Galaxy Photon Deck #770618 — Yu-Gi-Oh! TCG

56 Main, 15 Extra, incl. Galaxy Defense Robot Orbital 7 x3, Mulcharmy Fuwalos x3, Mulcharmy Meowls x3. Created Oct 21, 2026 by YGO Mod.

Deck Galaxy Photon TCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 22, 2026
35± 10/ 100
Power Score
Structural 53
Reliability 45
Going First 52
Going Second 56

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 53
Going First 52
Going Second 56
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Stun, 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: Xyz Summon Galaxy-Eyes / Photon Xyz monsters (Neo Galaxy-Eyes Photon Dragon, Number 62, Cipher X Dragon) and attack through a hand-trap-protected board; Galaxy Photon Dragon and Number 107 pressure after Xyz recursion via Eternal Galaxy and Galaxy Expedition
  • Turn 1 (going first): Open a Photon/Galaxy level-4 or level-8 starter, use Galaxy Expedition or Galaxy Defense Robot Orbital 7 to reach a Xyz, and hold Ash Blossom, Infinite Impermanence or Ghost Belle as interaction
  • Turn 2 (going second): Use the six-card hand to find a hand trap (Ash Blossom, Ghost Ogre, Ghost Belle, Droll & Lock Bird) to answer the opponent's first board, then rebuild through Xyz summons
  • Recovery: Recover via Galaxy Photon Dragon searches and Photon Delta Wing / Mulcharmy draw effects, which depend on having few cards in hand
  • After siding: No side deck is registered, so there is no post-side plan; this is a structural gap

Why it scores here

The deck is capped to a theoretical 35 because it is illegal in TCG: Seventh Tachyon is run 3 copies against a Limited limit of 1, and Ash Blossom & Joyous Spring is run 3 copies against a Semi-Limited limit of 2. The structural read is about 53, built from the system rather than from averaging card scores: the nine-copy Galaxy/Galaxy-Eyes core gives about a 60% chance of at least one core card in a five-card opening hand (Inferred), and the 15 hand traps give about an 86% chance of at least one in a six-card going-second hand (Inferred). Interaction is dense, with 18 negation texts and 15 removal texts, and the 15-card Xyz Extra Deck offers high-ATK finishers, but a 56-card main deck with 20 tech slots and no side deck lowers consistency and post-game adaptability. No combo boards, tournament link, guides or win-rate data exist, so the ceiling and median are text-only inference and popularity earned no points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one of 9 archetype-core cards in opening hand of 5) ≈ 0.60; core cards present 3 of 6 standard cores (Inferred)
D2 Opening-Hand Quality & Brick Management 45 15 hand traps and 20 tech cards add dead or conflicting cards to hands; no brick measurement exists (Inferred)
D3 Combo Conversion & Ceiling 60 Ceiling from card text: Neo Galaxy-Eyes Photon Dragon (4500 ATK) and Number 62 (4000 ATK) are reachable Xyz finishers; no recorded boards (Inferred, text-only)
D4 Combo Floor & Median Output 45 No combos_evidence boards, so median output is unmeasured and set near the lower mid-range (Provisional)
D5 Interruption Resilience & Route Redundancy 62 Multiple negation and hand-trap options (Ash Blossom, Ghost Ogre, Ghost Belle, Infinite Impermanence, Droll & Lock Bird) support continuing after disruption; no route-independence measurement (Inferred)
D6 Resource Economy, Recovery & Grind 50 Recursion via Galaxy Expedition, Photon Delta Wing and Eternal Galaxy plus draw effects from Mulcharmy monsters, with no resource measurement (Inferred)
D7 End-Board & Interaction Quality 65 18 negation texts and 15 removal texts across the main deck give layered interaction; two of the best interaction cards are over the legal copy limit (Inferred)
D8 Going-Second & Board-Breaking Power 60 Going-second six-card hand reaches a hand trap about 86% of the time, supporting board-breaking through interaction (Inferred)
D9 Offensive Pressure & Closing Power 65 Top Xyz finishers reach 4000-4500 ATK with negation support for attacks (Inferred from card text)
D10 Main Deck Efficiency & Flexibility 40 56-card main deck is within the 40–60 rule but carries 20 tech cards and 27 distinct main cards, which reduces compactness (Inferred)
D11 Extra Deck Efficiency & Coverage 62 All 15 Extra Deck slots are Xyz monsters, with the Galaxy-Eyes and Photon lines covering several ranks (Verified structure, Inferred coverage)
D12 Side Deck Adaptability 10 Side deck is empty (0 cards), so there is no post-side plan (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or meta-share data, so matchup fit is unmeasured (Provisional)
D14 Pilotability & Error Tolerance 40 Several Xyz lines need multi-step responses and hand-trap timing, which raises decision load for the intended player (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 53, Going First ≈ 52, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Banlist / copy-limit exposure (-8); No combo or meta evidence (-4). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Illegal deck, so the result is capped to 35 and labelled theoretical/structural-only (uncapped formula ≈ 39)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.6 · 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 interaction: 15 hand traps and 18 negation texts give multiple ways to answer openers
  • Strong Xyz finisher suite in the Extra Deck with 4000+ ATK options
  • Going-second hand reaches a hand trap about 86% of the time

Weaknesses

  • Illegal copy counts on Seventh Tachyon and Ash Blossom
  • No side deck, so no post-side adaptation
  • Oversized main deck with 20 tech slots dilutes starter density

Critical choke points

  • Galaxy/Photon level-4 or level-8 starter (about 60% per opening hand)
  • Galaxy Expedition as the main searcher/extender path
Priority Remove Add Reason
1 2 copies of Seventh Tachyon and 1 copy of Ash Blossom & Joyous Spring Unlimited or copy-legal replacements for the removed slots The deck is illegal in TCG; fixing copy limits is required before any normal score applies
2 Lowest-impact tech cards A small set of playable side deck cards (up to 15) A side deck of 0 leaves no post-side plan and weakens best-of-3 play
3 Several tech-only main deck slots Starter or extender density for the Galaxy/Photon engine Improves D1 and D10 by raising starter access and reducing brick risk

Evidence & confidence

  • Verified: Main 56, Extra 15, Side 0 are within TCG size rules; Seventh Tachyon 3 copies vs Limited 1; Ash Blossom 3 copies vs Semi-Limited 2; Extra Deck is 15 Xyz monsters
  • Inferred: Opening-hand probabilities for core, searcher and hand-trap groups; Interaction density from card text; Going-first and going-second consistency
  • Provisional: Meta Power is null because no dated metagame sample exists; Matchup fit and tournament reliability
  • Data gaps: No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot record are absent No win-rate telemetry, so going-first/second, matchup and brick rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Galaxy Photon

Galaxy Photon Breakdown

 
 

 

 

 

 

 

 
 

 

 
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