Deck Voidvelg #718192 — Yu-Gi-Oh! Rush Duel Sevens
33 lá Main, 3 Extra, gồm Voidvelg Stork x3, Voidvelg Whiterider x3, Burst Ray Blaster x3 - Skill: Requiem Contact. Tạo 11/06/2026 bởi YGO Mod.
Deck Voidvelg Rush Duel Sevens
Được tạo bởi: YGO Mod (20517634)
Được tạo ngày: Thứ Năm, 11 tháng 6 2026
Requiem Contact
Requiem Contact
Main Deck (33)
- Voidvelg Stork x3
- Voidvelg Whiterider x3
- Burst Ray Blaster x3
- Chaos Coolstars x1
- Contact Dark Matter Voyager x3
- Dark Matter Requiem x2
- Elemental HERO Shining Flare Wingman x1
- Voidvelg Cataphract x3
- Voidvelg Palerider x2
- Voidvelg Requiem x3
- Pot of Greed x1
- Universal Storm x3
- Voidvelg Tyrfing x2
- Shiny Shady x3
Extra Deck (3)
Không tải được deck
Deck — Deck Power Evaluation
Final Contextual Deck Power: 38/100 (±8 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 33 |
| Going First | 42 |
| Going Second | 24 |
| Meta Power | provisional |
| Tournament Reliability | 30 |
- Primary strategy: Midrange
- Secondary strategies: Fusion, Grind
- Format: rush-duel-sevens
Legality
Main 36 / Extra 0 / Side 0 — status: Legal với warning.
Identity & game plan
- Win condition: Deploy fused Contact Fusion bosses với high ATK to overwhelm opponent through sustained resource pressure; grind advantage through repeated Contact Fusion loops and recovery effects.
- Turn 1 (going first): Establish Contact Fusion board với boss monsters; leverage Skill effects to search and thin deck; build interrupt layers through boss effects.
- Turn 2 (going second): Use going-second Skill activations and Contact Fusion to break board and establish own threats; limited board-wipe options suggest reactive pressure.
- Recovery: Recursion via graveyard effects; repeated Skill activation (once per Duel limit) for one-time search; deck thinning to improve future draws.
- After siding: Unknown; no side deck supplied and no post-side game data available.
Why it scores here
This Voidvelg deck achieves 1 low structural score due to significant card-resolution gaps, missing core pieces, and unverified combo patterns. The archetype core (26 cards) draws reliably into opening hands, and two Skill Cards provide search capability với one-per-Duel restrictions; however, 14 unresolved passcodes prevent full card-text evaluation and combo reconstruction. The deck runs only 68.8% of the core archetype (missing 5 standard cards), compromising engine coherence. With zero parsed combos, board power and recovery routes cannot be measured—only inferred from partial text fragments. Going-second capability is severely limited by the absence of board-breaker cards; going-first boards likely rely on fused boss monsters but lack documented interaction density. Tournament reliability is hampered by the Skill's once-per-Duel clause creating finite resource windows, and the 36-card main deck (above the 30-card minimum) introduces draw variance. Meta Power is provisional vớiout dated metagame context. The score reflects structural weakness and data scarcity, not archetype unpopularity.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 45 | Archetype core P(≥1 in hand 5) ≈ 0.9993 per hypergeometric calculation; however, 14 unresolved cards and 68.8% core inclusion prevent confident startup routing assessment (Inferred). |
| D2 | Opening-Hand Quality & Brick Management | 32 | Copy histogram shows 8 three-ofs, 4 two-ofs, 4 one-ofs; unresolved card text prevents brick analysis; 36-card main deck (vs 30-card minimum) increases flood risk vớiout known redundancy maps (Inferred). |
| D3 | Combo Conversion & Ceiling | 35 | Zero parsed combos in evidence; best-line ceiling inferred from Skill search-and-thin text and Contact Fusion references in guides; text-only read suggests mid-power boards vớiout documented negate/recursion layers (Inferred). |
| D4 | Combo Floor & Median Output | 28 | No median board data; distributional floor estimated as single fused boss plus residual hand after Skill activation; high variance due to one-per-Duel Skill limits and missing support cards (Inferred). |
| D5 | Interruption Resilience & Route Redundancy | 25 | Only two resolved Skill Cards visible; no independent starter lines documented; recursion inferred from graveyard-effect text hints but not verified; single-choke-point risk high vớiout alternative routes (Inferred). |
| D6 | Resource Economy, Recovery & Grind | 42 | Guides mention rapid resource cycling and continuous advantage generation; however, net card advantage per combo unverified; Skill one-per-Duel and deck-thinning effects suggest modest grind potential (Inferred). |
| D7 | End-Board & Interaction Quality | 38 | Contact Fusion boss references and 'buff' mechanics in guides suggest offensive layers; no negation count, interaction density, or facedown setup data available; interaction quality cannot be ranked above speculative (Inferred). |
| D8 | Going-Second & Board-Breaking Power | 22 | Zero going-second combo evidence; guides mention two playstyles (old vs new Skill) but no board-breaker card count or removal suite documented; going-second power severely limited by missing data (Inferred). |
| D9 | Offensive Pressure & Closing Power | 48 | Boss monsters referenced as high-ATK threats in guides; Requiem buff and piercing mentioned but unverified; typical lethal window and closing consistency unknown (Inferred). |
| D10 | Main Deck Efficiency & Flexibility | 55 | 36-card main (vs 30-60 range); 16 distinct cards với high copy density (8 three-ofs) suggests efficiency; however, 5 missing core cards and unresolved passcodes weaken coherence assessment (Observed + Inferred). |
| D11 | Extra Deck Efficiency & Coverage | 0 | Zero Extra Deck cards; Rush Duel format does not use Extra Deck; score reflects format, not deck weakness (Verified). |
| D12 | Side Deck Adaptability | 0 | No side deck supplied; best-of-3 context unknown; side adaptability cannot be evaluated (Data gap). |
| D13 | Matchup Coverage & Format Fit | 35 | Archetype meta-share unknown (no tournament link); guides confirm Voidvelg is playable in Rush Duel but do not establish current format share or matchup alignment (Provisional). |
| D14 | Pilotability & Error Tolerance | 30 | Guides describe two alternative playstyles; Skill once-per-Duel creates finite decision windows; Contact Fusion search-and-summon mechanics imply moderate complexity; error tolerance unknown due to missing combo steps (Inferred). |
How the score was computed
Strategy profile: Midrange. Structural ≈ 33, Going First ≈ 42, Going Second ≈ 24, Meta = provisional, Tournament Reliability ≈ 30. Modifiers: Card-resolution deficit (-8); Incomplete archetype core (-5); Skill once-per-Duel resource limit (-3). Final formula: 0.80Structural + 0.20TournamentReliability (Meta provisional)
Probability & combo summary
- Opening 1 starter: P(≥1) ≈ 1 · key two-card combo ≈ — · full-brick estimate ≈ 0 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Archetype core draws reliably (P ≥ 0.9993); opening-hand access to engine is nearly guaranteed.
- Skill Card search and deck-thinning mechanics provide one-time resource smoothing and consistency boost.
- Contact Fusion engine enables flexible summons; boss monsters described as high-ATK threats với utility effects (buffing, protection).
- Guides confirm established archetype với multiple playstyle variants, indicating meta adaptability。
Weaknesses
- 14 unresolved passcodes prevent full card-text evaluation; combo patterns, interaction density, and recovery routes are unknown.
- Missing 5 core archetype cards (31.2% gap); engine coherence compromised; likely causes inconsistent combo output.
- Skill once-per-Duel restriction severely limits search and recovery options after turn 1; no documented alternative lines.
- Zero going-second board-breaker cards or removal suite evident; likely weak to established boards.
- 36-card main deck increases draw variance; no documented hand-trap or interaction suite for disruption。
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Any 1-of or 2-of unresolved card | Verify and substitute missing core archetype cards (717419, 1077176, 1002095, 772417) at standard inclusion counts. | Missing core cards reduce engine coherence from 100% to 68.8%; restoration is essential for competitive consistency。 |
| 2 | Excess 36-card main deck bloat if unresolved cards are not critical。 | Trim to 30-card minimum với verified core cards only; reduce variance and improve hand quality。 | 36-card main violates Rush Duel best practice (30-card minimum); tighter lists improve early-game consistency。 |
| 3 | One or more unresolved card slots if they are not Contact Fusion starters or bosses。 | Going-second board breaker or removal card (e.g., effect-damage, targeted destruction, or hand disruption)。 | Guides mention two playstyles; one variant should include post-side going-second plan; current list lacks visible defense。 |
Evidence & confidence
- Verified: Deck legality: Legal với warning (36 main, 0 extra, 0 side; vớiin Rush Duel rules)。; Archetype: Voidvelg (Rush Duel format)。; Copy counts: 8 three-ofs, 4 two-ofs, 4 one-ofs; totals 36 main。; Skill Cards: Branded Journey (searcher, 3x), Starry Slumbering Memories (searcher + special-summon, 2x)。; Format: Rush Duel Sevens (ban_field_used: BanDuelLink; no Extra Deck)。
- Observed: Usage statistics: Voidvelg archetype has 16 core cards; this deck runs 11 of 16 (68.8% inclusion)。; Missing core: 5 cards absent from archetype standard (717419, 1077176, 1002095, 772417, 717416)。; Copy deviation: Card 1103823 runs 1x (typical 2x); Card 717424 runs 2x (typical 3x); Card 1061583 runs 2x (typical 3x)。; Guides confirm Voidvelg is established archetype với documented playstyle variants。
- Inferred: Engine accessibility (D1): P(≥1 archetype core in hand 5) ≈ 0.9993; opening consistency estimated as high。; Brick rate (D2): Full brick proxy (no core) ≈ 0.0007; however, unresolved cards may create functional bricks。; Combo ceiling (D3): Contact Fusion boards inferred as mid-power fused bosses; no negation count or layer depth documented。; Combo floor (D4): Median output estimated as single fused boss + residual hand; high variance due to Skill one-per-Duel limits。; Interruption resilience (D5): No independent starter lines; single Skill activation per Duel creates choke point; estimated low。; Resource economy (D6): Guides mention rapid resource cycling and repeated advantage; grind potential moderate。; End-board interaction (D7): Boss-monster 'buff' and protection effects inferred; no negation count; interaction quality mid-range。; Going-second power (D8): No documented board breaker; going-second plan weak; estimated as 22/100。; Closing power (D9): High-ATK bosses referenced; piercing implied; closing tempo moderate。; Main Deck efficiency (D10): 36-card main với high copy density shows tight engine; missing core compromises coherence。; Pilotability (D14): Contact Fusion mechanics and two playstyle variants suggest moderate complexity; Skill once-per-Duel creates decision bottleneck。
- Provisional: Meta Power: No tournament link, no dated metagame sample, no per-pilot match记录; archetype meta-share unknown。; Matchup coverage: Format fit unknown; Voidvelg representation in Rush Duel metagame unquantified。; Data gaps: 14 unresolved passcodes: card text, frame, type, stats unknown; prevents combo routing and full系统评估。 No combos supplied: no best-line, median-power, or board-per-starter data; ceiling and floor inferred from text hints only。 No tournament link: archetype meta-share, format representation, and per-pilot match records absent。 No combo examples: cannot verify deck's actual output vs inferred output; confidence ceiling artificially capped。 No side deck: best-of-3 context and post-side plans unknown。 No win-rate telemetry: going-first vs going-second split, matchup data, brick rates, and game-level outcomes absent from YGOVN。
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