Call of the Haunted Deck #774438 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Hubrow, Founder of the Ominous Observers x3, Mulcharmy Fuwalos x3, Mulcharmy Meowls x3. Created Oct 27, 2026 by YGO Mod.

Deck Call of the Haunted TCG

Created by: YGO Mod (20517634)

Created On: 10/27/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 30, 2026
35± 8/ 100
Power Score
Structural 52
Reliability 45
Going First 55
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 52
Going First 55
Going Second 58
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, 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: Call of the Haunted / Pumpking-based Zombie recursion into Xyz and Link boards (structural read, no recorded boards); Hand-trap-supported disruption that keeps the Zombie engine online for a second attempt
  • Turn 1 (going first): Open Call of the Haunted / Ectoplasmic Fortification or a Zombie Level 6 starter, search with Hubrow or Stare, then Xyz or Link into Pumpking or Pumpking the Great Ghost King (Inferred)
  • Turn 2 (going second): Hold Ash Blossom, Ghost Ogre, Skull Meister or Droll to interrupt the opponent's first engine, then rebuild through the GY with Mezuki, Changshi or Stare (Inferred)
  • Recovery: Pumpking and Stare recursion from the GY, plus Mulcharmy draw effects when the hand is near empty (Inferred)
  • After siding: Not evaluable: the deck runs no side deck, so there is no post-side plan

Why it scores here

This list is Illegal in TCG: three cards are over their copy limits (Ash Blossom and Dominus Impulse at 3 copies against a limit of 2, S:P Little Knight at 2 against 1), so it is scored as a structural read only. Its 23-card archetype core gives a high chance of at least one core card in an opening hand (about 0.94), and 11 hand traps plus 14 negation-text cards give it real interaction density on both turn orders. Its ceiling and median output cannot be measured because no boards were recorded, so the combo dimensions rest on text reading alone. Popularity and archetype usage were not credited as power, and card scores were not averaged into the deck score. The lack of a side deck, the low exact-archetype purity (about 17%), and the missing tournament and combo data keep the score low and confidence Low.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one Call of the Haunted-core card in hand of 5) about 0.94 across 23 copies; but only 2 copies of Call of the Haunted itself, about 0.18 in a 5-card hand (Inferred)
D2 Opening-Hand Quality & Brick Management 50 11 hand traps and 9 searchers with mixed sub-archetypes give functional but redundant hands; no brick data available (Inferred)
D3 Combo Conversion & Ceiling 45 No recorded boards; best line and conversion ceiling cannot be measured, so the value rests on card text such as Pumpking and Mulcharmy recursion (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so median output is unmeasured; starter diversity and multiple Zombie routes are text-only inference (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Multiple independent routes (Call of the Haunted, Phantom Knights, Dominus, Mulcharmy) and recursion keep the engine going after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Stare, Pumpking and Changshi recycle from the GY, and Mulcharmy draws back cards; the Extra Deck is limited to 15 cards (Inferred)
D7 End-Board & Interaction Quality 65 Interaction density is high (14 negation-text cards, 27 removal-text cards, 11 hand traps), with layered answers in the hand and on the field (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 55 Going-second conversion relies on hand traps and Droll/Ash-style disruption, with some board-breaking through Cosmic Cyclone and Vortex of Time (Inferred)
D9 Offensive Pressure & Closing Power 60 Pumpking the Great Ghost King (2400 ATK) and Wandering Titan of Tartarus (2600 ATK) give closing bodies, but no end-board data exists (Inferred)
D10 Main Deck Efficiency & Flexibility 42 Only 17.1% exact-name archetype purity across 29 distinct main-deck cards spanning several sub-archetypes, with 14 singletons and 11 triples (Verified composition)
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck slots with 9 Xyz and 6 Link monsters, many with mixed archetype requirements; coverage is broad but the choke on Limited S:P Little Knight is real (Verified plus Inferred)
D12 Side Deck Adaptability 20 No side deck, so no post-side adaptability can be assessed; the score reflects absence, not a plan (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated metagame sample; archetype meta-share is absent, so fit cannot be measured (Provisional)
D14 Pilotability & Error Tolerance 40 Many sub-archetypes, Xyz/Link chains, and hand-trap timing decisions raise decision load and error risk (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 52, Going First ≈ 55, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Illegal copy-limit violations (-12); No side deck (-4). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 50.6, then context modifiers (-16) applied; Illegal list, so theoretical/structural-only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.94 · 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

  • Broad interaction suite across hand traps and on-field answers
  • Core archetype group is very likely to appear in an opening hand
  • Recursion via Pumpking, Stare and Changshi supports a long game

Weaknesses

  • Three cards over their TCG copy limits make the list illegal
  • Only about 17% of main-deck cards share the exact archetype name, so engine coherence is low
  • No side deck and no post-side plan

Critical choke points

  • Call of the Haunted (2 copies) is the main engine piece and only about 0.18 likely in a 5-card opening hand
  • S:P Little Knight (Limited, 2 copies) cannot be run legally
Priority Remove Add Reason
1 One copy of Ash Blossom & Joyous Spring, one copy of Dominus Impulse, one copy of S:P Little Knight Legal replacements (two-copy Ash Blossom and Dominus Impulse limits, one-copy Little Knight limit) Restores legality so the deck can receive a normal score
2 A low-impact off-archetype singleton A side deck of 3 to 5 cards aimed at the most common opposing engines Adds a post-side plan, which the deck currently lacks entirely

Evidence & confidence

  • Verified: Main 55, Extra 15, Side 0; within TCG size rules; Copy-limit violations: Ash Blossom 3/2, Dominus Impulse 3/2, S:P Little Knight 2/1; Exact-name archetype purity 17.1%; 11 hand traps, 14 negation-text cards, 27 removal-text cards
  • Inferred: At least one archetype-core card in opening hand about 0.94 (hypergeometric); Interaction density is high on both turn orders (text-based); Going-first and going-second plans are text-derived
  • Provisional: Meta Power and matchup fit: no dated metagame sample or 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/second, matchup and brick rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied No guides attached for the archetype No side deck, so post-side performance cannot be assessed

More TCG Info

Call of the Haunted

Call of the Haunted Breakdown

 
 

 

 

 

 

 

 
 

 

 
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