Light and Darkness Ritual Deck #773357 — Yu-Gi-Oh! OCG

46 Main, 3 Extra, incl. Elfnote Regina x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia 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
StunConfidence: MediumEvaluated Oct 21, 2026
40± 8/ 100
Power Score
Structural 49
Reliability 45
Going First 50
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 40/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 49
Going First 50
Going Second 62
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Stun
  • Secondary strategies: Toolbox, Tempo
  • Format: ocg

Legality

Main 46 / Extra 3 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Mulcharmy draw-engine grind into Elfnote / Blue-Eyes White Phantom Beast boss pressure (Inferred); Synchro boards from Kewl Tune RS, Black Rose Dragon and Elfnote June Pride, fed by 14 Tuners (Inferred)
  • Turn 1 (going first): Open on a Mulcharmy or Elfnote starter and hold 1-2 hand traps (Ash Blossom, Effect Veiler, Ghost Belle, Droll) for the opponent's first activation (Inferred)
  • Turn 2 (going second): Use hand traps (Ash, Veiler, Ghost Belle, Infinite Impermanence, Maxx C) to stop the opponent's first board, then draw off their summons with Mulcharmies (Inferred)
  • Recovery: Mulcharmy Fuwalos and Purulia re-draw cards when the field is empty, and Elfnote searchers rebuild the hand (Inferred)
  • After siding: Not applicable: the deck has no side deck, so there is no post-side plan (Verified)

Why it scores here

The score comes from how this list behaves as a system, not from averaging its cards. Six Mulcharmy copies give a card-draw engine that needs an empty field, and the 14 hand traps plus 11 trap cards give strong going-second interaction. Redundancy is real but spread across several sub-archetypes (Elfnote, Mulcharmy, Dominus, Kewl Tune, Synchro), with 49 of 46 main-deck copies outside the exact archetype name and no Ritual cards at all, so the engines conflict and the deck does not convert reliably into a finished board. Combo evidence is absent, so the ceiling and median are text-only inference and are scored conservatively. Side deck is empty and no tournament or win-rate data exists, which lowers adaptability and meta fit. Popularity was not a scoring input, and it did not earn any points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(>=1 Mulcharmy in 5-card opening hand) ≈ 0.52 across 6 copies; the core archetype group (9 copies) ≈ 0.68 (Inferred)
D2 Opening-Hand Quality & Brick Management 50 14 hand traps and 14 tech cards compete for hand slots and many are dead without an opponent action; Mulcharmy's 'control no cards' condition conflicts with setting traps (Inferred)
D3 Combo Conversion & Ceiling 42 No parseable boards; ceiling is inferred from Elfnote searcher/summon text and Mulcharmy draws, with no recorded line to confirm it (Inferred)
D4 Combo Floor & Median Output 40 No combo median is available; the usual output is a single hand trap or draw, which is modest (Inferred)
D5 Interruption Resilience & Route Redundancy 60 14 hand traps and multiple draw effects give redundant answers after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Mulcharmy draw effects and Elfnote searchers regenerate cards, offset by high trap/tech density that spends cards without board presence (Inferred)
D7 End-Board & Interaction Quality 65 19 negation-text and 22 removal-text cards, with 14 hand-trap flags, give broad layered interaction (Inferred, text-based)
D8 Going-Second & Board-Breaking Power 62 P(>=1 hand trap in 6-card going-second hand) ≈ 0.90 across 14 hand-trap copies; board-breaker density is limited to Synchro and Blue-Eyes text (Inferred)
D9 Offensive Pressure & Closing Power 45 Closing threats are modest: Blue-Eyes White Phantom Beast 3000, Nibiru 3000, Tinia 2400, June Pride 3100, with 1-copy access for several (Verified stats, Inferred role)
D10 Main Deck Efficiency & Flexibility 45 46 main cards across 24 distinct names with 49 off-archetype copies and no coherent archetype core; slots are compact but low in coherence (Verified composition, Inferred)
D11 Extra Deck Efficiency & Coverage 45 Only 3 Extra Deck cards (Synchro), all in the 3-slot range; coverage is narrow but the slots are used (Verified)
D12 Side Deck Adaptability 20 No side deck (Side Deck size 0), so no adaptability; this is a structural gap (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link and no dated meta sample; archetype share is unknown, so this is Provisional
D14 Pilotability & Error Tolerance 45 Multiple timing windows (Quick Effects, once-per-turn tracking, Mulcharmy conditions) raise decision load (Inferred)

How the score was computed

Strategy profile: Stun primary, Toolbox secondary (~80:20 in tie-break reads). Structural ≈ 49, Going First ≈ 50, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: engine conflicts (-3); no side deck (-2); identity mismatch (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.52 · 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

  • Broad hand-trap and negation package (14 hand traps) that is strong going second
  • Mulcharmy draw engine gives card advantage when the field is empty
  • Good starter redundancy across Elfnote and Mulcharmy

Weaknesses

  • Sub-archetype engines conflict (Mulcharmy 'no cards on field' vs trap setting)
  • No side deck
  • Archetype label does not match the list: no Ritual cards, core usage 28.6% present
  • No recorded combos to confirm a functional ceiling

Critical choke points

  • Mulcharmy requires an empty field while the deck also sets traps and summons Elfnote boards
  • Single-copy Limited cards (Maxx C, Droll, Elfnote Lucina/Tinia, Bystial, Lucina) cannot be replaced by a second copy
Priority Remove Add Reason
1 One of the Synchro Emergency copies A second Mulcharmy or Elfnote starter, or a core card from the archetype's usage list Improves starter consistency and reduces off-engine dead cards
2 Tech cards with narrow targets Side deck (up to 15 cards) to allow post-side adjustment Restores adaptability for best-of-3 play

Evidence & confidence

  • Verified: Legal status against OCG BanList; all Limited/Semi-Limited copies are within legal limits; 46 main, 3 extra, 0 side; sizes are in range; Usage stats: 4 of 14 core cards present (28.6%)
  • Inferred: Starter access ≈ 0.52 via hypergeometric estimate; Going-second hand-trap access ≈ 0.90; Draw-engine and interaction reads from card text
  • Provisional: Meta fit and matchup coverage: no dated metagame sample or tournament data
  • 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 deck title is null; archetype label does not match the card list

More OCG Info

Light and Darkness Ritual

Light and Darkness Ritual Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top