 2 Ash Blossom, 3 Effect Veiler, 2 Ghost Ogre
  • Strong Link and Xyz boss options in the Extra Deck with negation text

Weaknesses

  • No side deck, so no post-side adaptation (0 of up to 15 slots)
  • Off-archetype engine clutter (43.6 percent exact-name purity)
  • Eight Limited or Semi-Limited key cards raise the cost of any ban change
  • Many 1-copy tech slots that raise dead-hand risk

Critical choke points

  • The Pendulum scale setup (one odd and one even scale) is needed to start most lines, and it is not modeled by the hypergeometric estimates
  • Banished or destroyed Pendulum monsters need searcher or recursion to stay online
  • Hand-trap dependence on Ash Blossom and Effect Veiler for disruption-heavy matchups
Priority Remove Add Reason
1 one off-archetype 1-copy tech slot (e.g. Crossout Designator or One for One) a side-deck card covering the most common disruption the deck faces A 0-card side deck gives no post-side plan; a small side package improves adaptability at low cost to the main-deck engine
2 one of the 1-copy off-archetype engines a second copy of a core Solfachord Pendulum monster Replaces a dead-hand risk with a higher-probability starter and improves consistency

Evidence & confidence

  • Verified: Legality: Legal in OCG with 40 Main, 15 Extra and 0 Side; Eight Limited or Semi-Limited restricted cards at legal copy counts; Card text for the 14 hand traps and 24 negation-text cards; Archetype purity 43.6 percent and 13 core archetype copies
  • Observed: No observed combo boards are available
  • Inferred: Probability of at least one archetype core card in a 5-card opening hand (about 0.88); Hand-trap availability on the going-second turn (about 0.94); Going-first and going-second power estimates
  • Provisional: Format fit and matchup coverage (no dated meta sample or tournament link); Meta Power is null
  • Data gaps: no combos supplied: combo floor, median and ceiling are text-only inference no tournament link: archetype meta-share and per-pilot match record absent no win-rate telemetry in YGOVN: going-first, going-second, matchup and brick rates are Inferred or unknown Meta Power is provisional without a dated metagame sample No side deck: post-side behavior is not evidenced

More OCG Info

Solfachord

Solfachord Breakdown

 
 

 

 

 

 

 

 
 

 

 
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