Chaos Deck #774097 — 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 Chaos TCG

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 27, 2026
30± 8/ 100
Power Score
Structural 56
Reliability 45
Going First 50
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 56.5
Going First 50
Going Second 60
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Combo
  • Secondary strategies: Stun, Toolbox
  • Format: tcg

Legality

Main 42 / Extra 7 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Ritual or Fusion-Summon a Light and Darkness Ritual boss (Black Chaos, Magician of Dark Chaos - Black Chaos, Black Luster Soldier) or Master of Chaos / Dark Magician of Destruction from the Extra Deck, then keep the board through hand traps.; Link Summon and Fusion Summon follow-ups (Selene, Master of Chaos, Dark Paladin) once the board is established.
  • Turn 1 (going first): Search with Magician's Rod, Ragged Records of Rites, Mind Shuffle or Light and Darkness Ritual, then ritual-summon a Light and Darkness boss, holding Ash Blossom / Ghost Ogre / Infinite Impermanence for the opponent's turn.
  • Turn 2 (going second): Open 6 with a hand trap (Ash Blossom, Ghost Ogre, Droll & Lock Bird, Kuriboh, Infinite Impermanence) to break the opponent's first engine, then rebuild through searchers.
  • Recovery: Recycle through the GY with Skull Archfiend of Chaos, Chaos Form and the Dark Magician line, and rebuild with searchers (19 searcher-text cards).
  • After siding: Not evaluable: the deck has no side deck, so there is no post-side plan.

Why it scores here

The deck is Illegal: it runs 3 copies of Ash Blossom & Joyous Spring where the TCG Semi-Limited limit is 2, so it gets only a theoretical, structural read capped at 30. Its structural read (56.5) comes from the system as a whole, not from averaging card scores: searchers (19 searcher-text cards, P>=1 in opening 5 about 0.96) make the engine findable, and hand traps (10 cards, P>=1 in a 6-card going-second hand about 0.83) plus negation and removal text (8 negation, 14 removal) give strong interaction. Light and Darkness Ritual is the only ritual-spell gateway, with 2 copies and P>=1 in opening 5 about 0.23, which keeps the T1 conversion fragile. Popularity or archetype share did not earn points, since no tournament data exists, the Chaos archetype is only 4.1% exact-name pure, and no combo boards were recorded, so the combo dimensions rest on text-only inference. The deck has no side deck, which costs it points on adaptability and best-of-3 play.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(>=1 Light and Darkness Ritual in opening 5) ~0.23; P(>=1 searcher in opening 5) ~0.96; ritual starter access is thin (Inferred)
D2 Opening-Hand Quality & Brick Management 50 10 hand traps and many situational cards raise dead-card risk; no full-brick estimate computed (Inferred)
D3 Combo Conversion & Ceiling 58 No parseable boards; ceiling read from card text: Black Chaos plus Light and Darkness Ritual loop with searchers (Inferred)
D4 Combo Floor & Median Output 45 combos_evidence has zero scored boards, so median output is unmeasured and is a text-only guess (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Multiple hand traps and GY recursion (Skull Archfiend, Chaos Form) offer alternative lines after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Searchers and GY recursion (Skull Archfiend, Mulcharmy draw) support rebuild; no resource telemetry (Inferred)
D7 End-Board & Interaction Quality 72 Interaction density is high: 10 hand traps, 8 negation-text and 14 removal-text cards; no measured board data (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 65 Going-second hand-trap probability ~0.83 gives strong disruption; board-breaking via Black Luster Soldier and Black Chaos (Inferred)
D9 Offensive Pressure & Closing Power 70 Boss ATKs 2800-3000 (Black Chaos, Black Luster Soldier, Master of Chaos, Magician of Dark Chaos) give closing power (Verified stat)
D10 Main Deck Efficiency & Flexibility 50 42-card main with 22 distinct cards, but 47 of 49 copies are off the exact archetype name (4.1% exact-name purity) (Verified composition)
D11 Extra Deck Efficiency & Coverage 60 7 Extra Deck cards split 4 Link and 3 Fusion; coverage is reasonable but no extra-deck access data (Inferred)
D12 Side Deck Adaptability 20 No side deck (0 cards); no post-side plan at all (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link, no dated meta sample; format fit cannot be verified (Provisional)
D14 Pilotability & Error Tolerance 40 Ritual steps, Extra Deck choices and timing-based hand traps raise error load (Inferred)

How the score was computed

Strategy profile: Combo primary; Stun not weighted separately, hand-trap read carried in D7/D8. Structural ≈ 56.5, Going First ≈ 50, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist exposure (-4). Final formula: No reliable metagame: 0.80*56.5 + 0.20*45 = 54.2; modifiers -4 = 50.2; capped to 30 because the deck is Illegal (copy-limit violation), so this is a theoretical/structural-only score

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.23 · 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 searcher text (19 cards) makes the engine findable
  • Strong interaction: 10 hand traps and 8 negation-text cards
  • Boss ATKs of 2800-3000 give real closing power
  • Going-second hand-trap probability about 0.83

Weaknesses

  • Illegal copy-limit violation (Ash Blossom 3 vs 2)
  • No side deck, so no post-side plan
  • Chaos archetype is only 4.1% exact-name pure; many off-archetype copies
  • Ritual gateway (Light and Darkness Ritual, 2 copies) is thin for T1

Critical choke points

  • Light and Darkness Ritual (2 copies) as the ritual-spell gateway
  • Dependence on hand-trap timing on going second
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring 1 legal non-Ash card (e.g. another Light and Darkness Ritual or a tech card) Fixes the copy-limit violation so the deck can receive a normal Final Contextual score
2 n/a A 15-card side deck Adds post-side adaptability (D12) and a best-of-3 plan

Evidence & confidence

  • Verified: Illegal status: Ash Blossom & Joyous Spring 3 copies vs legal 2; Main 42 and Extra 7 are within size rules; Boss ATKs (2800-3000) and card text as listed; Composition counts (hand_trap 10, searcher_text 19, negation 8, removal 14)
  • Inferred: Opening-hand consistency estimates (searcher ~0.96, hand-trap ~0.83, Light and Darkness Ritual ~0.23); Interaction and going-second scores from text reads; Engine route through Light and Darkness Ritual and recursion
  • Provisional: Meta Power (null) and matchup fit; Tournament Reliability
  • Data gaps: Illegal list: Ash Blossom copy count must be fixed before a normal score applies No combos supplied; combo floor, median and ceiling are text-only inference No side deck; post-side performance is unassessable No tournament link; archetype meta-share and per-pilot record absent usage_statistics in_this_deck flags conflict with the extra-deck list: Master of Chaos, Dark Magician of Destruction, Selene, S:P Little Knight, Cyberse Contract Witch and I:P Masquerena are present in the extra zone but flagged in_this_deck=false, so core_present_pct=16 is likely understated No win-rate telemetry; Meta Power is Provisional

More TCG Info

Chaos

Chaos Breakdown

 
 

 

 

 

 

 

 
 

 

 
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