Light and Darkness Ritual Deck #770501 — Yu-Gi-Oh! TCG

56 Main, 15 Extra, incl. Black Chaos x3, Diabellstar the Black Witch x3, Griffoh 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
MidrangeConfidence: LowEvaluated Oct 22, 2026
28± 8/ 100
Power Score
Structural 49
Reliability 35
Going First 50
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 28/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 48.6
Going First 50
Going Second 52
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • Format: tcg

Legality

Main 56 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Ritual boss pressure from Black Chaos, Black Luster Soldier and Magician of Dark Chaos - Black Chaos (3000/3000/2800), enabled by the single Light and Darkness Ritual Spell; Fusion and Link pressure (Azamina Sol Erysichthon, Azamina Mu Rcielago, Dark Magician of Destruction, Firewall Dragon) and Diabellstar / Skull Archfiend bodies
  • Turn 1 (going first): Mulcharmy draw engine plus Diabellstar and searchers (WANTED, Witch of the Black Forest, Mind Shuffle) toward the Ritual Spell and a Ritual boss; hold Ash Blossom and Ghost Ogre for the opponent's first activation
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Ogre and Snow Rabbit, Nibiru, Droll & Lock Bird) and Dominus Impulse to blank the opponent's first board, then Ritual or Fusion into a 2800-3000 ATK boss
  • Recovery: Mulcharmy draws, Skull Archfiend recursion from GY or banish, Mind Shuffle to re-add a Ritual monster, and Dark Magical Curtain for a second Dark Magician route
  • After siding: None: the deck runs 0 side cards in a format that allows up to 15, so there is no post-side plan

Why it scores here

The deck reliably opens a Light and Darkness Ritual or archetype piece (P(at least one archetype core card in a 5-card hand) is about 0.96, Inferred), but the path from that piece to a boss runs through a single copy of the Ritual Spell (about 9% to draw it in an opening hand of 5, Inferred). Its interaction density is respectable, with 11 hand traps, 8 negation texts and 20 removal texts, and the end-board ceiling is high (2800-3000 ATK bosses). The system is weakened by the list itself: 6 Forbidden cards are present, 4 cards are over their copy limit, and only 19.7% of cards are the exact archetype, so the spread across Dominus, Mulcharmy, Azamina, Sinful Spoils, Charmer and Kuriboh is closer to a toolbox than an engine. With zero recorded boards and no side deck, the median output and post-side plan cannot be measured and are scored from card text only. The score comes from consistency, median output and interaction read on the whole system; archetype popularity earned no points and card scores were not averaged. Because the deck is Illegal, the structural score of 49 is theoretical only and the final is capped at 28.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 Archetype core P(>=1 in hand of 5) about 0.96, but the single Light and Darkness Ritual Spell gives about 0.09 to draw it (Inferred)
D2 Opening-Hand Quality & Brick Management 40 Many off-archetype and dead-in-hand pieces (57 off-archetype copies, 13 tech, 11 hand traps) and conflicting sub-engines; hand traps are often dead on a going-first hand (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards; ceiling read from text as Ritual Spell into 2800-3000 ATK boss, gated on the single Ritual Spell (Inferred)
D4 Combo Floor & Median Output 30 No recorded boards for median or floor; text-only estimate with a low median because the Ritual route is fragile (Provisional)
D5 Interruption Resilience & Route Redundancy 52 Two or three independent lines (Mulcharmy draws, hand traps, Fusion/Link) but no shared recovery for the Ritual route (Inferred)
D6 Resource Economy, Recovery & Grind 62 18 searcher-text cards, Mulcharmy draw engine, Skull Archfiend recursion and Mind Shuffle give reasonable grind (Inferred)
D7 End-Board & Interaction Quality 66 11 hand traps, 8 negation texts and 20 removal texts with mixed durability; some interaction is Forbidden or over-limit (Inferred)
D8 Going-Second & Board-Breaking Power 55 Going-second hand traps (Ash, Ghost Ogre, Nibiru, Dominus Impulse) plus 3000-ATK Ritual bosses; Droll is capped at 1 legal copy (Inferred)
D9 Offensive Pressure & Closing Power 68 End-board bosses at 3000, 2800, 2800 and 2500 ATK, with Azamina Mu Rcielago's ATK reduction; closing depends on the Ritual route (Verified card text / Inferred)
D10 Main Deck Efficiency & Flexibility 40 56 Main cards with 28 distinct names, 13 tech and a 19.7% exact-archetype purity; compactness is offset by spread across sub-archetypes (Inferred)
D11 Extra Deck Efficiency & Coverage 35 Extra Deck of 15 with 11 Link and 4 Fusion; 3 of 15 Extra cards are Forbidden, so the Extra Deck cannot be used as built (Verified)
D12 Side Deck Adaptability 8 Zero side deck cards in a best-of-3 format (Verified); no post-side data (Provisional)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; archetype share unknown (Provisional)
D14 Pilotability & Error Tolerance 35 Multi-branch sequencing (Ritual, Fusion, Link, searches, hand trap timing) with many decision points (Inferred)

How the score was computed

Strategy profile: Midrange primary; Combo secondary used only as a tie-break (not blended numerically). Structural ≈ 48.6, Going First ≈ 50, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist exposure (-8); single-copy Ritual choke point (-2); no side deck (-2); illegal cap (0). Final formula: No dated meta, so Meta is provisional: raw = 0.80*48.6 + 0.20*35 + modifiers (-12) = 34; Illegal deck capped at 28. Structural 48.6 is theoretical only.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.96 · key two-card combo ≈ — · full-brick estimate ≈ 0.04 (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 (about 0.96 in an opening hand, Inferred)
  • Layered interaction: 11 hand traps plus negation and removal texts
  • High-ATK Ritual and Dark Magician bosses (2800-3000) for the end board
  • Draw and search density (Mulcharmy, Witch of the Black Forest, Mind Shuffle, WANTED)

Weaknesses

  • Illegal list: 6 Forbidden cards and 4 over-limit cards
  • Single Ritual Spell is the only route to the main boss
  • Low archetype purity (19.7%) and a sub-archetype spread that dilutes the engine
  • No side deck
  • Extra Deck partly unusable as built (3 Forbidden Extra cards)

Critical choke points

  • Light and Darkness Ritual Spell (1 copy): about 9% per opening hand of 5
  • Forbidden Extra Deck cards: Azamina Ilia Silvia, Cross-Sheep, Charmer Quartet in Bloom
  • Going-first hand with no hand trap or searcher
Priority Remove Add Reason
1 Azamina Ilia Silvia, Cross-Sheep, Charmer Quartet in Bloom, Called by the Grave, Triple Tactics Talent, Magicians' Souls Legal replacements from the archetype core (for example a second Light and Darkness Ritual Spell is not legal to add beyond the single copy already run; use Ritual-searching staples) Forbidden cards make the deck illegal; the list cannot be played as built
2 Ash Blossom & Joyous Spring (1 copy), Dominus Impulse (1 copy), WANTED: Seeker of Sinful Spoils (2 copies), Droll & Lock Bird (1 copy) Staples or archetype cards within their legal limits Copy limits: Ash and Dominus Impulse are Semi-Limited at 2, WANTED and Droll are Limited at 1
3 Off-archetype tech slots (for example Dominus Spark, Ragged Records of Rites) A 15-card side deck of hand traps and anti-Ritual / anti-Fusion answers Side deck is empty; post-side adaptability is 8
4 Off-archetype spread in the Main Deck A second copy of Ritual-searching or Ritual-enabling cards from the Light and Darkness archetype Raises the Ritual route's reliability and archetype purity

Evidence & confidence

  • Verified: Main 56, Extra 15, Side 0 counts are within the TCG size rules; Six Forbidden cards are present in the deck (Azamina Ilia Silvia, Called by the Grave, Charmer Quartet in Bloom, Cross-Sheep, Magicians' Souls, Triple Tactics Talent); Four cards are over their copy limit (Ash Blossom 3/2, Dominus Impulse 3/2, WANTED 3/1, Droll 2/1); Archetype core is 26 copies with 14 Light and Darkness Ritual-named cards and 19.7% exact-name purity; Zero recorded boards and zero side deck cards
  • Inferred: P(>=1 archetype core card in 5-card hand) about 0.96; Ritual Spell P(>=1 in 5) about 0.09 makes the main boss route fragile; Interaction density from card text (11 hand traps, 8 negations, 20 removal texts); Going-second hand-trap coverage about 0.75 in a 6-card hand; Structural 48.6 and Final 28 under the Illegal cap
  • Provisional: Meta Power null: no dated metagame sample; Matchup and format fit (D13) with no tournament context; Tournament reliability 35 from text and brick proxy
  • Data gaps: No combos supplied: floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record absent No win-rate telemetry in YGOVN: going-first, going-second, matchup and brick rates are Inferred or Unknown Meta Power is provisional without a dated metagame sample Deck title is null; the deck is Illegal, so the final is a capped theoretical score

More TCG Info

Light and Darkness Ritual

Light and Darkness Ritual Breakdown

 
 

 

 

 

 

 

 
 

 

 
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