Light and Darkness Ritual Deck #761866 — Yu-Gi-Oh! TCG

59 Main, 14 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
MidrangeConfidence: LowEvaluated Oct 23, 2026
30± 8/ 100
Power Score
Structural 54
Reliability 40
Going First 56
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 54
Going First 56
Going Second 52
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Control
  • Format: tcg

Legality

Main 59 / Extra 14 / Side 0 — status under the rules at evaluation time: Illegal. 8 violation(s).

Identity & game plan

  • Win condition: Ritual Summon Black Chaos or Black Luster Soldier and attack through the opponent's board (ATK 3000 bodies); Extra Deck beatdown through Chaos Angel, Dragon that Devours the Dogma, or Fusion/Synchro bodies
  • Turn 1 (going first): Open Mulcharmy/Fallen/Griffoh starters, search a Light and Darkness Ritual Spell or Ritual monster, and Ritual Summon Black Chaos or Black Luster Soldier
  • Turn 2 (going second): Use Ash Blossom, Droll & Lock Bird and Nibiru as hand traps to stop the opponent's first summon, then rebuild through Mind Shuffle and Ragged Records
  • Recovery: Recycle Light and Darkness Ritual Spells and Ritual monsters from the GY with Skull Archfiend of Chaos and Mind Shuffle
  • After siding: Not evaluable: the deck has no side deck, so there is no post-side plan

Why it scores here

The deck reliably reaches its archetype core: about 92% of opening hands contain at least one Light and Darkness Ritual card, and about 73% contain a searcher, so the starter is usually reachable. Its ceiling comes from Ritual Summoning Black Chaos or Black Luster Soldier and from Extra Deck bodies such as Chaos Angel and the Dragon that Devours the Dogma. The deck is a legal-looking Midrange list with seven hand traps and about 17 removal or negation texts, which supports interaction and recovery. However, the list is illegal: four cards are Forbidden and three Semi-Limited or Limited cards are over the copy limit, so it cannot receive a normal Final score. Popularity and archetype usage were not counted as power, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least 1 of 2 Light and Darkness Ritual in opening 5) = 0.16; archetype core open in hand about 0.92; searcher text group 0.73 (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Large off-archetype share (exact-name purity 23%) and many non-engine tech cards raise dead-card risk; no brick estimate computed (Inferred)
D3 Combo Conversion & Ceiling 60 No parseable boards; ceiling is a text-only read of Black Chaos, Black Luster Soldier and Chaos Angel summons (Inferred)
D4 Combo Floor & Median Output 48 No recorded boards, so median output cannot be measured; kept near neutral (Provisional)
D5 Interruption Resilience & Route Redundancy 58 Seven hand traps and multiple starters give alternate lines after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Mind Shuffle, Ragged Records and Skull Archfiend provide recursion; no resource telemetry (Inferred)
D7 End-Board & Interaction Quality 62 Ash Blossom, Droll & Lock Bird, Solemn Judgment and Chaos Magical Hats provide layered interaction, though several are over the limit (Inferred)
D8 Going-Second & Board-Breaking Power 58 Going-second hand-trap density is decent, but there is no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 62 Several 3000-ATK ritual and Extra Deck bodies provide closing power; no end-board telemetry (Inferred)
D10 Main Deck Efficiency & Flexibility 50 59 Main Deck cards, 30 distinct, with 11 singletons and 23 zero-Level spell or trap slots; flexibility is adequate but purity is low (Verified structure, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 52 14 Extra Deck slots spread over Fusion, Synchro and Link, with Albion Forbidden and dependence on several Extra Deck starters (Verified structure, Inferred)
D12 Side Deck Adaptability 20 No Side Deck is listed, so there is no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link and no dated meta sample; illegal list (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Ritual, Fusion and Synchro sequences with many optional effects raise the decision load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 54, Going First ≈ 56, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-12). Final formula: Illegal cap: min(0.80*Structural + 0.20*TournamentReliability + ContextModifiers, 30) = min(0.80*54 + 0.20*40 - 12, 30) = 30; Meta provisional (null)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.16 · 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 is reliably accessible in opening hands (about 92%)
  • Seven hand traps and about 17 removal or negation texts give layered interaction
  • Several 3000-ATK ritual and Extra Deck bodies provide closing power

Weaknesses

  • Illegal list: four Forbidden cards and four over-limit cards
  • No Side Deck, so no post-side adaptability
  • Low exact-name purity (23%) and many tech slots lower consistency

Critical choke points

  • Light and Darkness Ritual copies (2) are the only ritual-enabling spell and must be found
  • Dependence on Extra Deck starters such as Fallen of Albaz and Mirrorjade
Priority Remove Add Reason
1 Albion the Branded Dragon, Anti-Spell Fragrance, Called by the Grave, Triple Tactics Talent Legal replacements within the same role (Forbidden cards cannot be run) The list is illegal in TCG; no rating above the cap is possible until these are removed
2 One copy each of Ash Blossom & Joyous Spring, Super Polymerization, The Fallen & The Virtuous, and one Droll & Lock Bird Legal copy-limit counts (2 Ash, 2 Polymerization, 2 Fallen, 1 Droll) Clears the over-limit violations
3 One or two zero-Level tech slots A side deck of 15 cards Adds post-side adaptability (D12), which is currently 0 for this list

Evidence & confidence

  • Verified: Legality status Illegal with 8 copy/ban violations; Main 59 and Extra 14 are within TCG size rules; Forbidden status for Albion, Anti-Spell Fragrance, Called by the Grave and Triple Tactics Talent; Archetype core 92.5% open and searcher group 72.6% open (hypergeometric)
  • Inferred: Midrange primary strategy from ritual engine plus hand traps; Hand-trap and interaction density estimates; Dimension scores D1 through D14 from text and composition
  • Provisional: Meta power (null); Matchup fit (D13); Going-first and going-second power split
  • Data gaps: No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot records are absent No win-rate telemetry (going-first/second, matchup, brick and starter rates) Meta power is Provisional unless a dated metagame sample is supplied No Side Deck supplied, so post-side plan is not evaluable

More TCG Info

Light and Darkness Ritual

Light and Darkness Ritual Breakdown

 
 

 

 

 

 

 

 
 

 

 
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