Vanquish Soul Deck #772219 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. K9-17 Izuna x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia x3. Created Oct 21, 2026 by YGO Mod.

Deck Vanquish Soul OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
30± 10/ 100
Power Score

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (Confidence: Low)

  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: ocg

Legality

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

Identity & game plan

  • Win condition: Vanquish Soul boss monsters (Caesar Valius, Heavy Borger, Vanquish Soul Rocks) and K9-X Werewolf, reached through Vanquish Soul starter/searcher chains; Xyz pressure from K9 monsters (K9-17 Ripper, K9-66X Jacks) with Mulcharmy draw support
  • Turn 1 (going first): Open Vanquish Soul Dr. Mad Love or Stake your Soul! and search a Vanquish Soul or K9 piece; hold Ash Blossom, Droll & Lock Bird or Solemn Judgment to protect the first engine step
  • Turn 2 (going second): Use the six-card hand to present hand traps (Ash Blossom, Infinite Impermanence, Nibiru, Ghost Belle) against the opponent's first summon, then rebuild through Vanquish Soul searchers
  • Recovery: Searchers (17 text hits) and Mulcharmy draw effects refill the hand after a board is removed; Vanquish Soul, Start! and Reinforcement of the Army supply follow-ups
  • After siding: Not evaluable: the deck has no side deck, so no post-side plan exists

Why it scores here

The deck's Vanquish Soul core (Dr. Mad Love and Stake your Soul! at 3 copies each) and its 17 searcher-text cards give it a reasonably accessible starter route, but the list only partly stays on that core: 28.6% of cards use the exact archetype name and 50 cards are off-archetype, so the engine coherence is weaker than the name suggests. Its 13 hand-trap cards and 10 negation-text cards make it strong on the opponent's turn, which is why the going-second score is higher than the going-first score. There are no recorded combo boards, so the combo ceiling and median are text-only inference and are scored conservatively at 50. The deck has no side deck and no tournament or win-rate data, so side adaptability and matchup fit are scored low and provisional. Popularity and archetype usage were not used as evidence of power, and card scores were not averaged into the deck score. The legality check fails on three copy-limit violations, so the result is capped at 30 and is theoretical/structural only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(at least one core Vanquish Soul starter in a 5-card opening hand) is about 0.97 for the archetype core group, but each specific starter sits near 0.25 with 3 copies, so the engine is live on turn 1 mostly through searchers (Inferred from hypergeometric estimates)
D2 Opening-Hand Quality & Brick Management 60 Many single-copy tech cards and conditional hand traps create dead or redundant hands; 13 hand-trap cards and 15 single-copy cards make brick risk moderate (Inferred from copy histogram and card text)
D3 Combo Conversion & Ceiling 50 Combo ceiling is not evidenced: no parseable combo boards were supplied, so the score comes from card text only (Inferred)
D4 Combo Floor & Median Output 50 Median output is not evidenced: no recorded boards or power distribution are available, so the score is a conservative neutral estimate (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Several independent routes exist through Vanquish Soul searchers, K9 Xyz and Mulcharmy draws, and hand traps give interruption answers, but the core searcher chain can be stopped by one negation (Inferred)
D6 Resource Economy, Recovery & Grind 60 17 searcher-text cards and Mulcharmy/Heavy Borger draw effects give good card flow; Xyz material use is a real cost (Inferred from card text and composition)
D7 End-Board & Interaction Quality 72 10 negation-text cards, 13 removal-text cards and Solemn Judgment give layered interaction, with several hand traps usable on the opponent's turn (Inferred from role flags and card text)
D8 Going-Second & Board-Breaking Power 70 Hand traps are present in 82% of six-card going-second hands (hypergeometric estimate), and Droll, Ash, Infinite Impermanence and Ghost Belle can challenge a board (Inferred)
D9 Offensive Pressure & Closing Power 62 Closing power comes from Caesar Valius (3000 ATK), Werewolf (3300 ATK, multi-attack), Heavy Borger (2500 ATK) and Vanquish Soul Rocks, but Divine Arsenal and other top bosses are absent (Verified card stats, Inferred closing)
D10 Main Deck Efficiency & Flexibility 58 55 Main Deck cards sit inside the 40-60 size rule, but 29 distinct cards with 50 off-archetype copies and mixed 1-3 copy counts reduce coherence (Verified composition, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 60 12 Xyz and 3 Link monsters use the 15-card Extra Deck with a plausible mix of K9, Vanquish Soul and generic bosses, but the set is not the archetype-standard core (Verified breakdown, Inferred coverage)
D12 Side Deck Adaptability 10 No side deck is present (0 side cards), so post-side adaptability cannot be assessed and the score is near the floor (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or meta-share data is available, so matchup and format fit cannot be measured and this is provisional (Provisional)
D14 Pilotability & Error Tolerance 40 The deck has many conditional activations, timing-sensitive hand traps and several decision points per turn, which makes it demanding to pilot (Inferred from text complexity)

How the score was computed

Strategy profile: Midrange. Modifiers: none.


More OCG Info

Vanquish Soul

Vanquish Soul Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top