Light and Darkness Ritual Deck #774020 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Griffoh x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia x3. Created Oct 25, 2026 by YGO Mod.

Deck Light and Darkness Ritual TCG

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 27, 2026
20± 8/ 100
Power Score
Structural 52
Reliability 40
Going First 50
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 20/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 52.5
Going First 50
Going Second 58
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Ritual, Toolbox
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 6 violation(s).

Identity & game plan

  • Win condition: Ritual Summon Black Chaos / Magician of Dark Chaos - Black Chaos / Black Luster Soldier via Light and Darkness Ritual, then close with 2800-3000 ATK boards and Extra Deck beaters; Synchro and Fusion beaters (Chaos Angel, The Dragon that Devours the Dogma, Mirrorjade) once a Ritual or Fallen of Albaz line is online
  • Turn 1 (going first): Open with Mulcharmy / Griffoh / Ghost Ogre-type starters and searchers (Mind Shuffle, Ragged Records, Nadir Servant) to fetch the Ritual Spell or a Ritual monster, then convert through Black Chaos or Black Luster
  • Turn 2 (going second): Hold hand traps (Ash Blossom, Droll & Lock Bird, Ghost Ogre & Snow Rabbit, Nibiru, Griffoh) to slow the opponent's first summons, then Ritual Summon or Fusion through the surviving board
  • Recovery: Recover through Ragged Records, Skull Archfiend of Chaos GY effect, Mind Shuffle, and Mulcharmy draw effects; Black Chaos can re-place a Continuous Trap from the GY
  • After siding: Not evaluable: the deck has no side deck, so there is no post-side plan

Why it scores here

The deck can reliably open a searcher-and-starter turn, since 17 searcher-text cards give about an 86% chance of at least one in the opening five (hypergeometric, Inferred). Its single Light and Darkness Ritual spell is the only copy of the ritual enabler, so the Ritual engine itself is fragile; the 0.09 chance of drawing it in five cards is what holds D1 down. Hand traps (13 cards, about 82% for at least one in six going second) and recursion give it real interruption resilience and going-second interaction, and the 2800 to 3500 ATK closers give strong end-board pressure. The score is not earned from Light and Darkness Ritual being a known archetype, and no card scores were averaged; the deck is capped because it is illegal (Forbidden Albion and Called by the Grave, plus three over-limit cards) and has no side deck, so this is a structural read only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(>=1 searcher in opening 5) ≈ 0.86; only 1 copy of Light and Darkness Ritual, so P(>=1 in 5) ≈ 0.09 (Inferred)
D2 Opening-Hand Quality & Brick Management 50 Hand traps and conditional starters (Mulcharmy, Griffoh) risk dead or redundant hands; no full-brick rate supplied (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable boards; ceiling read from text as Black Chaos / Black Luster ritual boss plus Extra Deck follow-up (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards, so the median output is unmeasured; floor assumed to depend on the single ritual spell (Inferred)
D5 Interruption Resilience & Route Redundancy 60 13 hand traps, several recursion effects and two-plus independent starter types give redundancy after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Searchers and Mulcharmy draw effects recover resources; GY recursion from Skull Archfiend and Ragged Records (Inferred)
D7 End-Board & Interaction Quality 68 13 hand traps, 6 negation-text and 19 removal-text cards give broad, layered interaction (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 62 Hand traps and Dominus Spark / Spell Shattering Sword cover going-second board breaking, though Called by the Grave is illegal (Inferred)
D9 Offensive Pressure & Closing Power 74 Boss monsters at 2800 to 3500 ATK (Black Chaos, Black Luster, Chaos Angel, Dragon that Devours the Dogma) give strong closing power (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 45 55 main cards across 30 distinct names with several singleton tech slots; 55 cards is above the 40-card baseline, which dilutes consistency (Verified composition, Inferred effect)
D11 Extra Deck Efficiency & Coverage 60 Extra Deck is full at 15 with 7 Synchro, 7 Fusion and 1 Link; the Albaz-line Fusions and the Forbidden Albion slot reduce mandatory-vs-flex clarity (Verified composition, Inferred)
D12 Side Deck Adaptability 10 Side deck is empty, so no post-side adaptation exists; scored near floor (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament context or dated meta sample; archetype meta-share unavailable (Provisional)
D14 Pilotability & Error Tolerance 35 Many conditional triggers (Mulcharmy control clause, hand-only effects, Ritual material choices) across 55 cards raise decision burden (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 52.5, Going First ≈ 50, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (Forbidden cards in deck) (-8); copy-limit overage (-4). Final formula: Structural 52.5 (Midrange profile) → 0.80*52.5 + 0.20*40 = 50; modifiers −12 → 38; capped to 20 because status is Illegal (theoretical/structural-only). Meta Power is Provisional (null).

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.86 · 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 removal-text package (13 hand traps, 19 removal-text cards)
  • Strong closing bosses at 2800 to 3500 ATK across Main and Extra Deck
  • High searcher density (17) gives frequent access to the engine pieces

Weaknesses

  • Illegal list: two Forbidden cards and three over-limit cards
  • Only one Light and Darkness Ritual spell, making the ritual engine fragile
  • Empty side deck, so no post-side adaptation
  • 55-card main deck dilutes consistency; 14 singleton slots

Critical choke points

  • Single copy of Light and Darkness Ritual gates the Ritual boss line
  • Forbidden cards (Albion, Called by the Grave) must be removed before the deck is playable
Priority Remove Add Reason
1 Albion the Branded Dragon, Called by the Grave Legal tech or a second Light and Darkness Ritual copy Forbidden in TCG; the deck is Illegal until both are removed
2 1 Ash Blossom & Joyous Spring, 1 Branded in High Spirits, 1 Droll & Lock Bird Legal filler or a second Light and Darkness Ritual Brings copy counts within the Semi-Limited and Limited caps
3 Singleton tech with low hit rate A second Light and Darkness Ritual spell Raises the chance of the Ritual enabler being in hand (Inferred)
4 None A 15-card side deck Enables a post-side plan and lifts D12 from near floor

Evidence & confidence

  • Verified: Main 55 / Extra 15 / Side 0 counts vs TCG size rules; Albion the Branded Dragon and Called by the Grave are Forbidden; Branded in High Spirits, Droll & Lock Bird and Ash Blossom exceed legal copies; Archetype exact-name purity 18.6%; Searcher group 17 copies; hand-trap group 13 copies
  • Inferred: Hypergeometric opening-hand odds (searcher 0.86; Ritual spell 0.09; hand traps 0.82 going second); Interaction and closing-power reads from card text; Engine fragility from a single Ritual spell copy
  • Provisional: Meta Power (null, no dated metagame sample); Matchup fit (D13) with no tournament context
  • Data gaps: no combos supplied; 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 and brick rates are Inferred no side deck, so post-side performance cannot be assessed Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Light and Darkness Ritual

Light and Darkness Ritual Breakdown

 
 

 

 

 

 

 

 
 

 

 
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