Call of the Haunted Deck #774047 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Hubrow, Founder of the Ominous Observers x3, Mulcharmy Fuwalos x3, Mulcharmy Meowls x3. Created Oct 25, 2026 by YGO Mod.

Deck Call of the Haunted TCG

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
ToolboxConfidence: LowEvaluated Oct 27, 2026
33± 8/ 100
Power Score
Structural 48
Reliability 35
Going First 44
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 33/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 48
Going First 44
Going Second 50
Meta Power provisional
Tournament Reliability 35
  • Primary strategy: Toolbox
  • Secondary strategies: Midrange, Stun
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Zombie and Xyz/Link board pressure from Pumpking the Great Ghost King, Divine Arsenal AA-ZEUS, The Undying Legion and D/D/D Duo-Dawn King Kali Yuga, backed by Call of the Haunted recursion; Recursion of Level 6 Zombies (Pumpking the King of Grave Ghosts, Hubrow) and Mulcharmy draw pressure
  • Turn 1 (going first): Open with Ectoplasmic Fortification or Pumpking the King of Grave Ghosts to search Call of the Haunted, set it, and pressure with a Level 6 Zombie into an Xyz; hold Ash Blossom and Ghost Ogre for interaction
  • Turn 2 (going second): Hand traps (Ash Blossom, Ghost Ogre & Snow Rabbit, Skull Meister, Droll & Lock Bird, Dominus Impulse) answer the opponent's first summon, then rebuild through Mulcharmy and Hubrow
  • Recovery: Zombie recursion from the GY via Mezuki, Officiating Reverie, Changshi and Call of the Haunted, plus Mulcharmy draw triggers
  • After siding: Not evaluable: the deck list has no Side Deck (0 cards), so there is no post-side plan

Why it scores here

The list is structurally illegal: three cards exceed their copy limits (Ash Blossom and Dominus Impulse at 3 versus 2 allowed, S:P Little Knight at 2 versus 1), so this score is theoretical and structural only. The deck's 55-card main with 15 Extra-Deck cards is within size rules, and its 11 hand traps and 14 negation-text cards give it real interaction density. Its engine is spread across Call of the Haunted, Mulcharmy, Phantom Knights, Goblin and PSY-Frame, with only 12 of 70 cards in the exact archetype (17.1% purity), which costs consistency and conversion. No recorded boards, no side deck and no tournament or meta sample exist, so the median output, going-second read and matchup fit are inferred from text rather than measured. Structural power was computed from the 14 dimensions using the Toolbox profile; popularity and card-level strength were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 45 P(at least one 3-copy card in opening 5) = 0.25; Call of the Haunted runs only 2 copies, so the core engine is unreliable on T1 (Inferred)
D2 Opening-Hand Quality & Brick Management 42 11 hand traps and 9 searchers in 55 cards; many hand traps are dead when no opposing card or effect is active (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards; ceiling read from text only, Pumpking and Call of the Haunted produce board and recursion, but no measured line (Inferred)
D4 Combo Floor & Median Output 35 No combo data; median output cannot be measured, so this is a low-confidence text read (Inferred)
D5 Interruption Resilience & Route Redundancy 52 Several independent draw and negation lines (Mulcharmy, Ash Blossom, Ghost Ogre) give partial redundancy after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Searchers and GY recursion (Ectoplasmic Fortification, Hubrow, Mezuki, Changshi) regenerate resources (Inferred)
D7 End-Board & Interaction Quality 66 14 negation-text and 27 removal-text cards across hand traps and traps; layered interaction, but over-limit copies inflate it (Inferred)
D8 Going-Second & Board-Breaking Power 60 Going-second hand-trap density is high (Ash, Ghost Ogre, Skull Meister, Droll & Lock Bird, Dominus Impulse); no going-second combo split (Inferred)
D9 Offensive Pressure & Closing Power 60 Pumpking the Great Ghost King 2400 ATK, Divine Arsenal 3000, Kali Yuga 3500, Wandering Titan 2600 give a strong end-board range (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 42 55 Main cards with 29 distinct names; 17.1% exact-archetype purity and many one-off off-archetype slots reduce coherence (Verified composition, Inferred impact)
D11 Extra Deck Efficiency & Coverage 55 9 Xyz and 6 Link monsters across 15 Extra slots; flexible but relies on several unshared Xyz/Link cards (Verified composition)
D12 Side Deck Adaptability 5 Side Deck is empty (0 cards); no post-side plan exists (Verified)
D13 Matchup Coverage & Format Fit 40 No dated metagame sample or tournament link; format fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 40 Multiple hand-trap timing decisions and a Mulcharmy/Xyz sequence require moderate reading; no step data (Inferred)

How the score was computed

Strategy profile: Toolbox primary, Midrange secondary (structural weights from Toolbox; Midrange not blended numerically). Structural ≈ 48, Going First ≈ 44, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 35. Modifiers: banlist exposure (-8); engine conflicts (-4). Final formula: 0.80*Structural(48) + 0.20*TournamentReliability(35) + ContextModifiers(-12) = 33; Meta provisional; illegal list capped low, 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 interaction: 11 hand traps and 14 negation-text cards
  • Searcher density (9) and GY recursion give resource regeneration
  • Strong Extra-Deck end-board range (Zeus 3000, Kali Yuga 3500, Pumpking 2400)

Weaknesses

  • Illegal list: three over-limit copies
  • Only 17.1% exact-archetype purity; engine split across five sub-archetypes
  • No side deck
  • No recorded combos, so floor and median output are unmeasured

Critical choke points

  • Call of the Haunted (2 copies) as the core Trap for Zombie recursion
  • Single-copy Pumpking the Great Ghost King and Kali Yuga for the closing turn
Priority Remove Add Reason
1 One copy each of Ash Blossom & Joyous Spring, Dominus Impulse (third copies), and one S:P Little Knight Legal filler (a searcher or a second Call of the Haunted-related card) Restores legality; without this the score is theoretical only
2 Off-archetype one-of slots (e.g. Wandering Titan, Changshi) Additional Call of the Haunted or Zombie engine pieces Raises exact-archetype purity and engine consistency
3 None A Side Deck of 15 cards (e.g. Droll-style hand traps and Dominus Spark) Gives a post-side plan; currently absent

Evidence & confidence

  • Verified: Main 55 / Extra 15 / Side 0 sizes against TCG rules; Three copy-limit violations and their banlist statuses; Card stats and text excerpts for all 50 distinct cards; Archetype purity 17.1%
  • Observed: No recorded boards exist for this deck
  • Inferred: Starter hypergeometric estimates (0.25 for 3-copy cards); Interaction density and hand-trap value from card text; Going-first and going-second estimates
  • Provisional: Meta power and matchup fit (no dated metagame sample)
  • Data gaps: Deck is illegal; score is theoretical and structural only No combos supplied; combo floor, median and ceiling are text-only inference No Side Deck (0 cards); post-side dimension cannot be evaluated No tournament link; archetype meta-share and per-pilot match record absent No win-rate telemetry; going-first and going-second splits are Inferred Meta Power is provisional unless a dated metagame sample is supplied

More TCG Info

Call of the Haunted

Call of the Haunted Breakdown

 
 

 

 

 

 

 

 
 

 

 
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