Vanquish Soul Deck #768581 — Yu-Gi-Oh! OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
30± 10/ 100
Power Score
Structural 56
Reliability 45
Going First 55
Going Second 68

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 56
Going First 55
Going Second 68
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Vanquish Soul and K9 Xyz/Link boards pressuring through 2300-3000 ATK monsters after hand-trap interaction; Umbral Horror Masquerade and Super Starslayer TY-PHON as Extra Deck closers
  • Turn 1 (going first): Open Vanquish Soul searchers (Dr. Mad Love, Razen, Vanquish Soul Start!) and K9 Normal Summons, using Ghost Ogre and Ash to protect the first starter
  • Turn 2 (going second): Hand-trap the opponent's starter (Ash Blossom, Ghost Belle, Ghost Ogre, Droll & Lock Bird, Nibiru), then rebuild with Stake your Soul! or Mulcharmy draw engine
  • Recovery: Searchers (Razen, Dr. Mad Love, Vanquish Soul Start!, Reinforcement of the Army, K9-X Forced Release) rebuild the Vanquish Soul board from the Deck
  • After siding: No Side Deck is registered (side_count 0); a post-side plan cannot be assessed until the deck is legal and sideboard is added

Why it scores here

The deck is Illegal in OCG: three cards exceed their copy limits (Ash Blossom and K9-17 Izuna at 3 copies against 2, Vanquish Soul Razen at 3 against 1), so the score is capped at 30 and the evaluation is structural-only. Structurally the list reliably opens its archetype core (about 98% to have at least one Vanquish Soul or K9 card in a 5-card hand) and carries dense hand-trap interaction (16 hand-trap-tagged cards, about 89% to see one in a 6-card going-second hand), which drives the going-second and resilience reads. The weakness is the system itself: 55 Main Deck cards with 12 three-copy slots and 17 tech cards dilute the starters, there is no Side Deck, and no recorded boards exist to measure combo ceiling or median output. Archetype popularity (K9 and Vanquish Soul core presence) confirms the list is a real, accessible build, but it earned no power points on its own, and the score was not an average of individual card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one of a specific 3-copy starter in 5 cards) is about 0.25, but the archetype-core group is about 0.98 to be present in hand; consistency is moderate (Inferred)
D2 Opening-Hand Quality & Brick Management 50 16 hand traps plus Mulcharmy draw and searcher text give a fair functional hand, but the mix of 17 tech cards and 12 three-copy slots raises dead-card risk (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable recorded boards (combos_evidence total 0); ceiling read only from card text such as Vanquish Soul Start!, Caesar Valius and Heavy Borger (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards, so no median power index or distribution exists; floor is unknown and set conservatively (Inferred)
D5 Interruption Resilience & Route Redundancy 66 Multiple independent interaction and recovery routes (Ash, Ghost Belle, Ghost Ogre, Veidos, Mulcharmy draw, searchers) suggest repeated interruption survival (Inferred)
D6 Resource Economy, Recovery & Grind 58 Searchers and K9/Vanquish Soul float effects recover the board, but Mulcharmy and draw engines are not reliably tied to a resource loop (Inferred)
D7 End-Board & Interaction Quality 60 Stacked negation and destruction (Ash, Ghost Belle, Ghost Ogre, Droll, Masquerade, Umbral Horror Masquerade) gives layered interaction, with no measured interaction density (Inferred)
D8 Going-Second & Board-Breaking Power 70 Dense hand-trap package (16 cards) and Umbral Horror Masquerade's board effects make the deck strong going second, though interaction count is text-derived (Inferred)
D9 Offensive Pressure & Closing Power 62 Several 2500-3000 ATK bosses (Caesar Valius, Heavy Borger, Jacks, Umbral Horror Masquerade) provide closing pressure; no end-board samples exist (Inferred)
D10 Main Deck Efficiency & Flexibility 45 55 Main Deck cards with 12 three-copy slots and 17 tech cards is compact in name but over-redundant, and the legal copy limits are exceeded (Inferred)
D11 Extra Deck Efficiency & Coverage 58 15 Extra Deck slots spread across 12 Xyz, 3 Link and mixed K9/Vanquish/Number engines; Extra access depends on multiple Level 5 materials (Inferred)
D12 Side Deck Adaptability 20 No Side Deck is registered (side_count 0), so post-side adaptability is effectively absent (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample, so matchup and format fit cannot be measured; set at a neutral provisional value (Provisional)
D14 Pilotability & Error Tolerance 40 Many decision points across hand traps, Quick Effects and Xyz chains; repeatable only for a practiced pilot (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 56, Going First ≈ 55, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Illegal copy-limit violations (-20); No Side Deck (-3); Dependence on Limited cards (-2). Final formula: Illegal deck: structural-only. Structural 55.7 (Midrange profile) and TR 45 would give 0.80*55.7+0.20*45 = 53.6, but the Illegal cap sets the final score to 30. Meta Power is null (provisional).

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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

  • Dense hand-trap package (16 cards) gives strong going-second interaction
  • Archetype core (Vanquish Soul and K9) is present in about 98% of 5-card hands
  • Layered negation and destruction across hand traps and Xyz effects
  • Multiple Extra Deck closers with 2500-3000 ATK

Weaknesses

  • Illegal in OCG: three cards exceed copy limits
  • No Side Deck registered
  • 12 three-copy slots and 17 tech cards dilute the starters
  • No recorded boards, so ceiling and median are unmeasured
  • Heavy dependence on Limited and Semi-Limited cards

Critical choke points

  • Vanquish Soul Razen and Ash Blossom copy limits must be fixed before any normal score is valid
  • Single-copy starters (Vanquish Soul Start!, K9-X Forced Release, Reinforcement of the Army) each sit on one copy in the Main Deck
Priority Remove Add Reason
1 1 copy of Vanquish Soul Razen A legal Vanquish Soul or K9 searcher or starter Razen is Limited to 1 copy and the list runs 3, so the deck cannot be legal until this is fixed
2 1 copy each of Ash Blossom & Joyous Spring and K9-17 Izuna Any legal Main Deck card of the same role Both Semi-Limited cards are run at 3 against a limit of 2
3 Several tech cards (e.g. Chaotic Elements, Evenly Matched) as needed A Side Deck of 15 cards With side_count 0 the deck has no post-side plan; a 15-card side adds adaptability

Evidence & confidence

  • Verified: Three copy-limit violations (Ash Blossom, K9-17 Izuna, Vanquish Soul Razen); Main 55 and Extra 15 are within OCG size rules; Side 0; Banlist status for Limited and Semi-Limited cards
  • Inferred: Opening-hand and going-second hand-trap estimates; Interaction and resilience reads from card text; Closing-power reads from Extra Deck ATK values
  • Provisional: Matchup and format fit (no dated meta sample); Meta Power (null)
  • Data gaps: No combos supplied: floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot match record absent No Side Deck registered No win-rate telemetry exists for this deck

More OCG Info

Vanquish Soul

Vanquish Soul Breakdown

 
 

 

 

 

 

 

 
 

 

 
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