Light and Darkness Ritual Deck #761806 — Yu-Gi-Oh! TCG

59 Main, 15 Extra, incl. Black Chaos x3, Griffoh x3, Mulcharmy Fuwalos x3. Created Oct 5, 2026 by YGO Mod.

Deck Light and Darkness Ritual TCG

Created by: YGO Mod (20517634)

Created On: 10/05/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 23, 2026
30± 10/ 100
Power Score
Structural 53
Reliability 40
Going First 55
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 53
Going First 55
Going Second 52
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Combo
  • Secondary strategies: Control, Toolbox
  • Format: tcg

Legality

Main 59 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 8 violation(s).

Identity & game plan

  • Win condition: Ritual Summon Black Chaos / Magician of Dark Chaos - Black Chaos and Light and Darkness Ritual boards, closing with 3000-ATK ritual and synchro bosses (Chaos Angel, Chaos Archfiend); Fusion and Synchro extra-deck boards via Fallen of Albaz, Blazing Cartesia and Ecclesia lines
  • Turn 1 (going first): Open a ritual starter (Light and Darkness Ritual, Mind Shuffle, Griffoh) and search the ritual monster; gaps in the text make the exact sequence unverifiable from the evidence
  • Turn 2 (going second): Hand traps (Ash Blossom, Droll & Lock Bird, Nibiru) and Solemn Judgment to disrupt the opponent's first board, then rebuild through searchers
  • Recovery: Skull Archfiend of Chaos and Ragged Records of Rites recur the ritual chain from the GY; recovery depends on the GY being populated
  • After siding: No side deck is registered, so there is no post-side plan

Why it scores here

The deck's core archetype-level access is strong: the Light and Darkness Ritual core appears in about 92% of 5-card openings, and searchers and recursion (Mind Shuffle, Skull Archfiend, Ragged Records) support the ritual chain. Its interaction suite (Ash Blossom, Droll & Lock Bird, Solemn Judgment, Called by the Grave, Luluwalilith's negation) is dense, and its closing power comes from 3000-ATK ritual and synchro bosses. The score is held back because the list breaks the TCG copy limits on eight cards and includes four Forbidden cards, so it is capped as a theoretical, structural-only read. It also runs 7 hand traps and 14 tech cards with an exact archetype purity of only 23%, which lowers consistency and coherence. No recorded boards, tournament data or side deck exist, so the score rests on text and probability estimates. The score was not averaged from card scores and popularity did not add points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(at least one archetype core card in 5-card hand) ≈ 0.92; ritual starter access is estimated from copy counts and text (Inferred)
D2 Opening-Hand Quality & Brick Management 50 7 hand traps and 14 tech cards compete for hand slots with few bricks guaranteed; brick rate estimated from composition only (Inferred)
D3 Combo Conversion & Ceiling 60 Ceiling reaches Black Chaos, Chaos Angel and Chaos Archfiend, but no recorded boards exist, so the read is from card text (Inferred)
D4 Combo Floor & Median Output 42 No recorded combos; median output cannot be measured and is inferred to be well below the ceiling (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Two searchers and recursion (Skull Archfiend, Ragged Records) give some route redundancy after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 50 Recovery depends on ritual recursion and GY population; no resource telemetry exists (Inferred)
D7 End-Board & Interaction Quality 62 Dense negation and hand traps: Ash Blossom ×3, Droll & Lock Bird ×2, Solemn Judgment, Called by the Grave, Luluwalilith (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 55 Going-second disruption is strong via hand traps, but board-breaking depends on the ritual chain, which is unmeasured (Inferred)
D9 Offensive Pressure & Closing Power 62 Black Chaos 3000 ATK and Chaos Angel 3500 ATK as bosses; no end-board data (Verified stats, Inferred closing)
D10 Main Deck Efficiency & Flexibility 40 59 main-deck cards with 30 distinct names and only 23% exact-archetype purity; Mulcharmy, Branded, Greed and Anti cards dilute the engine (Verified composition)
D11 Extra Deck Efficiency & Coverage 58 15 Extra Deck cards: 7 Fusion, 7 Synchro, 1 Link, with no dead-slot data (Verified composition)
D12 Side Deck Adaptability 10 No side deck is registered, so adaptability is effectively absent (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample, so format fit is Provisional
D14 Pilotability & Error Tolerance 45 Multi-step ritual chains and many hand-trap timing decisions raise the skill floor (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 53, Going First ≈ 55, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist_exposure (-12). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*53 + 0.20*40 - 12 ≈ 38; capped to 30 because the deck is Illegal (theoretical/structural-only). Meta Power provisional/null.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.92 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Archetype core access is high (about 92% in 5-card hands)
  • Dense negation and hand-trap suite
  • Recursion and searchers support the ritual chain
  • Strong bosses in Black Chaos and Chaos Angel

Weaknesses

  • Illegal under TCG copy limits and Forbidden list
  • Low archetype purity (23%) with Mulcharmy, Branded, Greed and Anti cards diluting the engine
  • No side deck
  • No recorded combos or tournament data to validate the ceiling

Critical choke points

  • Ritual Spell Light and Darkness Ritual (2 copies) gates most ritual lines
  • Ash Blossom and Droll are the main hand-trap answers to the opponent's first board
Priority Remove Add Reason
1 Called by the Grave, Triple Tactics Talent, Anti-Spell Fragrance, Albion the Branded Dragon Legal substitutes from the TCG list Forbidden cards make the deck illegal; the score cannot be normal until these are removed
2 One copy each of Ash Blossom, Fallen & Virtuous, Super Polymerization; one Droll & Lock Bird Two copies of each to meet the Semi-Limited and Limited caps Copy-limit violations are the second legality blocker
3 Off-archetype Mulcharmy and Greed cards Core Light and Darkness Ritual and Chaos support Raises exact archetype purity and engine coherence

Evidence & confidence

  • Verified: Main 59 / Extra 15 within size rules; Eight copy-limit or banlist violations; Card text and stats for all listed cards; Archetype core inclusion metrics from usage statistics
  • Inferred: Starter access ≈ 0.92 in 5-card hands; Brick and consistency estimates from composition; Interaction density quality from card text; Ritual chain reliability
  • Provisional: Meta Power; Matchup and format fit (no dated 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 Meta Power is Provisional unless a dated metagame sample is supplied no side deck registered

More TCG Info

Light and Darkness Ritual

Light and Darkness Ritual Breakdown

 
 

 

 

 

 

 

 
 

 

 
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