Phantom Knights Deck #774439 — 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 Phantom Knights TCG

Created by: YGO Mod (20517634)

Created On: 10/27/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 30, 2026
30± 10/ 100
Power Score
Structural 51
Reliability 45
Going First 50
Going Second 55

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 51
Going First 50
Going Second 55
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Tempo
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Zombie and Phantom Knights boards built from Call of the Haunted / Pumpking / Phantom Knights Xyz-Link pressure; no recorded combos, so the line is text-inferred only.; Hand-trap and negation interaction (Ash Blossom, Ghost Ogre, Skull Meister, Droll & Lock Bird, PSY-Framegear Gamma) buying turns for the board.
  • Turn 1 (going first): Open a starter from the archetype core (Phantom Knights of Doomed Soleret, Mulcharmy, Call of the Haunted) and extend via Xyz/Link Summons; Inferred from card text.
  • Turn 2 (going second): Hold 1-2 hand traps (Ash Blossom, Ghost Ogre, Skull Meister, Droll) to answer the opponent's first board, then convert through Extra Deck monsters; Inferred.
  • Recovery: Recur Zombies from the GY (Officiating Reverie, Mezuki, Changshi, Stare of the Snake Hair) and search Call of the Haunted / Pumpking-linked cards; Inferred from text.
  • After siding: Not evaluable: the deck has no side deck, so there is no post-side plan.

Why it scores here

The deck's engine is spread across several sub-archetypes (Call of the Haunted, Phantom Knights, Mulcharmy, Goblin, PSY-Frame, Death, Dominus), with only 6 of 55 Main Deck copies carrying the exact Phantom Knights name, so consistency is estimated from the 17-copy archetype core (P of at least one in a 5-card opening hand is about 0.86, Inferred). Interaction is the strongest part of the system: 11 hand traps and 14 negation-text cards let it interrupt most openings, and that density earns the going-second and interaction scores. Median and ceiling output could not be measured because no combos were supplied, so the combo dimensions are text-only and kept moderate. The score is capped to theoretical/structural-only because the list breaks the TCG copy limits on three cards and has no side deck. Archetype popularity and the 8.6% exact-name purity were not credited, and the card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one archetype-core card in a 5-card hand) ~0.86 across 17 copies, but spread over several sub-archetypes; consistency Inferred.
D2 Opening-Hand Quality & Brick Management 50 14 singleton and 11 tech cards across 29 distinct Main Deck names; hand traps reduce dead draws but Level 3 tuners add brick risk (Inferred).
D3 Combo Conversion & Ceiling 45 No parseable boards in combos_evidence; ceiling from card text only, which is Inferred and unverified.
D4 Combo Floor & Median Output 40 No recorded median output; floor and median are unknown and held at a moderate value (Provisional).
D5 Interruption Resilience & Route Redundancy 60 11 hand traps and multiple recursion effects give several routes after disruption; route independence Inferred from text.
D6 Resource Economy, Recovery & Grind 55 9 searcher-text cards and Zombie recursion (Stare of the Snake Hair, Officiating Reverie, Mezuki) support grind; Inferred from text.
D7 End-Board & Interaction Quality 62 14 negation-text and 27 removal-text cards, including Dominus Impulse and Ash Blossom, layer interaction (Verified text, Inferred quality).
D8 Going-Second & Board-Breaking Power 60 Six-card going-second hand has about a 0.76 chance of at least one hand trap; going-second split not observed (Inferred).
D9 Offensive Pressure & Closing Power 60 Extra Deck closers (Undying Legion 2700 ATK, Wandering Titan 2600, AA-ZEUS 3000) give high board ATK; Verified stats, Inferred conversion.
D10 Main Deck Efficiency & Flexibility 45 55 Main Deck cards with 64 off-exact-archetype copies and 14 singletons, so compactness is weak (Verified count, Inferred cost).
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck cards with 13 distinct, with two Xyz and Link engines plus a Limited Link (S:P Little Knight) run at 2 copies (Verified).
D12 Side Deck Adaptability 15 Side deck has 0 cards, so there is no adaptability (Verified).
D13 Matchup Coverage & Format Fit 40 Archetype core share is available but no dated meta sample or tournament link exists, so format fit is Provisional.
D14 Pilotability & Error Tolerance 50 Many hand-trap timing decisions and multiple Xyz and Link lines raise decision load (Inferred).

How the score was computed

Strategy profile: Midrange primary with Stun-style interaction weight in D7 (Inferred). Structural ≈ 51, Going First ≈ 50, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Banlist exposure (-8); Engine conflicts (-4); Illegal cap (-8). Final formula: No normal Final Contextual score: legality is Illegal. Formula would be 0.80*Structural(51) + 0.20*TournamentReliability(45) + modifiers(-12) = 38, then capped to 30 for the Illegal status (theoretical/structural-only). Meta Power is null (provisional).

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 hand-trap and negation coverage (11 hand traps, 14 negation-text cards)
  • Multiple Extra Deck closers with high ATK (Verified)
  • Several recursion and search routes into the Zombie core (Inferred)

Weaknesses

  • Three cards break TCG copy limits, so the list is illegal as built (Verified)
  • No side deck (Verified)
  • Low exact-archetype purity (8.6%) and many off-archetype copies weaken engine coherence (Verified count)
  • No recorded combos, so floor, median and ceiling are unmeasured (Verified gap)

Critical choke points

  • Starter access to the Call of the Haunted / Phantom Knights core in the opening hand (Inferred)
  • Ash Blossom and Dominus Impulse legality: at 3 copies each they cannot be played in a legal event
Priority Remove Add Reason
1 One copy each of Ash Blossom & Joyous Spring and Dominus Impulse Nothing; reduce to legal copy limits (2 each) Required to make the list legal under TCG Semi-Limited rules (Verified).
2 One copy of S:P Little Knight Nothing; reduce to 1 copy S:P Little Knight is Limited to 1 (Verified).
3 Off-archetype singletons with weak fit (for example Goblin Zombie, Changshi the Spiridao) Side deck cards for matchup flexibility Adds a post-side plan and improves compactness; Inferred.

Evidence & confidence

  • Verified: Copy-limit violations for Ash Blossom & Joyous Spring, Dominus Impulse and S:P Little Knight; Main 55 / Extra 15 / Side 0 counts and size rules; Card stats and text excerpts for the listed cards; Archetype purity 8.6%, role-tag counts
  • Observed: Archetype usage stats: core inclusion for Phantom Knights and Call of the Haunted cards
  • Inferred: Consistency estimate P(at least one archetype-core card in hand) about 0.86; Hand-trap coverage and going-second split; Going-first and going-second plans from text
  • Provisional: Meta Power (null); Matchup fit and format fit (no dated meta sample)
  • 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 for going-first/second, matchup or brick rates Meta Power is Provisional unless a dated metagame sample is supplied No side deck: post-side adaptability cannot be evaluated

More TCG Info

Phantom Knights

Phantom Knights Breakdown

 
 

 

 

 

 

 

 
 

 

 
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