Spell
NormalOrcustrated Return
Archetype:
Orcust
View:
4801
Send 1 "Orcust" or "World Legacy" monster from your hand or face-up field to the GY; draw 2 cards. You can only activate 1 "Orcustrated Return" per turn.
Orcustrated Return — Power Evaluation
Final Score: 60 ± 5 · Confidence: Medium
- Intrinsic: 60 · Deck: 61 · Meta: provisional
- Primary role: Combo enabler · Secondary: Recovery/Recursion, Utility
Why it scores here
Orcustrated Return provides reliable resource refuel and graveyard setup in Orcust decks, converting a manageable cost (sending a compatible monster) into net +1 card advantage and fuel for Orcust's GY-dependent recovery effects. The card is present in nearly every Orcust list (400/400 sampled decks) and appears in recorded combo sequences. However, a complete lack of combo data and the card's once-per-turn clause prevent a higher score—it is a strong engine, not a combo accelerant or disruptive tool.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 78 | All 400 sampled Orcust/World Legacy decks include it; Orcust shells contain multiple compatible cost sources (Harp Horror, Cymbal Skeleton, Galatea) available in hand or field. (verified) |
| Combo & Conversion | 65 | Guides list it in 'Combo 1.5' and 'Combo 2' sections of Orcust sequences, suggesting it generates sufficient advantage and graveyard setup to sustain multi-card plays; no actual board data provided. (inferred) |
| Resource Economy | 82 | Sends 1 monster, draws 2, for net +1 card advantage; in Orcust, the sent cost card often triggers graveyard effects or becomes a revive target, amplifying the effective value. (verified) |
| Effect & Interaction | 0 | Pure resource generation with zero board interaction, negation, or disruption; does not remove opponent cards or prevent opposing plays. (verified) |
| Material Utility | 25 | Spell card with no ATK, attribute, or level; the cost mechanic sends compatible monsters to graveyard where they retain value as recovery targets and effect triggers in Orcust lines. (inferred) |
| Resilience & Flexibility | 45 | Restricted to 1 activation per turn, limiting repeat use; resolvable in response to opponent interaction; once resolved, the draw benefit is secure and nearly impossible to undo. (verified) |
| Deck-Building Efficiency | 72 | Requires Orcust or World Legacy monsters (abundantly available in theme decks); no self-restricting effects or garnet risk; slots cleanly into main builds at 1–3 copies. (observed) |
Calculation
Weight profile: Primary role: Combo enabler. Intrinsic ≈ 60, Deck ≈ 61, Meta = provisional. Modifiers: Once-per-turn activation clause (-1). Final formula: 0.40 * Intrinsic (60) + 0.60 * Deck (61)
Strengths
- Guaranteed net +1 card advantage (cost 1 monster, draw 2)
- Universally adopted in Orcust decks (100% of sample); zero garnet risk in theme
- Graveyard setup perfectly aligns with Orcust revive mechanics (Dingirsu, Galatea, Longirsu effects)
- Flexible cost source (accepts hand or field monsters)
- Good redundancy support (decks run 2–3 copies comfortably)
Weaknesses
- Zero opponent interaction; pure advantage with no disruption or board impact
- Once-per-turn clause prevents high-frequency play in combo-dense lines
- Requires compatible monster in hand or field (dead on empty boards)
- Archetype-specific effect; cannot be splashed into unrelated strategies
- Complete absence of combo board data prevents confirmation of actual combo power ceiling
Counters / choke points
- Ash Blossom & Joyous Spring (hand trap negation; present in 93.5% of sample decks)
- Crossout Designator (copies opponent's negation)
Best use
Resource refuel and graveyard setup engine. Decks: Orcust, World Legacy, Mekk-Knight (Orcust variant).
Evidence & gaps
- Verified: Card text: Send 1 Orcust or World Legacy monster from hand or field to GY; draw 2 cards; once per turn activation cap.; Spell card with 0 ATK/DEF and no material utility as a spell itself.; 100% adoption rate across 400 sampled Orcust/World Legacy decks.; Net card advantage is strictly +1 (1 cost, 2 drawn).
- Observed: Deck distribution: 335 decks run 1 copy, 41 run 2 copies, 24 run 3 copies (average 1.22 per deck).; Perfect co-occurrence with core Orcust engine cards: Harp Horror, Cymbal Skeleton, Galatea, Dingirsu, Orcustrated Babel.; Appears across 50 distinct archetypes in sample; Orcust variants (IDs 579, 241, 408) account for 47.8% of appearances.; Confirmed placement in Orcust combo guides (Combo 1.5, Combo 2 sections) with named partner cards.
- Inferred: Cost monster sent to graveyard retains value through Orcust's recovery mechanics and revive triggers (Dingirsu searches from GY, Galatea revives from GY).; Once-per-turn clause does not prevent running multiple copies; each copy has independent activation.; Combo enablement achieved through both resource generation (+1 advantage accelerates turn length) and GY priming for downstream effects.; Activation flexibility (hand or field cost) reduces brick scenarios in Orcust shells with redundant monsters.
- Data gaps: Zero combo boards supplied; cannot measure appearance frequency in real combo sequences or average power index of resulting end-boards. No banlist entry provided; assumed unlimited (3 copies per deck). Usage statistics anomaly: Vendread and Scrap show 100% inclusion without corresponding deck-level evidence or explanation; likely data artifact. No documented edge-case timing rulings or specific interaction chains. No first-player vs. second-player context provided.






