Vampires Deck #771235 — Yu-Gi-Oh! OCG
55 Main, 15 Extra, incl. Artifact Lancea x3, Gozuki x3, Ash Blossom & Joyous Spring x3. Created Oct 21, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
Main Deck (55)
- Artifact Lancea x3
- Doomking Balerdroch x1
- Gozuki x3
- Mezuki x1
- Pumpking the King of Grave Ghosts x1
- Vampire Duke x1
- Vampire Familiar x2
- Vampire Fraulein x2
- Vampire Ghost x2
- Vampire Grace x1
- Vampire Retainer x2
- Vampire Scarlet Scourge x2
- Vampire Sorcerer x2
- Vampire Voivode x1
- Il Blud x1
- Ash Blossom & Joyous Spring x3
- Effect Veiler x3
- Ghost Belle & Haunted Mansion x3
- Ghost Ogre & Snow Rabbit x3
- Plaguespreader Zombie x1
- Dark Ruler No More x3
- Lightning Storm x3
- Vampire Kingdom x1
- Vampire's Domain x1
- Call of the Haunted x1
- Heavy Slump x3
- Infinite Impermanence x3
- Vampire Domination x2
Extra Deck (15)
- Vampire Fascinator x1
- Vampire Sucker x1
- Ancient Pixie Dragon x1
- Brionac, Dragon of the Ice Barrier x1
- Clear Wing Synchro Dragon x1
- Goyo King x1
- Red-Eyes Zombie Dragon Lord x1
- Revived King Ha Des x1
- Skeletal Dragon Felgrand x1
- Adreus, Keeper of Armageddon x1
- Crimson Knight Vampire Bram x1
- Dhampir Vampire Sheridan x1
- Evolzar Lars x1
- Pumpking the Great Ghost King x1
- The Zombie Vampire x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 35/100 (±10 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 51.3 |
| Going First | 42 |
| Going Second | 62 |
| Meta Power | provisional |
| Tournament Reliability | 42 |
- Primary strategy: Stun
- Secondary strategies: Midrange, Toolbox
- Format: ocg
Legality
Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).
Identity & game plan
- Win condition: Vampire and Zombie boss monsters (Vampire Voivode, The Zombie Vampire, Pumpking the Great Ghost King) reached through hand-trap-protected Normal Summons and Xyz/Synchro/Link plays; Recursion of Vampire monsters and Call of the Haunted reanimation of Pumpking the King of Grave Ghosts
- Turn 1 (going first): Open a Vampire or Zombie starter, Normal Summon a Vampire searcher, and hold 2-3 hand traps (Ash Blossom, Ghost Belle, Effect Veiler, Ghost Ogre) for the opponent's first activation; the hand is often dead on turn 1 because most hand traps need an opponent action.
- Turn 2 (going second): Use hand traps on the opponent's first searches and summons, then convert the surviving board into an Extra Deck boss with Vampire Familiar, Vampire Retainer, or Vampire Ghost support.
- Recovery: Banish Vampire monsters from the GY through Vampire Familiar and Vampire Retainer, and reuse Vampire Grace, Doomking Balerdroch and Mezuki to rebuild after a board wipe.
- After siding: No Side Deck is registered, so there is no post-side plan; the deck cannot adjust between games.
Why it scores here
The deck is scored as a system, not as an average of its cards. Its strongest trait is interaction density: 18 hand traps, 19 negation texts and 31 removal texts give it breadth, and the going-second hand-trap hit rate is about 92%. Its engine is weaker. Only 5 core Vampire-named cards are in the list, and the starters (Vampire Familiar and Vampire Retainer, 2 copies each) reach a live hand only about 17% of the time, so the 3-copy hand traps often sit dead on turn 1. Its closing power is real but depends on Extra Deck bosses that need Xyz, Synchro or Link material. Popularity was not used: the archetype's usage statistics show only 3 of its 25 core cards present, so the list is off-standard and earned no credit for that. The deck is Illegal (3 copies of a Semi-Limited card) and has no Side Deck, so the score is capped and treated as theoretical.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 42 | P(at least one of 2 Vampire Familiar in opening 5) ≈ 0.18; P(at least one archetype core card) ≈ 0.39; no combo corpus (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 45 | 18 hand traps whose timing needs an opponent action, so the going-first hand is often dead; copy histogram 11/7/10 is flat (Inferred) |
| D3 | Combo Conversion & Ceiling | 48 | Pumpking + Call of the Haunted reanimation and Vampire Sucker-style Extra Deck lines are the only ceiling read from text; no recorded boards (Inferred) |
| D4 | Combo Floor & Median Output | 40 | No recorded board data, so median output is unknown and set low (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 60 | Hand traps and GY recursion (Vampire Grace, Doomking Balerdroch, Mezuki, Vampire Familiar) give several independent lines after disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 58 | 8 searcher-text cards and GY recursion restore resources; no float/economy data (Inferred) |
| D7 | End-Board & Interaction Quality | 75 | 19 negation text and 31 removal text with 18 hand traps; Vampire Domination and Effect Veiler layer interaction (Inferred semantic read) |
| D8 | Going-Second & Board-Breaking Power | 68 | Strong going-second interaction: Lightning Storm, Heavy Slump, Dark Ruler No More and Vampire Domination; no going-second split data (Inferred) |
| D9 | Offensive Pressure & Closing Power | 65 | Vampire Voivode 2800, The Zombie Vampire 3000, Crimson Knight Vampire Bram 2500, Dhampir Sheridan 2600 and Adreus 2600 give a high board ceiling; no measured closing rate (Observed stat only) |
| D10 | Main Deck Efficiency & Flexibility | 45 | 55 Main Deck cards across 28 distinct names with 70 off-archetype copies; much of the list is tech and hand traps, so compactness is mid (Verified count, Inferred read) |
| D11 | Extra Deck Efficiency & Coverage | 50 | 15 Extra Deck slots, but mixed Synchro/Xyz/Link (7/6/2) with several off-theme bosses (Red-Eyes, Brionac, Goyo King, Clear Wing) (Verified breakdown, Inferred read) |
| D12 | Side Deck Adaptability | 15 | No Side Deck is registered (side count 0), so post-side adaptability is minimal (Verified) |
| D13 | Matchup Coverage & Format Fit | 45 | No tournament link and no meta-share data; format fit is provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 50 | Multiple Extra Deck lines plus hand-trap timing and protected summons raise decision load; repeatable with practice (Inferred) |
How the score was computed
Strategy profile: Stun primary, Midrange secondary; reported Stun weights only (no blend applied because the deck is Illegal). Structural ≈ 51.3, Going First ≈ 42, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 42. Modifiers: Banlist exposure (Ash Blossom & Joyous Spring, Semi-Limited, 3 copies) (-6); Engine conflict and off-archetype load (-2). Final formula: Theoretical cap for Illegal deck. Uncapped: 0.80*Structural(51.3) + 0.20*TournamentReliability(42) + modifiers(-8) ≈ 41; capped to 35 because the deck is Illegal (3x Semi-Limited Ash Blossom). Structural-only, no normal Final score.
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.39 · 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 hand-trap and negation coverage (18 hand traps, 19 negation texts), strong for going second
- Strong Extra Deck boss ceiling with Vampire Voivode, The Zombie Vampire and Pumpking the Great Ghost King
- Recursion through Vampire Familiar, Vampire Retainer, Vampire Grace and Doomking Balerdroch
Weaknesses
- Illegal in OCG: Ash Blossom & Joyous Spring is run at 3 copies, limit 2
- Engine starters are thin (2-copy Vampire Familiar and Vampire Retainer, about 17% in opening hand)
- No Side Deck, so no post-side plan
- Off-archetype dilution: 70 copies outside the Vampire name, including many tech cards
- No combo or tournament evidence to confirm conversion
Critical choke points
- Vampire Familiar and Vampire Retainer as the only engine starters
- Call of the Haunted as the single reanimation enabler for Pumpking
- Extra Deck boss summoning needs material from a small set of Level 6 or Level 8 monsters
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | 1 copy of Ash Blossom & Joyous Spring | 0 (or a legal non-Semi-Limited replacement) | Removes the copy-limit violation so the deck can receive a normal Final score. |
| 2 | 1 hand trap at 3 copies (for example Effect Veiler) | 1 extra Vampire starter or searcher | Raises the going-first starter rate; hand traps often sit dead on turn 1. |
| 3 | 1-2 off-archetype tech cards | 1-2 Side Deck slots | Adds a post-side plan, which the deck currently lacks. |
Evidence & confidence
- Verified: Illegal status: Ash Blossom & Joyous Spring 3 copies vs legal 2 (OCG Semi-Limited); Main 55, Extra 15, Side 0 within OCG size rules; Hand-trap count 18, negation text 19, removal text 31; Archetype core: 5 Vampire copies; 3 of 25 core usage cards present
- Inferred: Starter access about 0.39 (archetype core) and about 0.18 for Vampire Familiar; Going-second hand-trap hit rate about 0.92; Interaction density as the main system strength; Dead-hand risk on turn 1 from hand-trap timing
- Provisional: Meta Power (no dated meta sample); Matchup and format fit (no tournament link)
- Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record absent No win-rate telemetry for going-first/second, matchup or brick rates Meta Power is provisional without a dated metagame sample Deck title is null in the export; the archetype name is used as the label No Side Deck registered
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