Phantom Knights Deck #774048 — 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 Phantom Knights TCG

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 27, 2026
30± 10/ 100
Power Score
Structural 57
Reliability 50
Going First 55
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 57
Going First 55
Going Second 60
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox, Xyz, Link
  • 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: Xyz and Link boss monsters (Pumpking the Great Ghost King, Wandering Titan of Tartarus, Divine Arsenal AA-ZEUS, Wollow) reached through Call of the Haunted and Phantom Knights Xyz/Link lines; Recursion of Zombie monsters via Mulcharmy draw pressure and Zombie searchers, with Goblin Biker Big Gabonga as a secondary Xyz
  • Turn 1 (going first): Open with a Phantom Knights or Call of the Haunted starter, search or summon into a Link or Xyz boss, and keep one hand trap (Ash Blossom, Ghost Ogre, Skull Meister, Droll) up for the opponent's first answer
  • Turn 2 (going second): Use the six-card hand to hold two or more hand traps (about 76 percent chance of at least one) to negate the opponent's starter, then rebuild through Zombie searchers and Mulcharmy draws
  • Recovery: Rebuild from the graveyard with Mezuki, Changshi, Officiating Reverie and Call of the Haunted, and use Ectoplasmic Fortification or Stare of the Snake Hair to re-add the Call of the Haunted engine
  • After siding: Not evaluable: the deck runs no side deck (side_count 0), so there is no recorded post-side plan

Why it scores here

The deck reliably opens a Phantom Knights or Call of the Haunted starter often enough that the 17-copy archetype core has an estimated 86 percent chance of at least one copy in a five-card opening hand (Inferred). Its interaction is the strongest part of the system: 11 hand traps and 14 negation-text cards give a high chance of stopping the opponent's first starter when going second. Conversion is capped by a thin, mixed engine: only 6 of 55 Main Deck cards carry the exact Phantom Knights name (8.6 percent exact purity), with 64 off-archetype copies spread across Call of the Haunted, Dominus, Mulcharmy, Goblin, Death and PSY-Frame, so several lines compete for the same hand slots. No recorded boards exist, so the ceiling and median are text-only inferences and the floor is scored conservatively. The score comes from consistency, interaction and the system as a whole, not from popularity or from averaging individual card scores; because the list is illegal and has no side deck, the Final score is capped at 30 and is structural only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(at least one archetype-core card in 5-card opening hand) about 0.86 with 17 core copies; engine accessibility is high but split across sub-archetypes (Inferred)
D2 Opening-Hand Quality & Brick Management 55 14 percent estimated proxy-brick rate for the core set; 11 hand traps and multi-archetype copies add dead-card risk on some hands (Inferred)
D3 Combo Conversion & Ceiling 55 No recorded boards; Pumpking the Great Ghost King plus Call of the Haunted and Launch text suggests a high ceiling in an ideal line (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards; the median depends on whether the opening starter lands in the correct sub-archetype, so it is scored low (Inferred)
D5 Interruption Resilience & Route Redundancy 65 Multiple hand traps and independent starters (Call of the Haunted, Phantom Knights, Mulcharmy, Zombie searchers) give several routes after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Mulcharmy draw effects, Ectoplasmic Fortification and 9 searcher-text cards support recovery and card flow (Inferred)
D7 End-Board & Interaction Quality 70 27 removal-text and 14 negation-text cards, including Ash Blossom, Ghost Ogre, Skull Meister, Droll and Dominus Impulse, give layered end-board interaction (Inferred; flags verified)
D8 Going-Second & Board-Breaking Power 70 Hand traps are reused for going-second interaction with an estimated 76 percent chance of at least one in six cards (Inferred)
D9 Offensive Pressure & Closing Power 62 Pumpking 2400/2600 Xyz, Wandering Titan 2600, Divine Arsenal 3000 and Officiator Samuel give strong end-board ATK, but closing depends on reaching them (verified stats; Inferred conversion)
D10 Main Deck Efficiency & Flexibility 40 55 Main Deck cards across 29 distinct names with 14 singletons and only 8.6 percent exact archetype purity lowers coherence (verified composition; Inferred)
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck slots across 13 distinct cards with Pumpking x2 and S:P Little Knight x2, mixed with Link and Xyz options (verified composition; Inferred)
D12 Side Deck Adaptability 10 No side deck (side_count 0), so no post-side adaptation is possible (verified)
D13 Matchup Coverage & Format Fit 50 Archetype meta-share and tournament data are unavailable; matchup fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 55 Multiple archetype lines, Xyz and Link summons and hand-trap timing require several decision points (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 57, Going First ≈ 55, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist exposure (-4); engine conflicts (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) = 55.6, then context modifiers -7 = 48.6, then Illegal cap applied = 30 (theoretical/structural only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.86 · key two-card combo ≈ — · full-brick estimate ≈ 0.14 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Strong interaction density: 11 hand traps and 14 negation-text cards
  • High archetype-core consistency (about 86 percent to open at least one core card)
  • Multiple Xyz and Link bosses with strong ATK
  • Recursion and draw engines (Mulcharmy, Zombie searchers)

Weaknesses

  • Illegal copy limits on Ash Blossom, Dominus Impulse and S:P Little Knight
  • Low exact archetype purity (8.6 percent) and many competing sub-archetypes
  • No side deck, so no post-side plan
  • No recorded boards, so the combo ceiling and median are unverified

Critical choke points

  • Reaching the Call of the Haunted or Phantom Knights Xyz/Link boss line depends on one or two starters
  • Correcting the three over-limit cards is required before any normal Final score applies
Priority Remove Add Reason
1 One copy each of Ash Blossom & Joyous Spring and Dominus Impulse, and one copy of S:P Little Knight Legal substitutes (for example a single copy of the other hand trap or a Phantom Knights staple) Brings the list into the TCG copy limits so the deck can receive a normal score
2 Off-archetype Dominus and Goblin copies Additional Phantom Knights or Call of the Haunted engine cards Raises exact archetype purity and reduces hand collisions between sub-archetypes
3 None (no side deck is present) A 15-card side deck of targeted answers Gives a post-side plan, which is currently missing (D12 = 10)

Evidence & confidence

  • Verified: Illegal status: Ash Blossom 3 copies vs 2 legal, Dominus Impulse 3 vs 2, S:P Little Knight 2 vs 1; Main 55 and Extra 15 are within size rules; side is 0 and absent; Card text and stats for all 40+ distinct cards; Archetype core usage: 7 of 25 core cards present (28 percent)
  • Observed: No recorded combo boards exist for this deck
  • Inferred: 86 percent opening-hand core access and 14 percent proxy brick rate; Hand-trap interaction density and going-second 76 percent estimate; Combo ceiling and median from card text only; Consistency and resilience dimensions
  • Provisional: Meta Power (null) and matchup fit (D13); Tournament reliability
  • 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 in YGOVN for this deck; going-first and going-second splits are Inferred Meta Power is Provisional without a dated metagame sample No side deck, so best-of-3 adaptability cannot be measured

More TCG Info

Phantom Knights

Phantom Knights Breakdown

 
 

 

 

 

 

 

 
 

 

 
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