Prophecy Deck #766682 — Yu-Gi-Oh! TCG

60 Main, 15 Extra, incl. Black Chaos x3, Dark Magician Girl the Magician's Apprentice x3, Griffoh x3. Created Oct 18, 2026 by YGO Mod.

Deck Prophecy TCG

Created by: YGO Mod (20517634)

Created On: 10/18/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 20, 2026
30± 10/ 100
Power Score
Structural 56
Reliability 50
Going First 58
Going Second 55

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 56
Going First 58
Going Second 55
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • Format: tcg

Legality

Main 60 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 9 violation(s).

Identity & game plan

  • Win condition: Board pressure from 3000-ATK ritual and fusion boss monsters (Black Skull Dragon, Black Chaos, Lava Golem, Black Luster Soldier, Magician of Dark Chaos) once the Prophecy / Dark Magician engine lands.; Link-based pressure and Extra Deck recursion through Link and Fusion monsters, with Dark Magician of Destruction as a backup boss.
  • Turn 1 (going first): Open a Dark Magician or Dark Magical Curtain engine starter, search through Dark Magical Circle or Shining Sarcophagus, and protect the line with Ash Blossom and the Ghost hand traps.
  • Turn 2 (going second): Use the hand traps (Ash Blossom, Ghost Belle, Ghost Ogre, Droll & Lock Bird) to break the opponent's first board, then rebuild through the Ritual or Link route.
  • Recovery: Recover through Light and Darkness Ritual or Illusion of Chaos to rebuild the field from the GY, and use Soul Servant and Magician's Rod to recover searches.
  • After siding: No side deck is present, so no post-side plan is evaluable. The deck would need a side to be playable in best-of-3.

Why it scores here

This list cannot be scored as a normal legal deck. It runs nine Forbidden or over-limit copy violations in TCG (including three Secret Village of the Spellcasters and two Red-Eyes Dark Dragoon), so the score is a theoretical, structural-only read capped at 30. The engine itself is coherent: the archetype core has about a 0.91 chance of at least one copy in the opening hand (Inferred), and the 12 hand traps and 21 removal-text cards give the deck real interaction density on paper. Floor and median output are unmeasured because the deck has zero recorded boards, so any ceiling claim is text-only (Inferred). Archetype popularity earned no points, and card scores were not averaged into the deck score. The deck has no side deck, so its post-side and best-of-3 adaptability is scored as near zero.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(≥1 archetype-core card in opening 5) ≈ 0.91; searcher-text group P(≥1) ≈ 0.86 (Inferred)
D2 Opening-Hand Quality & Brick Management 62 Copy histogram 17/8/9 is mostly sane, but 12 hand traps and 14 tech cards add dead-card risk when they miss; no brick estimate from combos (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards; ceiling is read only from text: 3000-ATK ritual and fusion bosses reachable through Light and Darkness Ritual and Black Chaos (Inferred)
D4 Combo Floor & Median Output 45 combos_evidence has total_combos 0, so floor and median are unmeasured and kept near the middle (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Multiple independent starters (Dark Magician, Mulcharmy, Griffoh, Dark Magical Curtain) and redundant negation/hand traps (Inferred)
D6 Resource Economy, Recovery & Grind 50 Recovery is via Illusion of Chaos, Soul Servant and Magician's Rod text; no resource telemetry exists (Inferred)
D7 End-Board & Interaction Quality 65 Ash Blossom, Ghost Belle, Ghost Ogre, Droll & Lock Bird, Harpie's Feather Duster and Spell Shattering Sword give layered interaction (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 60 Droll, Harpie's Feather Duster, Black Chaos and Lava Golem threaten an established board, but no going-second split exists (Inferred)
D9 Offensive Pressure & Closing Power 60 Boss ATK reaches 3000-3200 (Black Skull Dragon 3200, Black Chaos 3000); Gandora-G removal adds closing power (Verified stat / Inferred)
D10 Main Deck Efficiency & Flexibility 55 Main Deck 60 is at the maximum of the 40–60 TCG range; 34 distinct cards with 9 three-copy slots (Verified)
D11 Extra Deck Efficiency & Coverage 60 Extra Deck is full at 15, including 2 Forbidden Fusions and Forbidden Cross-Sheep and Charmer Quartet (Verified)
D12 Side Deck Adaptability 20 No side deck at all (side_count 0), so no post-side plan exists to score (Verified)
D13 Matchup Coverage & Format Fit 50 No dated metagame sample; archetype meta-share unavailable, so this stays provisional (Provisional)
D14 Pilotability & Error Tolerance 55 Multi-step ritual and link sequencing with many decision points on each turn (Inferred)

How the score was computed

Strategy profile: 0.8 Midrange + 0.2 Combo (disclosed). Structural ≈ 56, Going First ≈ 58, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist_exposure (-12); no_side_deck (0). Final formula: No reliable metagame, so Meta is provisional: Final = 0.80*Structural + 0.20*TournamentReliability + modifiers = 0.80*56 + 0.20*50 − 12 ≈ 43; capped at 30 because the list is Illegal (theoretical/structural-only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.91 · 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

  • High archetype-core consistency: about 91% chance of at least one core card in the opening five
  • Layered interaction: 12 hand traps, 9 negation-text cards and 21 removal-text cards
  • Boss ceiling of 3000+ ATK from Ritual and Fusion monsters

Weaknesses

  • Illegal in TCG: seven Forbidden cards and two copy-limit overages
  • No side deck, so there is no best-of-3 plan
  • No recorded combos, so floor and median output are unknown

Critical choke points

  • Forbidden Secret Village of the Spellcasters and Magicians' Souls remove core engine redundancy once the list is made legal
  • Ash Blossom and Droll are over the copy limits, so the hand-trap suite shrinks after legalization
Priority Remove Add Reason
1 Secret Village of the Spellcasters x3, Called by the Grave x1, Magicians' Souls x1, Red-Eyes Dark Dragoon x2, Charmer Quartet in Bloom x1, Cross-Sheep x1, Albion the Branded Dragon x1 Legal replacements from the Prophecy / Dark Magician pool Required for legality; the list is Illegal and cannot receive a normal score.
2 Ash Blossom & Joyous Spring x1, Droll & Lock Bird x1 Legal copies or other hand traps Brings copy-limit overages within Semi-Limited and Limited caps.
3 A 15-card side deck Side deck is empty; post-side adaptability (D12) is the largest gap for a best-of-3 build.

Evidence & confidence

  • Verified: Illegal status with nine copy/banlist violations in TCG; Main 60 and Extra 15 are within size rules; Side is 0; Archetype-core group P(≥1 in opening 5) = 0.9081
  • Inferred: Engine consistency and brick estimates come from the hypergeometric probabilities and text reads; Ceiling read from the 3000-ATK ritual and fusion bosses in the card text; Interaction quality is a semantic read of the negation and removal text
  • Provisional: Meta-share and matchup fit (D13) lack a dated metagame sample
  • Data gaps: No combos supplied: floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot match record are absent No win-rate telemetry (going-first/second, matchup, brick/starter rates) exists in YGOVN No side deck: post-side plan cannot be evaluated Meta Power is provisional unless a dated metagame sample is supplied

More TCG Info

Prophecy

Prophecy Breakdown

 
 

 

 

 

 

 

 
 

 

 
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