Light and Darkness Ritual Deck #773066 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Black Chaos x3, Diabellstar the Black Witch x3, Magician's Rod x3. Created Oct 21, 2026 by YGO Mod.

Deck Light and Darkness Ritual OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 21, 2026
30± 10/ 100
Power Score
Structural 49
Reliability 35
Going First 46
Going Second 55

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Medium)

Overall score Value
Structural Deck Power 49
Going First 46
Going Second 55
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Control
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Ritual Summon a 3000-ATK Light and Darkness Ritual monster (Black Luster Soldier or Black Chaos line) and protect it with hand traps and Spell/Trap negation.; Fusion/Link follow-up (Master of Chaos, Magistus Chorozo, Azamina boards) once the Ritual board is established.
  • Turn 1 (going first): Search or draw Light and Darkness Ritual, Ritual the 3000-ATK monster by tributing or banishing from GY, and keep Ash Blossom, Droll and Nibiru up as interaction.
  • Turn 2 (going second): Hold Ash Blossom, Droll & Lock Bird, Nibiru, Evenly Matched and Forbidden Droplet to stop the opponent's first summon and build from a six-card hand.
  • Recovery: Use Mulcharmy draw effects, Ragged Records of Rites and Skull Archfiend recursion from GY and banishment to rebuild the Ritual engine.
  • After siding: No Side Deck is registered, so no post-side plan can be evaluated; the deck is theoretical only as submitted.

Why it scores here

The deck reliably opens a functional plan only through its archetype core: 23 archetype-core copies give P(at least one in a 5-card opening hand) ≈ 0.94, but each single-copy Ritual enabler (Light and Darkness Ritual, Mind Shuffle-style searchers aside) is live in only ≈ 9–11% of opening hands, so the Ritual engine's bottleneck is the single copy rather than the archetype count. Conversion is structural only: there are no recorded boards, so the 3000-ATK Ritual monsters, Master of Chaos and the Azamina Fusion line are scored as ceiling options, and the median output is scored lower because the deck depends on a sequence of Ritual, Fusion and Link steps. Interaction is the strongest part of the system: 13 hand traps and 11 negation-text cards (Ash Blossom, Droll & Lock Bird, Nibiru, Evenly Matched, Forbidden Droplet, Spell Shattering Sword) give a going-second P(≥1 hand trap in six cards) ≈ 0.82. The score is capped low because the list is illegal: Ash Blossom is run at 3 copies against a Semi-Limited limit of 2, and WANTED is run at 2 copies against a Limited limit of 1. The Structural score (≈ 49) is therefore a theoretical read only, not a legal Final Contextual score, and the deck has no Side Deck. Popularity was not credited: archetype core usage (≈ 95% for Black Chaos Magician) confirms the list is real but earned no points, and card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 48 P(≥1 archetype-core card in opening 5) ≈ 0.94, but single-copy Light and Darkness Ritual is live in ≈ 9% of opening hands (Inferred)
D2 Opening-Hand Quality & Brick Management 45 13 hand traps and 21 searcher-text cards with 20 Level-0 spells give a meaningful dead-card risk in openings; 3-copy 1-of pieces add redundancy but not reliability (Inferred)
D3 Combo Conversion & Ceiling 50 No recorded boards; ceiling read from text as 3000-ATK Ritual and Fusion/Link follow-ups with Mulcharmy draw (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards; median output inferred lower than ceiling because the Ritual line needs several correct steps (Inferred)
D5 Interruption Resilience & Route Redundancy 52 Multiple hand traps and recursion (Skull Archfiend, Griffoh, Kuriboh) give independent routes after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 50 Ragged Records, Mulcharmy draw and GY/banish recursion give recovery; no resource data supplied (Inferred)
D7 End-Board & Interaction Quality 62 Interaction density is high: 13 hand traps and 11 negation-text cards, with Nibiru and Spell Shattering Sword on the board (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 58 Going-second hand-trap coverage P ≈ 0.82; board-breaking via Black Chaos and Master of Chaos is textual only (Inferred)
D9 Offensive Pressure & Closing Power 60 Closing options at 3000 ATK (Black Chaos, Black Luster Soldier, Master of Chaos) with some piercing/banish text (Inferred)
D10 Main Deck Efficiency & Flexibility 45 55 Main Deck cards with 28 distinct cards and 1-of Ritual enablers; compactness is moderate and the Ritual slots are thin (Inferred)
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck slots spread across Link, Fusion and Synchro (8/6/1) with mostly flexible options; no mandatory-card analysis available (Inferred)
D12 Side Deck Adaptability 15 No Side Deck registered; post-side adaptability cannot be scored (Provisional)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 40 Ritual, Fusion, Link and Synchro sequencing with many decision points and hand-trap timing; no combo step data (Inferred)

How the score was computed

Strategy profile: Midrange primary, Stun secondary; Midrange weights used for Structural (Structural ≈ 49 before the illegal cap). Structural ≈ 49, Going First ≈ 46, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist exposure (-8); no Side Deck (-2); illegal_cap (0). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*49 + 0.20*35 - 10 ≈ 36, then capped to 30 because the deck is Illegal (copy-limit violations); theoretical/structural-only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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 package (13 hand traps, 11 negation-text cards) gives strong going-second interaction
  • Archetype core is present in almost every opening (≈ 0.94 for ≥1 of 23 copies)
  • Multiple 3000-ATK Ritual and Fusion finishers, plus Mulcharmy and Ragged Records draw and recovery

Weaknesses

  • Illegal list: copy limits are exceeded for Ash Blossom and WANTED
  • Single-copy Ritual enabler (Light and Darkness Ritual) is rarely in the opening hand
  • No Side Deck and no post-side plan
  • No combo or tournament data; ceiling and median are text-only inference

Critical choke points

  • Light and Darkness Ritual (1 copy): if absent, the 3000-ATK Ritual monsters cannot be summoned
  • Ash Blossom at 3 copies: the illegal over-limit copy is also the deck's main hand-trap redundancy
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring Nothing (or a legal Limited-safe substitute) Ash Blossom is run at 3 copies against a Semi-Limited limit of 2; the list is illegal until one copy is removed
2 1 copy of WANTED: Seeker of Sinful Spoils Nothing (or a legal substitute) WANTED is run at 2 copies against a Limited limit of 1; the list is illegal until one copy is removed
3 None A 10–15 card Side Deck The deck has no Side Deck, so it cannot be scored for best-of-3 adaptability; a side plan would raise D12 and Going-Second resilience

Evidence & confidence

  • Verified: Main 55 / Extra 15 / Side 0 size is within the OCG range (40–60 / 0–15 / 0–15); Ash Blossom 3 copies vs Semi-Limited legal 2; WANTED 2 copies vs Limited legal 1 (two over-limit violations); Droll & Lock Bird and S:P Little Knight are at their Limited cap of 1; Hypergeometric draw odds from the resolved Main Deck (0.2529 for 3 copies in 5 cards; 0.0909 for 1 copy); Archetype-core usage ≈ 95% for Magician of Dark Chaos - Black Chaos and ≈ 90% for Black Luster Soldier
  • Observed: Usage statistics show the deck runs 12 of 14 archetype-standard core cards (85.7%); S:P Little Knight and Chaos Angel are absent
  • Inferred: Ritual engine reliability and single-copy Light and Darkness Ritual bottleneck (≈ 9% in opening 5); Hand-trap coverage on going second (P ≈ 0.82) and interaction density; Ceiling and median output of the Ritual and Fusion lines from card text only; Going-first and going-second power components
  • Provisional: Meta Power (no dated metagame sample); D13 matchup and format fit (no tournament link); D12 side-deck adaptability (no Side Deck)
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied No Side Deck registered (Side Deck size 0) Deck title is null; deck name not available

More OCG Info

Light and Darkness Ritual

Light and Darkness Ritual Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top