Light and Darkness Ritual Deck #770595 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Fantastical Dragon Phantazmay x3, Lava Golem x3, Mulcharmy Fuwalos 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
ToolboxConfidence: LowEvaluated Oct 22, 2026
25± 8/ 100
Power Score
Structural 49
Reliability 30
Going First 50
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 25/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 49
Going First 50
Going Second 50
Meta Power provisional
Tournament Reliability 30
  • Primary strategy: Toolbox
  • Secondary strategies: Midrange
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Ritual boss monsters (Black Chaos x2, Magician of Dark Chaos - Black Chaos, Black Luster Soldier) and Clown Crew Extra Deck pressure, both of which depend on a Light and Darkness Ritual starter that is only one copy deep.; Mulcharmy draw-engine card advantage plus Clown Crew and Fusion/Synchro/Link monsters from the Extra Deck.
  • Turn 1 (going first): Open with Clown Crew Rehearsal, Ragged Records, or Mulcharmy Fuwalos/Purulia to draw and search, then convert into a Ritual or Clown Crew Extra Deck summon; keep Ash Blossom or Ghost Belle up as an interruption when the first line is attacked.
  • Turn 2 (going second): Use Ash Blossom, Droll & Lock Bird, Ghost Ogre & Snow Rabbit, Ghost Belle and Clown Crew Biancaviso to disrupt the opponent's board, then rebuild with Mulcharmy draw and a Ritual boss.
  • Recovery: Mulcharmy draw effects, Griffoh, and Clown Crew graveyard recursion (Flair, Dristy, Finale) rebuild the hand after a single disruption; the deck has no proven second engine.
  • After siding: No Side Deck is registered, so there is no post-side plan; the deck is structurally incomplete for best-of-3.

Why it scores here

The deck is scored as a system and not as an average of its cards. It runs three overlapping engines (Light and Darkness Ritual, Clown Crew, Mulcharmy) with only 10 of 55 main-deck copies in the exact archetype name (14.3% purity), so each starter has a low chance of opening live (about 0.25 for any one three-copy card in a 5-card opening hand, and about 0.09 for the single-copy Ritual Spell). Interaction is the strongest part: 10 hand traps, 9 negation-text cards and 22 removal-text cards give real disruption on both turns. Board pressure is high on paper (several 2500 to 3000 ATK bosses) but depends on tributes and Ritual setups that the opening hand rarely provides. The deck is illegal as submitted because three Semi-Limited cards run three copies, and it has no Side Deck, so the score is capped and the evaluation is structural only. Popularity was not used to earn points, and no combo, tournament or win-rate data supports the ceiling.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(>=1 of a 3-copy card in a 5-card opening hand) = 0.25; P(>=1 archetype-core card in hand) = 0.91 but the single-copy Ritual Spell is 0.09 (Inferred)
D2 Opening-Hand Quality & Brick Management 48 Copy histogram 9x1, 5x2, 12x3; 21 level-0 spell/trap cards and several off-archetype cards give likely dead or conflicting hands (Inferred)
D3 Combo Conversion & Ceiling 50 No parseable combo boards; ceiling read from card text only (Black Chaos, Black Luster Soldier, Lava Golem, Ecclesia boss effects) (Inferred)
D4 Combo Floor & Median Output 42 No recorded combo distribution, so the typical output is unknown and is set below the ceiling (Inferred)
D5 Interruption Resilience & Route Redundancy 55 10 hand traps plus Mulcharmy draw and Clown Crew recursion give several independent answers to one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Mulcharmy draw, Griffoh and Clown Crew graveyard recursion rebuild the hand, but there is no measured resource data (Inferred)
D7 End-Board & Interaction Quality 60 22 removal-text, 9 negation-text and 10 hand-trap cards, with Ash Blossom and Ghost Belle layered as interaction (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 58 Hand traps (Ash Blossom, Droll & Lock Bird, Ghost Ogre) and Biancaviso negation help on the second turn; no going-second split recorded (Inferred)
D9 Offensive Pressure & Closing Power 65 Multiple 2500-3000 ATK bosses (Black Chaos x2, Black Luster Soldier, Lava Golem, Ecclesia and the Dark Dragon) give closing power, reduced by Lava Golem's tribute requirement (Verified stat, Inferred)
D10 Main Deck Efficiency & Flexibility 35 55 main cards at the 40-60 size limit, but 26 distinct cards and only 14.3% exact-name purity dilute the consistency of the main deck (Verified composition)
D11 Extra Deck Efficiency & Coverage 50 15 Extra cards across Fusion, Synchro, Xyz and Link with 11 distinct cards; the Clown Crew and Ritual lines overlap rather than form one coherent Extra plan (Verified composition)
D12 Side Deck Adaptability 10 Side Deck count is 0, so there is no post-board adaptation at all (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; archetype meta-share is absent, so this is provisional (Provisional)
D14 Pilotability & Error Tolerance 38 Three archetype engines with several multi-step Ritual and tribute lines require many decisions per turn (Inferred)

How the score was computed

Strategy profile: Toolbox. Structural ≈ 49, Going First ≈ 50, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 30. Modifiers: Illegal copy-limit breach (3 Semi-Limited cards at 3 copies) (-4); Banlist exposure (Limited Droll & Lock Bird, Linkuriboh; Semi-Limited trio) (-2); Engine conflicts across three archetypes (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) = 45.2, then modifiers -8 = 37.2, then capped at 25 because the deck is Illegal (legality cap; no normal Final score)

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

  • Ten hand traps and 22 removal-text cards give disruption on both turns.
  • Mulcharmy Fuwalos and Purulia provide repeatable card draw from an empty field.
  • Several 2500-3000 ATK bosses (Black Chaos x2, Black Luster Soldier, Lava Golem) create a real closing threat when the Ritual line is live.
  • Redundant hand-trap coverage (Ash Blossom, Ghost Belle, Ghost Ogre, Droll) lets the deck answer more than one interruption.

Weaknesses

  • The deck is Illegal: three Semi-Limited cards run three copies each.
  • No Side Deck at all, so no best-of-3 adaptation.
  • Low exact-name purity (14.3%) means three archetype engines compete for slots.
  • Single-copy Ritual Spell and boss starters give low starter access on any given opening hand.
  • Lava Golem needs opponent monsters to tribute, making it a dead card on an empty board.

Critical choke points

  • The single Light and Darkness Ritual Spell (1 copy) is the only route to most of the Ritual bosses.
  • Lava Golem's Special Summon condition requires the opponent to control two monsters.
  • Opening hands with no hand trap and no Mulcharmy draw have few ways to recover from an early disruption.
Priority Remove Add Reason
1 1 copy each of Ash Blossom & Joyous Spring, The Fallen & The Virtuous, and Super Polymerization Nothing (removing the copies is what makes the list legal) Three cards are over their Semi-Limited copy limit; the deck is Illegal until they are reduced to 2 copies.
2 Lava Golem (3 copies) A Side Deck of 15 cards with hand traps and Ritual-line backup Lava Golem is a dead card without opponent monsters, and the deck has no Side Deck at all.
3 Off-archetype filler (for example one of the Clown Crew Finale or Soiree Operations copies) More copies of the core Ritual starters Raising exact-name purity would improve engine consistency and starter access.

Evidence & confidence

  • Verified: Main Deck 55 cards, Extra Deck 15 cards, Side Deck 0 (within size rules).; Three over-limit Semi-Limited cards (Ash Blossom, The Fallen & The Virtuous, Super Polymerization) at 3 copies each.; Exact-name archetype purity 14.3% and archetype spread from composition.; Hand trap count 10, removal-text 22, negation-text 9 from role tags.
  • Inferred: Starter access and brick estimates from the hypergeometric draw tables.; Interaction density and going-second strength from card text.; Ritual and Clown Crew engine conflicts from archetype spread.
  • Provisional: Meta Power is null and matchup fit (D13) is provisional because no dated metagame sample exists.
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference. No tournament link; archetype meta-share and per-pilot record are absent. No win-rate telemetry (going-first/second, matchup, brick or starter rates). No Side Deck registered, so post-side performance cannot be assessed. No guides attached for this archetype.

More TCG Info

Light and Darkness Ritual

Light and Darkness Ritual Breakdown

 
 

 

 

 

 

 

 
 

 

 
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