Phantom Knights Deck #775028 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Mulcharmy Purulia x3, Nibiru, the Primal Being x3. Created Oct 28, 2026 by YGO Mod.

Deck Phantom Knights OCG

Created by: YGO Mod (20517634)

Created On: 10/28/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 31, 2026
40± 8/ 100
Power Score
Structural 58
Reliability 50
Going First 60
Going Second 66

Deck — Deck Power Evaluation

Final Contextual Deck Power: 40/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 58.4
Going First 60
Going Second 66
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Xyz boss chain from The Phantom Knights monsters into high-ATK Xyz (Break Sword, Malevolent Scythe, Super Starslayer TY-PHON, Divine Arsenal AA-ZEUS); Goblin Biker and Materiactor Xyz follow-up for extra pressure after interaction
  • Turn 1 (going first): Open a Phantom Knights monster (about 0.93 chance of at least one archetype-core card in a 5-card hand), search or Special Summon a second Phantom Knights monster, and Xyz into a boss while holding a hand trap for the opponent's first interruption
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Belle, Ghost Ogre, Skull Meister, Nibiru) to break the opponent's starter, then rebuild the Xyz engine from the Graveyard and banished Phantom Knights
  • Recovery: Recursion from the GY and banishment (Torn Scales, Doomed Soleret, Decayed Cloak, Ancient Cloak, Silent Boots) plus Phantom Knights searchers rebuild a board after a disruption
  • After siding: Not evaluable: the deck runs no Side Deck (side_count 0), so no post-side plan exists

Why it scores here

The deck opens a Phantom Knights engine reliably: the archetype-core group has roughly a 0.93 chance of at least one copy in a 5-card opening hand, and the Graveyard and banishment recursion gives it a second route after disruption. Interaction is the strongest system trait, with 22 hand traps and 27 removal-text cards giving about a 0.96 chance of at least one hand trap in a 6-card going-second hand. Conversion is moderate: the Xyz bosses are strong, but there are no recorded boards, so the ceiling and median are text-only inferences. Consistency is held down by bricks: 23 tech cards, 35 generic (non-archetype) cards and only 17 exact-name Phantom Knights copies in a 55-card Main Deck. Popularity did not earn points (the archetype is widely used but no meta or tournament data was supplied), and card scores were not averaged. The score is capped low because the list is illegal: Ash Blossom runs 3 copies against an OCG Semi-Limited limit of 2, so the result is theoretical and structural only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(at least one archetype-core card in opening 5) = 0.93 across 22 core copies; engine starters are present in quantity (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Brick risk is material: 23 tech and 35 generic-name cards dilute the engine, and several single-copy tech cards may be dead (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable recorded boards, so ceiling is a semantic read of Xyz and recursion text only (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards; median output is unknown and assumed below the ceiling because of brick dilution (Inferred)
D5 Interruption Resilience & Route Redundancy 65 Multiple hand traps and GY/banish recursion give several independent continuation routes after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 65 13 searcher-text cards and GY recursion effects regenerate resources, but the grind depends on Xyz material availability (Inferred)
D7 End-Board & Interaction Quality 72 22 hand traps and 27 removal-text cards give layered interaction; Ash Blossom's over-limit copies inflate this read (Inferred)
D8 Going-Second & Board-Breaking Power 65 Hand traps are strong on the going-second turn (about 0.96 chance of one in 6 cards), but there is no board-breaker density (Inferred)
D9 Offensive Pressure & Closing Power 60 High-ATK Xyz bosses (Break Sword 2000, TY-PHON 2900, Divine Arsenal 3000) close games, but the sample has no recorded end-board data (Inferred)
D10 Main Deck Efficiency & Flexibility 50 55 Main Deck cards with 27 distinct names, 53 off-exact-archetype copies and 3-copy staples create moderate coherence (Inferred)
D11 Extra Deck Efficiency & Coverage 50 Extra Deck is full (15/15) with Xyz spread across Phantom Knights, Goblin, Materiactor, Exosister and Lswarm, so mandatory slots are unclear (Inferred)
D12 Side Deck Adaptability 25 The deck runs no Side Deck, so there is no post-side adaptability to score (Observed structural fact)
D13 Matchup Coverage & Format Fit 50 No dated meta or tournament sample; meta-share context is absent (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Xyz and recursion lines with many decision points and hand-trap timing, so pilotability is moderate (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 58.4, Going First ≈ 60, Going Second ≈ 66, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist exposure (-8). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*58.4 + 0.20*50 - 8 = 48.7; Illegal-list cap applied, reported as 40 (theoretical/structural-only; Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.93 · key two-card combo ≈ — · full-brick estimate ≈ 0.07 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Archetype-core engine opens often (about 0.93 for at least one core card in 5 cards)
  • Dense interaction: 22 hand traps and 27 removal-text cards
  • Graveyard and banishment recursion gives continuation after disruption
  • Strong going-second hand-trap coverage (about 0.96 in 6 cards)

Weaknesses

  • Illegal list: Ash Blossom runs 3 copies against an OCG limit of 2
  • Brick and dilution risk from 35 generic-name cards and 23 tech cards
  • No Side Deck, so no post-side plan
  • No recorded boards, so combo conversion and median output are unverified

Critical choke points

  • Phantom Knights Xyz summon lines depend on a small number of 3-copy monsters (Torn Scales, Decayed Cloak, Doomed Soleret) being in hand
  • Ash Blossom's legal copy count must be fixed before any play-strength read is valid
Priority Remove Add Reason
1 1 copy of Ash Blossom & Joyous Spring none (or a single legal-slot replacement) Restores legality (OCG Semi-Limited allows 2); without this the evaluation is theoretical only
2 the weakest single-copy tech card (for example Foolish Burial or Reinforcement of the Army) a core Phantom Knights monster or a second Rank-Up-Magic Reduces brick risk and dilution while raising engine density (Inferred)
3 none a Side Deck of up to 15 cards Adds post-side adaptability, which the current list lacks entirely

Evidence & confidence

  • Verified: Legality: Illegal, with Ash Blossom over the OCG copy limit (3 run, 2 allowed); Main 55 and Extra 15 counts fall within the OCG size rules; Side 0 is legal; Archetype Phantom Knights; banlist statuses for all listed cards
  • Observed: Usage stats: Phantom Knights core cards are present at high inclusion rates
  • Inferred: D1 consistency from the hypergeometric archetype-core estimate (0.93); Interaction density and hand-trap timing reads from card text; Brick risk from role-tag counts and generic-name dilution
  • Provisional: Meta Power and D13 matchup/format fit (no dated metagame 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 exists in YGOVN for going-first/second, matchup or brick rates Meta Power is provisional unless a dated metagame sample is supplied no Side Deck, so post-side plan cannot be evaluated evidence deck title is null, so the deck is identified by id and archetype only

More OCG Info

Phantom Knights

Phantom Knights Breakdown

 
 

 

 

 

 

 

 
 

 

 
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