Trap
NormalOrcustrated Release
Archetype:
Orcust
View:
1252
Tribute 2 Machine monsters, then target 1 monster in your GY; Special Summon it. If your opponent controls a Link Monster, you can target 2 monsters, instead. You can only activate 1 "Orcustrated Release" per turn.
Orcustrated Release — Power Evaluation
Final Score: 53 ± 6 · Confidence: Medium
- Intrinsic: 49 · Deck: 55 · Meta: provisional
- Primary role: Recovery/Recursion · Secondary: Utility
Why it scores here
This trap thrives as an Orcust-specific recovery engine: 100% inclusion and perfect synergy to core recursion pieces (Harp Horror, Cymbal Skeleton, Galatea) deliver reliable GY recycling. However, zero board disruption, a steep tribute cost (2 Machines for 1–2 returns), and trap vulnerability limit its power to an incremental value play. The score reflects strong home-archetype synergy undermined by lack of universal impact and missing combo data.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 70 | Orcust decks feature abundant Machine bodies to meet the 2-tribute cost; 315/315 Orcust decks run it, but non-Machine archetypes struggle with the restriction. (Verified) |
| Combo & Conversion | 48 | The card enables recursion of 1–2 GY monsters but builds no board independently; follow-up play is required to convert recovery into value. (Inferred) |
| Resource Economy | 45 | Tributes 2 Machines for 1–2 GY returns, yielding roughly even card economy; value softens in Orcust due to abundant expendable bodies serving as tribute material. (Verified) |
| Effect & Interaction | 5 | Card provides no negation, removal, or disruption; it is purely a recovery tool with zero opponent interaction. (Verified) |
| Material Utility | 5 | Trap cards cannot serve as Xyz, Synchro, or Link material; this axis is not applicable. (Verified) |
| Resilience & Flexibility | 52 | Trap card is vulnerable to removal and effect negation before activation; post-activation resilience depends on GY availability; conditional 2-target effect adds targeting flexibility. (Verified) |
| Deck-Building Efficiency | 57 | The 2-Machine tribute cost is near-zero in Orcust but restrictive in niche homes (Onomat, Crystal Beasts); OPT is standard and not restrictive. (Verified) |
Calculation
Weight profile: Primary role: Recovery/Recursion. Intrinsic ≈ 49, Deck ≈ 55, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- 100% inclusion in Orcust decks with perfect synergy to all core recursion engines (Harp Horror, Cymbal Skeleton, Galatea, Dingirsu)
- Flexible 1–2 target effect responds to opponent's board state (Link Monster presence)
- Minimal deckbuilding overhead in Machine-focused archetypes
Weaknesses
- Zero board disruption or negation; purely a value/recovery tool
- Resource-intensive cost (2 tributes) for incremental return (1–2 recycled monsters)
- Trap card vulnerability to spell/trap removal and effect negation
- Outside Orcust, the 2-Machine tribute cost is restrictive and rarely met
Counters / choke points
- Ash Blossom & Joyous Spring (negates trap activation)
- Cosmic Cyclone (removes set trap before activation)
- Ghost Reaper & Winter Cherub (locks key recursion targets in GY)
Best use
Mid-turn recursion of key combo pieces. Decks: Orcust. Suggested copies: 1.
Evidence & gaps
- Verified: Card effect: tribute 2 Machines, recover 1–2 GY monsters; OPT activation (from card text); 100% inclusion in Orcust decks (from deck data: 248/248 pure Orcust run it); Trap card type; cannot serve as Xyz/Synchro/Link material (from card frame); Top synergy partners are all core Orcust pieces (Harp Horror 100%, Cymbal Skeleton 99.7%, Galatea 99.7%, Dingirsu 99%); Average 1 copy per deck, runs as singleton or rare 2-copy tech (from copies per deck distribution)
- Observed: 315 total decks run this card; distributed across 23 archetypes with heavy Orcust skew (78.7%); Niche homes (Odd-Eyes, Onomat, Crystal Beasts, Therions, Cyber Dragon) represent thin-tail inclusion (1–11 decks each); No deck runs more than 2 copies; vast majority run exactly 1 (from copies per deck distribution)
- Inferred: Combo conversion estimated at 48/100: recovery is incremental, not board-building; follow-up play required to convert (text inference); Resource economy ~45/100: 2-tribute cost yields 1–2 GY returns, roughly even; softened in Orcust by abundant expendable bodies (text + archetype synergy); Deckbuilding efficiency ~57/100: 2-Machine cost is near-zero in Orcust but restrictive in non-Machine homes (text + archetype distribution); Generic utility ~60/100: 23 archetypes suggest moderate portability, but Orcust dominance (78.7%) and thin niche tails indicate limited true generic use (deck data interpretation)
- Data gaps: No combos supplied — combo conversion and board impact cannot be measured; all combo estimates are text-only inference No guides supplied — human context on role and tuning unavailable No banlist token — assumed unlimited (3 copies); actual ban status unknown No usage statistics (StatisticsCard) — archetype inclusion % and typical copies inferred from deck sample (315 decks) only; larger historical sample would validate consistency No top-card rankings — card is not top-played across any format; meta relevance cannot be calibrated against a broader metagame






