Light and Darkness Ritual Deck #773274 — Yu-Gi-Oh! OCG

52 Main, 18 Extra, incl. Black Chaos x3, Griffoh x3, Mulcharmy Fuwalos 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: LowEvaluated Oct 21, 2026
30± 8/ 100
Power Score
Structural 47
Reliability 40
Going First 45
Going Second 50

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 47
Going First 45
Going Second 50
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Tempo
  • Format: ocg

Legality

Main 52 / Extra 18 / Side 0 — status under the rules at evaluation time: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Ritual-summoned Black Chaos and Black Luster Soldier boards, backed by Fusion and Synchro bosses from the Extra Deck (Inferred from card text); Synchro and Fusion bosses such as The Crimson King, Chaos Angel and Despian Quaeritis, once the Ritual starter goes off (Inferred)
  • Turn 1 (going first): Light and Darkness Ritual or Ragged Records / Mind Shuffle to find the Ritual monster, then Ritual Summon, with Ash Blossom and Droll & Lock Bird held as interaction (Inferred)
  • Turn 2 (going second): Hand traps (Ash Blossom, Ghost Ogre, Maxx C, Droll & Lock Bird) to answer the opponent's first board, then rebuild a Ritual or Synchro line (Inferred)
  • Recovery: Searchers (15 copies with search text) and Mulcharmy draw effects to rebuild a hand after an interruption; GY Ritual recursion via Skull Archfiend of Chaos (Inferred)
  • After siding: No side deck is present, so no post-side plan can be scored; this is a major gap.

Why it scores here

The list is Illegal: Branded in High Spirits runs 3 copies against a limit of 1, Albion the Branded Dragon (Forbidden) is run, and the Extra Deck holds 18 cards against a 15-card cap, so it does not receive a normal score. The structural read is that the Ritual starter (Light and Darkness Ritual, 2 copies) has only an 18% chance of appearing in a 5-card opening hand, and the archetype core is present at 97% but the exact-name purity is only 22.9% across Mulcharmy, Branded, Albaz, Chaos and Stardust cards. Interaction density is reasonable, with 7 hand traps and 21 removal-text cards, which earns credit for going-second resilience. There are no recorded combos, no side deck and no tournament data, so the offensive and floor scores rest on card text only. The score comes from consistency and interaction on the system, not from averaging card scores and not from archetype popularity.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 50 P(at least 1 Ritual Spell in 5-card opening hand) ≈ 0.18 with 2 copies; core archetype group open ≈ 0.97 (Inferred)
D2 Opening-Hand Quality & Brick Management 45 Many non-engine singletons (17 of 30 distinct main cards) and 7 hand traps compete for hand slots; conflicting Normal Summon effects (Inferred)
D3 Combo Conversion & Ceiling 40 No parseable boards; ceiling read only from card text such as Black Chaos and Black Luster Soldier Ritual Summons (Inferred)
D4 Combo Floor & Median Output 35 No combo boards supplied; median output unknown and not scored from data (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Seven hand traps and two Ash Blossom copies give some redundancy, but the Ritual line has a single-starter chokepoint (Inferred)
D6 Resource Economy, Recovery & Grind 55 Searcher text on 15 cards and Mulcharmy draw effects support recovery across turns (Inferred)
D7 End-Board & Interaction Quality 60 Removal text on 21 cards and negation text on 8 cards give breadth; Droll and Ash Blossom add layered interaction (Inferred)
D8 Going-Second & Board-Breaking Power 55 Hand-trap group reaches 60% in a 6-card going-second hand; no board-breaking data (Inferred)
D9 Offensive Pressure & Closing Power 60 Black Chaos (3000 ATK), Black Luster Soldier (3000 ATK) and Red Dragon Archfiend (3000 ATK) give closing power when the engine lands (Verified stats, Inferred plan)
D10 Main Deck Efficiency & Flexibility 30 52 main cards exceeds the 40-60 OCG range but breaks copy limits; 3-copy staples and 1-copy singletons dilute consistency (Verified legality)
D11 Extra Deck Efficiency & Coverage 35 18 Extra Deck cards exceeds the 15-card cap, so the list cannot be played as built (Verified legality)
D12 Side Deck Adaptability 10 Zero side deck cards; no post-side plan exists (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; matchup fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Ritual and Synchro sequences with many conditional summons are demanding for the pilot (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 47, Going First ≈ 45, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-6); extra deck oversize (-4). Final formula: 0.80*Structural + 0.20*TournamentReliability + modifiers(-10) = 35.6, then capped at 30 because the list is Illegal (theoretical/structural only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.18 · 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

  • Core archetype cards are present at 97% opening-hand availability (Verified draw odds)
  • Seven hand traps and 21 removal-text cards give layered interaction (Verified flags, Inferred use)
  • Searcher text on 15 cards supports recovery (Inferred)

Weaknesses

  • Illegal list: copy-limit and Forbidden-card violations (Verified)
  • Extra Deck is 18 cards, over the OCG cap of 15 (Verified)
  • No side deck (Verified)
  • Low exact-name purity at 22.9% weakens engine coherence (Verified count, Inferred effect)

Critical choke points

  • Light and Darkness Ritual (2 copies) is the only Ritual spell route; P(in opening hand) ≈ 0.18 (Inferred)
  • Albion the Branded Dragon is Forbidden and cannot be played in OCG (Verified)
Priority Remove Add Reason
1 Albion the Branded Dragon A legal Fusion boss from the Extra Deck (for example Despian Quaeritis) Forbidden card; the deck cannot be played legally as built (Verified)
2 1 copy of Branded in High Spirits (keep 1) A Main Deck staple of the same role or a Ritual support card Copy limit is 1; 3 copies are over the limit (Verified)
3 3 Extra Deck cards until the count is 15 Nothing; keep only the bosses the Ritual line uses Extra Deck must not exceed 15 (Verified)

Evidence & confidence

  • Verified: Legality violations: Branded in High Spirits 3 copies vs limit 1, Albion Forbidden, Extra Deck 18 vs 15; Card stats and text read from the resolved card list; Archetype core present ≈ 97% (hypergeometric)
  • Inferred: Ritual-starter access ≈ 18% in a 5-card hand; Brick and redundancy estimates from copy histogram and card roles; Interaction breadth from text roles; Going-first and going-second plans from card text
  • Provisional: Meta Power (no dated meta sample); Matchup and format fit (no tournament link)
  • 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 side deck — post-side plan cannot be scored no win-rate telemetry exists in YGOVN (going-first/second, matchup, brick/starter rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Light and Darkness Ritual

Light and Darkness Ritual Breakdown

 
 

 

 

 

 

 

 
 

 

 
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