Phantom Knights Deck #773706 — Yu-Gi-Oh! TCG

56 Main, 16 Extra, incl. Girsu, the Orcust Mekk-Knight x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia x3. Created Oct 24, 2026 by YGO Mod.

Deck Phantom Knights TCG

Created by: YGO Mod (20517634)

Created On: 10/24/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 27, 2026
40± 10/ 100
Power Score
Structural 56
Reliability 45
Going First 52
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 40/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 56
Going First 52
Going Second 58
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Combo
  • Secondary strategies: Stun, Toolbox
  • Format: tcg

Legality

Main 56 / Extra 16 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Xyz and Link boards built from Phantom Knights monsters, closing with Phantom Knights of Rusty Bardiche, Raider's Knight and Break Sword style bosses; Mulcharmy draw and Orcust Link-based board pressure
  • Turn 1 (going first): Open a Phantom Knights searcher or summon (Silent Boots, Decayed Cloak, Doomed Soleret), chain into a Rank-Up-Magic or Xyz line, and protect with Ash Blossom, Ghost Ogre and Typhoon-style interaction
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Ogre, Infinite Impermanence, Evenly Matched, Dominus Impulse) to stop the opponent's summon, then rebuild a board from the GY and banished Phantom Knights
  • Recovery: Banish Phantom Knights monsters from the GY to re-summon or search, and use Mulcharmy draw and Galatea-I to refill the hand
  • After siding: Not evaluable: the deck runs no side deck, so there is no post-side plan

Why it scores here

This list is Illegal in TCG: Ash Blossom and Dominus Impulse are each run three times against a Semi-Limited cap of two, and the Extra Deck holds 16 cards against a maximum of 15. Because of that, the score is a structural read capped at 40 and is theoretical only. The structural read finds a real engine: the archetype core is present in 97% of opening hands (Inferred), and the Phantom Knights searchers and Xyz/Link bosses give it redundant lines. The deck also carries 11 hand traps and 13 negation-text cards, which gives it resilience and going-second value. Its weak points are the lack of any recorded combo data, a low side-deck score (no side deck), and the 16-card Extra Deck. The score comes from the consistency, interaction and closing structure of the system and not from averaging card scores, and the archetype's popularity earned no points because no meta or tournament data is attached.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(at least one core Phantom Knights card in opening 5) ≈ 0.97 by proxy; 3-copy searchers keep the engine live on T1-T2 (Inferred)
D2 Opening-Hand Quality & Brick Management 50 18 tech cards and several narrow hand traps (Infinite Impermanence, Evenly Matched, Typhoon) create dead-hand risk; no brick estimate from data (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable recorded combos; ceiling is a semantic read of Rank-Up-Magic and Xyz/Link follow-ups, not a measured value (Inferred)
D4 Combo Floor & Median Output 45 Combo floor and median cannot be measured because combos_evidence is empty; scored conservatively (Inferred)
D5 Interruption Resilience & Route Redundancy 62 11 hand traps plus Mulcharmy draw and GY recursion give two or more independent answers to one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 GY banish recursion on several Phantom Knights monsters and Mulcharmy draw give a reasonable grind; no resource data (Inferred)
D7 End-Board & Interaction Quality 66 13 negation-text and 35 removal-text cards provide layered interaction; the flags are verified and the quality is Inferred from text
D8 Going-Second & Board-Breaking Power 62 11 hand traps and Ghost Ogre plus Dominus Impulse give going-second disruption; no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 60 Xyz and Link bosses reach 2000-3000 ATK, but no end-board or damage data supports the closing claim (Inferred)
D10 Main Deck Efficiency & Flexibility 50 56-card Main with 29 distinct cards, 14 singles, and a 30.6% exact-name archetype purity; compact but lightly coherent (Verified counts, Inferred quality)
D11 Extra Deck Efficiency & Coverage 42 Extra Deck of 16 is over the 15-card maximum; Xyz and Link coverage is broad but one slot is Limited (Verified)
D12 Side Deck Adaptability 10 No side deck is run, so there is no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; neutral provisional score (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Xyz/Link sequencing and many hand-trap timing decisions raise the skill floor (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 56, Going First ≈ 52, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist_exposure (-4). Final formula: Structural 56.2 from the Combo profile; computed 0.80*Structural + 0.20*TournamentReliability = 54; Illegal cap applied, so the final score is min(54, 40) = 40 and is theoretical/structural only. Meta is provisional (null).

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.97 · 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 Phantom Knights engine is accessible on the opening hand (Inferred)
  • Layered hand traps and negation give going-second disruption
  • Mulcharmy and GY banish recursion keep the hand and board refilled

Weaknesses

  • Illegal as built: two copy-limit violations and a 16-card Extra Deck
  • No side deck, so there is no post-side adaptation
  • Lightly coherent: only 30.6% exact-name archetype purity across several sub-archetypes

Critical choke points

  • The Phantom Knights searchers and Rank-Up-Magic lines depend on a small number of Xyz and Link bosses
  • Hand-trap timing errors can waste the single most valuable interaction
Priority Remove Add Reason
1 One copy each of Ash Blossom & Joyous Spring and Dominus Impulse Any non-Semi-Limited hand trap or staple card of the same role Brings the deck within Semi-Limited copy limits so it can be played legally
2 One Extra Deck card with low engine use None (remove only) Brings the Extra Deck down to the 15-card maximum
3 Two or three low-impact tech cards A side deck of 6 to 15 cards A side deck is required for best-of-3 adaptability (D12)

Evidence & confidence

  • Verified: Legality status Illegal: Ash Blossom and Dominus Impulse over copy limit; Extra Deck 16 over 15; Archetype core present in 97.4% of 5-card hands (hypergeometric); 11 hand traps, 13 negation-text, 35 removal-text by role-tag count; No side deck; no tournament link; no combos supplied
  • Inferred: Engine consistency and redundancy of Phantom Knights lines; Interaction layering and going-second disruption quality; Closing power of the Xyz and Link bosses; Pilot complexity estimate
  • Provisional: Meta Power is null and D13 is neutral because no dated metagame sample is supplied
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference No tournament link; archetype meta-share and per-pilot record absent No win-rate telemetry; going-first/second, matchup and brick rates are Inferred or Unknown No side deck, so post-side plan is unevaluable Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Phantom Knights

Phantom Knights Breakdown

 
 

 

 

 

 

 

 
 

 

 
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