Galaxy Photon Deck #772383 — Yu-Gi-Oh! OCG

60 Main, 14 Extra, incl. X-Cross Cannon x3, Unauthorized Reactivation x3, Union Activation x3. Created Oct 21, 2026 by YGO Mod.

Deck Galaxy Photon OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: LowEvaluated Oct 21, 2026
30± 8/ 100
Power Score
Structural 43
Reliability 35
Going First 40
Going Second 38

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 43
Going First 40
Going Second 38
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Toolbox
  • Secondary strategies: Midrange, Stun
  • Format: ocg

Legality

Main 61 / Extra 14 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Union monster beatdown and Extra Deck boss summons (ABC-Dragon Buster, Galaxy-Eyes Tachyon Primal, Cyber Dragon Nova), with no single reliable finisher; Hand-trap-supported disruption that trades resources for board control
  • Turn 1 (going first): Search Union Hangar or Union Activation, then Special Summon a Union monster from hand or Deck and build a 2-card board; Union Activation is the only searcher-driven engine start in the sample
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Belle, Droll and Lock Bird, Infinite Impermanence) to stop the opponent's first Extra Deck summon, then rebuild from the Deck
  • Recovery: Recycle Galaxy Journey, Mulcharmy Fuwalos and Union monsters from the GY; floating Union equips give some recursion, but there is no recorded recovery line
  • After siding: Not available: the Side Deck is empty (0 cards), so no post-side plan can be scored

Why it scores here

The score comes from the deck as a system, not from averaging its cards. The list runs 61 Main Deck cards, one over the OCG maximum, and includes a Forbidden card (Triple Tactics Talent), so it is Illegal and receives only a capped structural estimate. Its Union engine has real searchers (17 searcher-text cards, about 82% chance of at least one in an opening 5), but the Galaxy Photon core is largely missing (22% of the archetype's standard core is present) and the deck is spread across ABC, Therion, Dominus, Cyber, Galaxy-Eyes and Union sub-archetypes with 0% exact-name purity, so the engine does not cohere. Interaction is the deck's strongest area: 12 hand traps and about 30 removal-text cards give it layered disruption, especially on the going-second turn. Consistency and closing are weak: the 27 singleton slots, the lack of recorded combos, the empty Side Deck and the single-card boss lines all reduce repeatability. Popularity and usage data were not used to add points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 42 Searcher text on 17 cards (P>=1 in opening 5 about 0.82), but only 4 of 18 archetype-core cards run and no 2-card bootstrap is recorded (Inferred)
D2 Opening-Hand Quality & Brick Management 38 61 cards with 27 singletons and a mix of 6 sub-archetypes; full-brick and conflicting-hand rates are estimated, not observed (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable boards, so combo ceiling rests on card text only: Union equip plus Extra Deck summons, with ABC-Dragon Buster as the strongest payoff (Inferred)
D4 Combo Floor & Median Output 35 No recorded combo median; the typical line is 1-2 hand-trap plays or a single Union summon, so the floor is low (Inferred)
D5 Interruption Resilience & Route Redundancy 48 Several independent disruption routes (Ash, Ghost Belle, Droll, Infinite Impermanence, Red Reboot, Dominus Purge), but no recorded recovery sequence (Inferred)
D6 Resource Economy, Recovery & Grind 40 Recursion is limited to Galaxy Journey, Mulcharmy Fuwalos and Union equip returns; no resource data exists (Inferred)
D7 End-Board & Interaction Quality 62 Hand traps and negation text on about 15 cards plus Number 90 and Infinite Impermanence give layered interaction; no win-rate data supports it (Inferred)
D8 Going-Second & Board-Breaking Power 50 Going-second disruption comes from hand traps and Maxx C, Droll and Enemy Controller; no going-second win data (Inferred)
D9 Offensive Pressure & Closing Power 55 Boss monsters at 2800-3000 ATK (Regulus, Tachyon Primal, Dragon Cannon, Underworld Goddess) but no reliable closing line (Inferred)
D10 Main Deck Efficiency & Flexibility 25 Main Deck is 61 cards (over the 60 maximum), with 27 singletons, 0% exact-name archetype purity and a Forbidden card in the list (Verified)
D11 Extra Deck Efficiency & Coverage 50 14 Extra Deck cards across fusion, link, Xyz and synchro with several weak or off-plan choices; Extra summons are the main payoff (Inferred)
D12 Side Deck Adaptability 10 The Side Deck is empty, so there is no post-side adaptation (Verified, scored as absent)
D13 Matchup Coverage & Format Fit 40 No dated metagame sample or tournament link; the archetype is not in the usage top-core set (Provisional)
D14 Pilotability & Error Tolerance 45 Multiple engines and 12 hand traps require many decision points and timing choices (Inferred)

How the score was computed

Strategy profile: Toolbox. Structural ≈ 43, Going First ≈ 40, Going Second ≈ 38, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist_exposure (-6); oversize_main_deck (-3); no_side_deck (-2). Final formula: No reliable metagame: 0.80*Structural(43) + 0.20*TournamentReliability(35) = 41.4, then Illegal cap and modifiers (-11) = 30

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.82 · key two-card combo ≈ — · full-brick estimate ≈ 0.7 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Heavy disruption suite: 12 hand traps and about 30 removal-text cards
  • Real searchers (17 searcher-text cards) give a high chance of finding a playable starter
  • Extra Deck covers fusion, Xyz, link and synchro bosses, so multiple summon routes are available

Weaknesses

  • Illegal in OCG: 61 Main Deck cards and a Forbidden card
  • Low archetype cohesion: 0% exact-name purity and 22% core presence
  • No Side Deck, so no adaptation
  • No recorded combos, so the ceiling and median are text-only estimates

Critical choke points

  • Union Hangar and Union Activation are the only searcher-driven engine starts, so losing them to a hand trap leaves the engine dead
  • Single-copy boss and engine cards (Galaxy-Eyes Tachyon Primal, Cyber Dragon Nova, Underworld Goddess) have no backup
Priority Remove Add Reason
1 Triple Tactics Talent (Forbidden) and the unresolved passcode 10443957 Nothing; both must leave to make the list legal Restores a legal list and removes the copy-limit violation
2 One off-plan singleton (e.g. a Machina, Cyber or Gadget tech card) A 60th card that reinforces Union or the Galaxy-Eyes core Brings the Main Deck to 60, the OCG maximum, and improves engine consistency
3 None A 15-card Side Deck with hand traps and matchup-specific answers Gives the deck a post-side plan so it can be scored for best-of-3 play

Evidence & confidence

  • Verified: Illegal status: 61 Main Deck cards over the OCG maximum of 60; Triple Tactics Talent is Forbidden and run 1 copy; Side Deck is empty (0 cards); Archetype exact-name purity 0%, core presence 22.2%
  • Inferred: Opening-hand probabilities and brick estimates; Interaction and resilience scores from card text; Going-first and going-second estimates from card text
  • Provisional: Meta and matchup fit (no dated metagame sample)
  • Data gaps: No combos supplied, so floor, median and ceiling are text-only inference No tournament link, so meta-share and pilot records are absent One passcode (10443957) could not be resolved and is counted as Main No win-rate telemetry exists; going-first and going-second signals are Inferred Meta Power is Provisional unless a dated metagame sample is supplied No Side Deck, so post-side performance cannot be scored

More OCG Info

Galaxy Photon

Galaxy Photon Breakdown

 
 

 

 

 

 

 

 
 

 

 
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