Light and Darkness Ritual Deck #770424 — Yu-Gi-Oh! TCG

59 Main, 15 Extra, incl. Griffoh x3, Mulcharmy Fuwalos x3, Mulcharmy Meowls x3. Created Oct 21, 2026 by YGO Mod.

Deck Light and Darkness Ritual TCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 22, 2026
35± 10/ 100
Power Score
Structural 52
Reliability 45
Going First 50
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 52
Going First 50
Going Second 58
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Combo
  • Secondary strategies: Toolbox
  • Format: tcg

Legality

Main 59 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 7 violation(s).

Identity & game plan

  • Win condition: Ritual Summon Black Chaos / Magician of Dark Chaos - Black Chaos off Light and Darkness Ritual, then extend into board pressure (theoretical, text-only); Link and Fusion pressure from Mediclius, Artmage Diactorus and Dark Magician of Destruction once a Power Patron or Artmage line is live
  • Turn 1 (going first): Open Griffoh, Mind Shuffle or Light and Darkness Ritual to search, then Ritual Summon through Black Chaos; hold Ash Blossom and Ghost Ogre for the first disruption
  • Turn 2 (going second): Hold hand traps (Ash Blossom, Ghost Ogre, Infinite Impermanence, Nibiru, Droll) to stop the opponent's first summon, then rebuild via Mulcharmy draws
  • Recovery: Mulcharmy draw effects when the hand is empty, Mind Shuffle and Ragged Records of Rites to re-add Ritual cards and Ritual Spells from the Deck
  • After siding: Not evaluable: the deck runs no Side Deck (Side Deck size 0), so no post-side plan exists in the export

Why it scores here

The deck's engine is a Ritual chain built around 23 archetype-core copies, which gives a 92% hypergeometric chance of at least one core card in a 5-card opening hand (Inferred). Its interaction density is high, with 14 hand traps and several negation or removal spells, and this is what drives the going-second score. However, the list has no recorded boards, so floor, median and ceiling are text-only inferences and are not reported as averages of card scores. The deck also runs three sub-archetype engines (Mulcharmy draw, Power Patron Link and Artmage Fusion) at only 13.5% exact-name purity, which costs consistency and pilotability. The list is Illegal: 5 Forbidden cards and 2 over-limit Limited or Semi-Limited cards, so the score is structural-only and capped at 35. Archetype popularity did not earn points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(>=1 archetype-core card in opening hand of 5) = 0.92; Light and Darkness Ritual itself is only 0.08 in hand (Inferred)
D2 Opening-Hand Quality & Brick Management 50 Copy histogram 17 singles / 6 doubles / 10 triples; 20 Level-0 spells and traps and several conditional Ritual pieces raise brick risk (Inferred)
D3 Combo Conversion & Ceiling 50 No parseable boards; ceiling read from text only: Black Chaos plus Magician of Dark Chaos ritual line (Inferred)
D4 Combo Floor & Median Output 40 No combo evidence, so the median is unmeasured and set conservatively low (Provisional)
D5 Interruption Resilience & Route Redundancy 60 14 hand traps and multiple redundant starters (Ash, Droll, Ghost Ogre, Infinite Impermanence, Kuriboh) give several independent answers (Inferred)
D6 Resource Economy, Recovery & Grind 50 Mulcharmy draw effects (9 copies) and Ragged Records and Mind Shuffle recover cards; Mulcharmy draw conflicts with a card-in-hand Ritual plan (Inferred)
D7 End-Board & Interaction Quality 62 Hand-trap and negation text is dense (14 hand traps, 9 negation hints); Spell Shattering Sword and Typhoon add board-level answers; no measured interaction density (Inferred)
D8 Going-Second & Board-Breaking Power 65 P(hand trap in 6-card going-second hand) = 0.82; hand-trap density carries the going-second case (Inferred)
D9 Offensive Pressure & Closing Power 55 Ceiling threats are Black Chaos (3000 ATK) and Mediclius (3000 ATK); closing depends on Link and Fusion support (Inferred)
D10 Main Deck Efficiency & Flexibility 40 59 Main with 33 distinct cards; exact-name archetype purity 13.5%, with Mulcharmy and Power Patron splashing across the deck (Inferred)
D11 Extra Deck Efficiency & Coverage 55 Full 15-card Extra Deck of 11 Link and 4 Fusion, including two Forbidden cards that must leave; Link access depends on Power Patron and Artmage (Inferred)
D12 Side Deck Adaptability 15 No Side Deck at all (Side Deck size 0), so no post-side adaptability exists (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link and no dated meta sample; archetype-level meta share is unavailable (Provisional)
D14 Pilotability & Error Tolerance 35 Multi-engine sequencing (Ritual, Mulcharmy, Power Patron) with many conditional effects is high-complexity to pilot (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 52, Going First ≈ 50, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist exposure (-8); engine conflicts (-4). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*52 + 0.20*45 - 12 = ~38; capped at 35 because legality is Illegal (structural-only score per rubric Step 2)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.92 · key two-card combo ≈ — · full-brick estimate ≈ 0.08 (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 and negation suite (14 hand traps) gives strong going-second interaction
  • Core archetype cards are heavily represented (23 copies), so the engine is usually present in the opening hand
  • Redundant starters and draw effects (Mulcharmy, Griffoh, Kuriboh) give multiple routes after a single disruption

Weaknesses

  • Illegal list: 5 Forbidden cards and 2 over-limit cards, so no normal score is possible
  • No Side Deck, so there is no post-side plan at all
  • Three competing engines (Mulcharmy, Power Patron Link, Artmage Fusion) with 13.5% exact-name purity
  • Mulcharmy draw effects conflict with the card-in-hand requirement of the Ritual plan
  • No measured combo data, so the ceiling and median are unverified

Critical choke points

  • Light and Darkness Ritual (1 copy) is the only direct Ritual starter; its absence leaves the Ritual line dependent on Mind Shuffle or Griffoh searches
  • Black Chaos requires a Spellcaster or Warrior Ritual monster in hand or GY to be Special Summoned
  • Two Extra Deck slots (Red-Eyes Dark Dragoon, Cross-Sheep) are Forbidden and must be replaced
Priority Remove Add Reason
1 Red-Eyes Dark Dragoon and Cross-Sheep (Forbidden, Extra Deck) Legal Extra Deck replacements that fit the Ritual or Link plan Forbidden cards make the list illegal; this is a hard blocker
1 Called by the Grave, Triple Tactics Talent and Magicians' Souls (Forbidden, Main Deck) Legal Main Deck replacements Forbidden cards make the list illegal; this is a hard blocker
2 1 copy of Ash Blossom & Joyous Spring and 1 copy of Droll & Lock Bird Legal copies or alternative answers Ash Blossom is Semi-Limited (2 max) and Droll is Limited (1 max); both are over the copy limit
3 Some Mulcharmy copies, or the Power Patron Link lines Consolidate into one engine Three competing engines reduce consistency and pilotability
4 A Side Deck of up to 15 cards The deck has no post-side plan; it is legal to add up to 15 Side Deck cards

Evidence & confidence

  • Verified: Legality status Illegal: 5 Forbidden cards and 2 over-limit cards are present (legal copies from the export); Main 59 and Extra 15 are within the TCG size rules; Side 0 is legal but empty; Archetype core group 23 copies with P(>=1 in hand of 5) = 0.9247; Hand-trap group 14 copies with P(>=1 in hand of 6) = 0.8192; Usage stats: Magician of Dark Chaos - Black Chaos and Ash Blossom each at 100% inclusion
  • Inferred: The Ritual engine can reach Black Chaos from its starters; based on card text only; Interaction density is high, based on hand-trap and negation text hints; Going-second strength comes from hand-trap density; Mulcharmy draw effects conflict with the card-in-hand Ritual plan
  • Provisional: Meta Power is null: no dated metagame sample; Matchup fit (D13) is unmeasured: no tournament context
  • 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: going-first, going-second, matchup and brick rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied no Side Deck in the export: post-side performance cannot be assessed

More TCG Info

Light and Darkness Ritual

Light and Darkness Ritual Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top