Exchange of the Spirit Deck #774558 — Yu-Gi-Oh! TCG

56 Main, 15 Extra, incl. Destiny HERO - Doom Overlord x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia x3. Created Oct 27, 2026 by YGO Mod.

Deck Exchange of the Spirit TCG

Created by: YGO Mod (20517634)

Created On: 10/27/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 30, 2026
30± 10/ 100
Power Score
Structural 52
Reliability 40
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 52
Going First 50
Going Second 55
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Combo
  • Secondary strategies: Toolbox
  • Format: tcg

Legality

Main 56 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Fusion Summon Destiny HERO bosses (Destiny HERO - Destro-Dogma, Dreadnought Master, Destroyer Phoenix Enforcer) through Fusion Destiny and Polymerization-style fusion access; Contrast HERO Chaos and Skyborne Blue Cularsaw as alternate Extra Deck pressure, with Mulcharmy draw pressure as chip
  • Turn 1 (going first): Opening starter (Dark City at Midnight, Mulcharmy, Fusion Destiny or Masked HERO Furnace) searches a Fusion Material route, then Fusion Summons a Destiny HERO boss, relying on hand traps to protect the line
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Ogre, Droll & Lock Bird, Nibiru) to break the opponent's first summon or search, then rebuild through searchers and the Extra Deck
  • Recovery: Destiny HERO Denier and Dark Angel return monsters to the Deck or GY for re-summons; Xtra HERO link and Destiny HERO revival effects recover pressure from the GY
  • After siding: Not evaluable: the deck has no side deck (0 side cards)

Why it scores here

The deck's Destiny HERO and Fusion core is consistent in the archetype sense: the archetype-core group is present in about 98.6% of opening 5-card hands, and Fusion Destiny, Dark City at Midnight and Ash Blossom each run three copies. Its ceiling comes from Fusion bosses such as Destro-Dogma (3400 ATK) and Dreadnought Master, and its interaction comes from eight hand traps plus Solemn and Dominus-style traps. The score is not an average of card scores, and the popularity of the archetype did not earn points: no tournament or win-rate data exists. The deck is illegal (two cards over their Semi-Limited copy limit, and Limited cards are present), so it is capped at 30 and the result is structural-only, not a normal contextual score. There is no side deck, so post-side adaptability is minimal.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one archetype-core card in opening 5) = 0.986; starter reliability is driven by searchers (P ~0.80) (Inferred)
D2 Opening-Hand Quality & Brick Management 45 16 singleton main-deck cards and many 0-level spells/traps raise brick risk; hand-trap and starter overlap is high (Inferred)
D3 Combo Conversion & Ceiling 60 Ceiling from Fusion bosses and Fusion Destiny; no parseable combo boards, so ceiling is text-based (Inferred)
D4 Combo Floor & Median Output 40 Median output unknown from data; combos_evidence is empty, so floor is estimated low-moderate (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Searchers and two independent hand-trap lines give some redundancy, but a single Fusion route is a choke point (Inferred)
D6 Resource Economy, Recovery & Grind 50 Recovery via Denier, Dark Angel and GY revival effects, with heavy Fusion spend (Inferred)
D7 End-Board & Interaction Quality 60 Eight hand traps plus Solemn and Dominus traps give layered interaction, but two copy-limit violations weaken the list (Inferred)
D8 Going-Second & Board-Breaking Power 60 Hand traps are weighted to going-second hands (P(>=1 hand trap in 6) = 0.622); no going-second board data (Inferred)
D9 Offensive Pressure & Closing Power 60 Destro-Dogma and Dominance give high ATK and piercing or direct damage; no closing-rate data (Inferred)
D10 Main Deck Efficiency & Flexibility 50 56 main cards with 32 distinct names and many tech and 0-level slots; compact enough, but not efficient (Verified composition, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 55 15 Extra Deck cards with 11 distinct names; heavy Fusion access but no flex slots (Verified composition)
D12 Side Deck Adaptability 10 No side deck at all, so post-side adaptability cannot be credited (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; matchup fit is provisional (Provisional)
D14 Pilotability & Error Tolerance 35 Multi-step Fusion lines and many hand-trap timing decisions make play error-prone (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 52, Going First ≈ 50, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist_exposure (-8); no_side_deck (0). Final formula: Illegal cap: pre-cap 0.80*Structural(52) + 0.20*TournamentReliability(40) + banlist modifier (-8) = 41.6, capped at 30 because the deck is illegal (structural-only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ — · 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

  • Archetype-core density is high, so the Destiny HERO engine is usually present in the opening hand
  • Layered hand-trap and trap interaction (eight hand traps, Solemn and Dominus traps)
  • Strong Fusion bosses with high ATK and direct damage routes

Weaknesses

  • Two cards exceed Semi-Limited copy limits, so the list is illegal as built
  • No side deck, so no post-side plan
  • High pilot complexity from multi-step Fusion and hand-trap timing

Critical choke points

  • Fusion Destiny and Polymerization-style fusion access as the single Extra Deck route
  • Dependence on searchers (15 cards) to find a starter
Priority Remove Add Reason
1 One copy of Ash Blossom & Joyous Spring A legal non-copy-limited card of the same role (for example a second-tier hand trap) Brings the Semi-Limited count back to legal; the deck cannot be scored as a normal legal list until fixed
2 One copy of Dominus Impulse Any other Trap or hand-trap alternative Second copy-limit violation; restores legality
3 Limited cards where possible (Solemn Judgment, Terraforming, Harpie's Feather Duster) Unlimited alternatives with similar function Reduces banlist exposure and the Limited-card burden

Evidence & confidence

  • Verified: Illegal status: Ash Blossom and Dominus Impulse exceed Semi-Limited copy limit; Main 56 / Extra 15 / Side 0 sizes; 11 distinct Extra Deck names; 12 Fusion and 3 Link monsters; Banlist statuses: five Limited cards and two Semi-Limited cards in-deck
  • Inferred: Archetype-core presence about 98.6% in opening 5; Hand-trap presence about 62% going second; Fusion access as the single route to bosses
  • Provisional: Matchup and format fit (D13) without a dated meta sample; Meta Power (null)
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN — going-first/second, matchup, brick and starter rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied no side deck present, so D12 cannot be measured from data

More TCG Info

Exchange of the Spirit

Exchange of the Spirit Breakdown

 
 

 

 

 

 

 

 
 

 

 
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