Light and Darkness Ritual Deck #774095 — Yu-Gi-Oh! TCG

42 Main, 7 Extra, incl. Black Chaos x3, Kuriboh - Multiply! x3, Magician's Rod 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
30± 10/ 100
Power Score
Structural 59
Reliability 50
Going First 60
Going Second 54

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 59
Going First 60
Going Second 54
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Control
  • Format: tcg

Legality

Main 42 / Extra 7 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Ritual Summon Black Chaos, Magician of Dark Chaos - Black Chaos or Black Luster Soldier, backed by a Dark Magician or Light and Darkness Ritual boss line; Fusion Summon Master of Chaos or Dark Magician of Destruction from the Extra Deck, and Link Monsters for board presence
  • Turn 1 (going first): Search Light and Darkness Ritual or a Ritual monster with Ragged Records of Rites / Mind Shuffle / Magician's Rod, then Ritual Summon through Light and Darkness Ritual or Chaos Form
  • Turn 2 (going second): Hold Ash Blossom, Ghost Ogre and Infinite Impermanence to stop the opponent's first effect, then use Droll & Lock Bird or Kuriboh to slow their draws and continue the ritual line
  • Recovery: Recover through Skull Archfiend of Chaos and Ritual Spells in the GY, and Mulcharmy Fuwalos for card advantage once the hand is empty
  • After siding: Not available: the deck runs no Side Deck, so there is no post-side plan to evaluate

Why it scores here

The deck's engine is the 19-copy archetype core of searchers (Ragged Records of Rites, Mind Shuffle, Magician's Rod, Skull Archfiend of Chaos), so a 5-card opening hand has about a 96% chance of containing at least one searcher (Inferred, hypergeometric). Interaction is the strongest part of the system: ten hand traps and eight negation-text cards let the deck answer the first effect on both turns and keep the Ritual line running. Its ceiling comes from Ritual bosses such as Black Chaos, Black Luster Soldier and Magician of Dark Chaos, which are powerful but gated behind Ritual Spells. Median output is unmeasured because no recorded boards exist, so the floor is scored as a conservative inference. The score is capped at 30 because the list is illegal (three copies of a Semi-Limited card); the structural read is theoretical only. Archetype popularity earned no points, and card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one searcher in a 5-card opening hand) ≈ 0.96 across 19 copies; Ritual Spell starters are a single 2-copy and 1-copy line (Inferred)
D2 Opening-Hand Quality & Brick Management 58 19 searchers and 10 hand traps keep most hands functional, but Magician's Rod and Ragged Records can conflict with the Ritual line and there is no brick estimate (Inferred)
D3 Combo Conversion & Ceiling 60 Ritual bosses (Black Chaos 3000 ATK, Black Luster Soldier 3000 ATK, Magician of Dark Chaos 2800 ATK) give a high ceiling, but no recorded combo boards exist (Inferred)
D4 Combo Floor & Median Output 48 No combo boards supplied, so the median is a text-only inference and held near the middle of the scale (Inferred, provisional)
D5 Interruption Resilience & Route Redundancy 66 Multiple hand traps (Ash Blossom, Ghost Ogre, Infinite Impermanence, Kuriboh) and several searchers give independent routes after an interruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Mulcharmy Fuwalos, Skull Archfiend of Chaos and Ritual Spell recursion from the GY support rebuilding; the Ritual line still spends board resources (Inferred)
D7 End-Board & Interaction Quality 74 Ten hand traps, eight negation-text cards and 14 removal-text cards give layered end-board interaction (Inferred, from text flags and card text)
D8 Going-Second & Board-Breaking Power 66 Droll & Lock Bird, Spell Shattering Sword and Infinite Impermanence challenge an established board, though the ritual boss needs a live line first (Inferred)
D9 Offensive Pressure & Closing Power 68 Several 2800-3000 ATK Ritual and Fusion bosses close games, but each is a single copy and depends on the Ritual line resolving (Verified stats, Inferred conversion)
D10 Main Deck Efficiency & Flexibility 62 42 Main Deck cards across 22 distinct names with a 3-copy core and clear roles; no garnet burden is recorded (Inferred)
D11 Extra Deck Efficiency & Coverage 62 Seven Extra Deck cards (4 Link, 3 Fusion) cover the Master of Chaos and Dark Magician of Destruction lines, with limited flex (Inferred)
D12 Side Deck Adaptability 10 No Side Deck is registered, so there are no side plans to score (Verified, zero side cards)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated meta sample exists, so matchup fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 45 Ritual sequencing, hand-trap timing and Extra Deck choices make the deck demanding for an inexperienced pilot (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 59, Going First ≈ 60, Going Second ≈ 54, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: Illegal copy limit (-10); No Side Deck (-4); Banlist exposure (-2). Final formula: Structural 59 (Midrange profile); pre-cap 0.80*59 + 0.20*50 - 10 modifiers ≈ 47; capped at 30 because the deck is Illegal (theoretical/structural only). Meta Power provisional.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.96 · 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

  • Searcher density: 19 copies make a live opening hand very likely
  • Layered interaction: ten hand traps plus negation and removal text
  • High-ATK Ritual and Fusion bosses that close the game

Weaknesses

  • Illegal list: Ash Blossom is run 3 times against a limit of 2
  • No Side Deck, so no post-side adaptation
  • Low exact-name archetype purity (24.5%), so the engine depends on sub-archetype support

Critical choke points

  • Ritual Spell availability (2 Light and Darkness Ritual, 1 Chaos Form) gates the boss line
  • Hand-trap count on the going-second turn decides whether the first effect is answered
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring Restores legality (Semi-Limited max 2); without this the deck cannot receive a normal score
2 A Side Deck of up to 15 cards Side count is zero, so no post-side plan exists for best-of-3 play

Evidence & confidence

  • Verified: Illegal status: Ash Blossom & Joyous Spring at 3 copies against a Semi-Limited maximum of 2; Main 42, Extra 7, Side 0; Main size is within 40-60 and Extra within 0-15; Archetype usage: Mulcharmy Fuwalos 97%, Ash Blossom 100%, Black Chaos 51%
  • Inferred: Searcher access ≈ 0.96 in a 5-card opening hand; Interaction density from 10 hand traps and 8 negation-text cards; Ritual boss ceiling from card text and ATK values
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (no tournament link)
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference No tournament link; archetype meta-share and per-pilot match record absent No win-rate telemetry; going-first, going-second and matchup rates are Unknown Meta Power is Provisional without a dated metagame sample No Side Deck registered

More TCG Info

Light and Darkness Ritual

Light and Darkness Ritual Breakdown

 
 

 

 

 

 

 

 
 

 

 
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