Dark World Deck #771073 — Yu-Gi-Oh! OCG

57 Main, 15 Extra, incl. Artifact Lancea x3, Ceruli, Guru of Dark World x3, Danger! Chupacabra! x3. Created Oct 21, 2026 by YGO Mod.

Deck Dark World OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 21, 2026
35± 8/ 100
Power Score
Structural 55
Reliability 45
Going First 58
Going Second 48

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 55
Going First 58
Going Second 48
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Combo
  • Format: ocg

Legality

Main 57 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Dark World recursion loops (Reign-Beaux, Grapha, Snoww, Sillva) and Danger! Special Summon chains building a large board of 2500+ ATK monsters, closed by Dark World Extra Deck fusions and links.; Link-based boards (Firewall Dragon Singularity, Topologic Blaster Dragon, Underworld Goddess) once the Extra Deck is populated.
  • Turn 1 (going first): Hand Danger! monsters and Dark World starters, discard-for-value via Danger! reveal effects, then Dark World Accession or Dark Corridor to find a Level 5+ Dark World engine piece.
  • Turn 2 (going second): Use Artifact Lancea as a Tribute hand trap and Dark World recursion from the Graveyard to rebuild a board after the opponent's first play.
  • Recovery: Recover from the GY through Reign-Beaux and Grapha special summon conditions, and reuse Danger! monsters that re-summon from hand after discard.
  • After siding: Not evaluable: the list runs no Side Deck, so there is no post-side plan.

Why it scores here

The deck is scored as a system, not as an average of its cards. Its consistency comes from 20 Dark World archetype-core copies (P at least one in a 5-card opening hand is about 0.90) and 15 searcher-text cards (about 0.80), so the engine is usually live by turn 2 (Inferred). Recursion (Reign-Beaux, Grapha, Snoww, Sillva) and Danger! discard-to-summon give it real resilience and resource regeneration, and interaction is layered through Lightning Storm, Harpie's Feather Duster and Card Destruction, though it has no side deck to adapt. Only 18 of 75 cards are the exact archetype name (25% purity), and the list runs five Forbidden cards, so the deck is illegal as built. Under the illegal-deck rule the final score is capped low and the evaluation is theoretical and structural only. Popularity or meta-share did not earn points, because no tournament data exists.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(at least one Dark World core card in a 5-card hand) ≈ 0.90 across 20 copies; 15 searcher-text cards give P ≈ 0.80 (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Nine singletons and twelve 3-of cards; Danger! monsters self-summon from hand, lowering dead-hand risk, but no side deck and 54 off-archetype copies create conflicting plays (Inferred)
D3 Combo Conversion & Ceiling 60 No parseable boards; ceiling read from text as recursion loops and Extra Deck fusion/link closures at 2500+ ATK (Inferred)
D4 Combo Floor & Median Output 45 No parseable boards; median output is unknown, with Danger! chains likely producing a lower-tier board than the recursion ceiling (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Dark World recursion from the Graveyard, Artifact Lancea hand trap and Danger! re-summons give multiple independent restarts (Inferred)
D6 Resource Economy, Recovery & Grind 58 Danger! discard-and-resummon, Dark Corridor and Dark World Accession regenerate cards; Card Destruction adds hand refill (Inferred)
D7 End-Board & Interaction Quality 60 17 removal-text and 3 negation-text cards, with Lightning Storm and Harpie's Feather Duster as layered backrow/board removal (Inferred)
D8 Going-Second & Board-Breaking Power 52 Lightning Storm and Harpie's Feather Duster cover the going-second board, but Triple Tactics Talent is Forbidden and not legal to play (Inferred)
D9 Offensive Pressure & Closing Power 62 Danger! Bigfoot (3000 ATK), Thunderbird (2800) and Veidos (2800) plus Extra Deck links give strong end-board attack (Inferred)
D10 Main Deck Efficiency & Flexibility 45 27 distinct main cards, 54 of 57 off exact archetype name, 8 tech slots and 9 singletons; the list is loosely built (Inferred)
D11 Extra Deck Efficiency & Coverage 50 11 Link, 2 Xyz and 2 Fusion in the Extra Deck with five Forbidden/over-limit slots; coverage is broad but illegal (Observed)
D12 Side Deck Adaptability 20 No Side Deck at all (0 cards); post-side adaptability cannot be assessed and scores low (Observed)
D13 Matchup Coverage & Format Fit 50 No tournament link, archetype meta-share or per-pilot record; no metagame sample (Provisional)
D14 Pilotability & Error Tolerance 45 Multiple decision points: Danger! reveal randomness, co-link conditions, recursion costs and a 15-slot Extra Deck (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 55, Going First ≈ 58, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist exposure (-12); no side deck (0). Final formula: Structural 54.8 → 0.80*55 + 0.20*45 = 53 (Meta provisional); modifiers −12 total; illegal-deck cap applied → 35 (theoretical/structural only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.9 · key two-card combo ≈ — · full-brick estimate ≈ 0.1 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dark World archetype core is consistently accessible (about 0.90 at least one in hand)
  • Layered recursion and Danger! re-summons give strong resource regeneration
  • Layered removal and negation text across the main and Extra Deck

Weaknesses

  • Illegal as built: five Forbidden cards, with three Limited cards at 1 copy each
  • Only 25% exact-name archetype purity; many off-archetype slots
  • No Side Deck, so no post-side plan
  • No parseable combos, so the floor and median are unknown

Critical choke points

  • Dark World starters and Level 5+ engine pieces in the Deck
  • Triple Tactics Talent is Forbidden and cannot be played, so its slot has no legal substitute in the list
Priority Remove Add Reason
1 Triple Tactics Talent, Knightmare Goblin, Knightmare Gryphon, Number 60: Dugares the Timeless, Saryuja Skull Dread Legal Dark World or Danger! replacements at legal copy counts, and Extra Deck links or fusions that finish the engine Makes the list legal so it can receive a normal score
2 Off-archetype tech slots Side Deck cards (0 currently) Adds post-side adaptability (D12) and a real going-second plan

Evidence & confidence

  • Verified: Deck is illegal: five Forbidden cards over the copy limit; Main 57 and Extra 15 are within the OCG size rules; Dark World exact-name purity is 25% (18 of 72 archetype-matching copies)
  • Observed: No Side Deck present (0 cards)
  • Inferred: Engine accessibility about 0.90 for the Dark World core; Recursion and Danger! re-summons give resilience and resource regeneration; Layered interaction through removal and negation text
  • Provisional: Meta power is null: no dated metagame sample; Matchup fit is unknown: no tournament data
  • 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 for OCG: going-first/second, matchup and brick/starter rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied No Side Deck present: post-side plan unassessable

More OCG Info

Dark World

Dark World Breakdown

 
 

 

 

 

 

 

 
 

 

 
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