Orcust Deck #484656 — Yu-Gi-Oh! Duel Links

20 Main, 9 Extra, incl. Armageddon Knight x3, Cosmic Cyclone x3, Forbidden Droplet x3 - Skill: Precious Cards of the Dark. Created May 9, 2025 by YGO Mod.

Deck Orcust Duel Links

Created by: YGO Mod (20517634)

Created On: 05/09/2025

Precious Cards of the Dark
 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated May 9, 2025
52± 8/ 100
Power Score
Structural 55
Reliability 48
Going First 62
Going Second 54

Deck — Deck Power Evaluation

Final Contextual Deck Power: 52/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 55
Going First 62
Going Second 54
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Combo
  • Secondary strategies: Graveyard-centric, Link-focused
  • Format: duel-links

Legality

Main 20 / Extra 9 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Build a Link-based control board using Orcust recursion and removal to lock the opponent out; Grind through resource loops and board breaks to eventually generate lethal pressure
  • Turn 1 (going first): Normal or Special Summon starters (Armageddon Knight, Cymbal Skeleton, Harp Horror) to dump Orcust monsters into GY, then recycle via banish effects and Link Summons to construct Galatea or Orcustrion for interaction and resource generation
  • Turn 2 (going second): Use hand-trap (Nibiru), removal (Cosmic Cyclone, Forbidden Droplet), and board-breaker effects (Knightmare Phoenix, Longirsu via recursion) to disrupt the opponent, then pivot into a surviving board if resources allow
  • Recovery: Leverage Orcustrated Babel to enable Quick-Effect banish recursion, use Cymbal Skeleton and Harp Horror to recycle from GY, and rebuild with Orcustrated Return draw engine
  • After siding: No side deck available in Duel Links format; deck is static across all games

Why it scores here

This Orcust list reliably opens a Orcust monster via Armageddon Knight (60% baseline) and recycles from the graveyard using Cymbal Skeleton and Harp Horror, building into Link boards (Galatea, Orcustrion) for interaction and recursion. However, the deck runs only 32% of the archetype core (8 of 25 key cards), missing critical pieces like Longirsu, A Bao A Qu, and Galatea copies, which severely limits combo ceiling and median consistency. The removal suite (Forbidden Droplet 3x, Cosmic Cyclone 3x) provides board-breaking and interaction, but the deck lacks independent backup plans and struggles with sequencing after disruption. Scoring reflects a functional but incomplete engine in Duel Links: consistency is above average through starter density, but low archetype purity, missing core cards, and thin combo evidence prevent higher evaluation. Popularity and archetype usage did not contribute to the score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 Archetype core group P(≥1) ≈ 99.96% opening 5; Armageddon Knight at 60% plus Cymbal/Harp (44% each) provide reliable access to Orcust triggers and GY setup (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Only 7 singleton flex cards (Knightmare, Return, Babel, Wand, Brass Bombard, Nibiru, Scrap Recycler) create 35% hand slots prone to redundancy; three-copy removal suite can clog hands; no brick estimate from combos available (Inferred)
D3 Combo Conversion & Ceiling 64 Best-line ceiling inferred from card text: Armageddon → dump Orcust → Special Summon via Cymbal/Harp → Link into Galatea (bounce + set) or Orcustrion (negate + board lock), but no combo evidence supplied; estimated ceiling ≈64 (Inferred)
D4 Combo Floor & Median Output 55 Median output inferred from simplified lines: starter into single Link (Galatea or one Knightmare), one removal/recursion effect, ~1.5 resources spent per turn; no distribution data available; lower than ceiling due to high choke-point density (Inferred)
D5 Interruption Resilience & Route Redundancy 48 Only two independent paths: Armageddon main-deck dump or Scrap Recycler mill; Cymbal and Harp both restricted to post-GY banish (one effect per turn each); recursion limited to Babel activation (delayed) and banish lines; no alternative win condition (Inferred)
D6 Resource Economy, Recovery & Grind 62 Orcustrated Return (net +1 card) and Orcust Babel (delayed recovery) provide grind; banish recursion via Cymbal/Harp/Knightmare/Brass Bombard generates resource loops but costs special-summon restrictions; resource profile inferred as moderate (Inferred)
D7 End-Board & Interaction Quality 58 Galatea (1800 ATK, bounce effect), Orcustrion (3000 ATK, negate + board lock via 3-banish shuffle), and Longirsu (2500 ATK, forced send + disruption) if accessed; Forbidden Droplet provides negation for going-first; interaction density estimated low without combo data; two negate-text cards + removal (Inferred)
D8 Going-Second & Board-Breaking Power 54 Going-second tools: Forbidden Droplet (negation + ATK halve), Cosmic Cyclone (removal), Nibiru hand-trap (30% draw probability), Knightmare Phoenix (destroy + draw); limited board-breaker redundancy and no piercing/direct damage; extra-deck Knightmare Phoenix as sole generic removal Link (Inferred)
D9 Offensive Pressure & Closing Power 42 End-board ATK sources: Galatea 1800, Orcustrion 3000, Longirsu 2500, Knightmare Phoenix 1900; no piercing or direct damage; limited offensive pressure without repeated summons per turn; low ceiling for closing (Inferred)
D10 Main Deck Efficiency & Flexibility 65 20 main deck (legal minimum for Duel Links), 12 distinct cards, 48.3% archetype purity; 3-copy removal, 1-copy flex techs create compact structure but redundancy risk in small deck; slots efficiently used given format constraint (Verified)
D11 Extra Deck Efficiency & Coverage 60 9 extra slots: 7 Link (Galatea 2x, Orcustrion, Longirsu, Knightmare Phoenix, Knightmare Unicorn, Linkuriboh), 2 XYZ (Dingirsu 2x); Dingirsu underutilized (no clear path to Rank-8 in this list); all Links coverable but Galatea/Orcustrion are bottleneck (Inferred)
D12 Side Deck Adaptability 0 No side deck available in Duel Links format; score set to 0 per schema (Verified)
D13 Matchup Coverage & Format Fit 48 Orcust archetype meta-share unavailable; no tournament link; Duel Links Orcust popularity as a tempo/grind deck is tier-2 to tier-3 context only; no dated sample to calibrate meta power (Provisional)
D14 Pilotability & Error Tolerance 50 Orcust combo lines are moderately complex (multi-step banish recursion, Babel timing, Link routing); deck has ~4-6 decision points per turn but high variance due to missing core copies; pilotability reduced by incomplete engine (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 55, Going First ≈ 62, Going Second ≈ 54, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: Missing core cards (17 of 25 archetype standards absent) (-5); No combo evidence supplied (-3); Duel Links format constraints (20-card main, 9-card extra, no side) (2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 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

  • Consistent starter access (99.96% core group probability) via Armageddon Knight, Cymbal Skeleton, Harp Horror trio
  • Graveyard recursion engine enables multi-turn resource loops through Cymbal/Harp/Knightmare/Brass Bombard banish effects
  • Triple Forbidden Droplet + triple Cosmic Cyclone provides robust removal and negation for interaction
  • Orcustrated Babel enables Quick-Effect banish recursion, creating flexibility in timing
  • Compact 20-card main deck maximizes draw consistency in Duel Links format

Weaknesses

  • Only 32% of archetype core present (8 of 25 key cards); missing Longirsu, A Bao A Qu, and critical Galatea copies severely limit combo ceiling
  • No independent backup lines; all recursion funnels through GY → banish mechanics, creating single choke point after disruption
  • Thin combo evidence and no measured boards prevent accurate ceiling/median calibration; consistency claims are Inferred
  • Low offensive closing power (highest ATK 3000 on Orcustrion) and no piercing or direct damage limit going-first lethal
  • Going-second plan relies heavily on Nibiru (30% draw rate) and Forbidden Droplet; limited board-breaker redundancy
  • Scrap Recycler and World Legacy – World Wand are off-archetype tech cards creating dead slots in small deck format

Critical choke points

  • Orcustrated Babel delayed recovery (requires one GY, one hand slot, costs a turn): deck often cannot rebuild immediately after board clear
  • Armageddon Knight is the primary Normal Summon; if removed, GY setup stalls significantly
  • Cymbal Skeleton and Harp Horror each restricted to one banish effect per turn: multi-interrupt sequences force discard of recursion
  • Galatea and Orcustrion availability limited by Extra Deck slots and Link-summon prerequisites; no fallback 2-card Link if both interrupted
  • Nibiru hand-trap only 30% opening probability; going-second plan weakens without it
Priority Remove Add Reason
1 Scrap Recycler (1 copy) A Bao A Qu, the Lightless Shadow (1 copy) Scrap Recycler is off-archetype; A Bao A Qu is core and provides Level 2 body for Galatea + recovery
2 World Legacy – World Wand (1 copy) Longirsu, the Orcust Orchestrator (1 copy, extra) Wand is off-archetype tech; Longirsu is 100% core and critical for going-second board break and loop enablement
3 Orcust Knightmare (run 2 copies instead of 1) Galatea, the Orcust Automaton (add 1 more copy, extra) Knightmare is situational; Galatea is core and bottleneck; two copies in extra increase consistency
4 Nibiru (1 hand-trap) Second Forbidden Droplet or tech hand-trap with higher archetype synergy Nibiru conflicts with graveyard setup plan; consider archetype-native interruption if available

Evidence & confidence

  • Verified: Deck is Legal in Duel Links format (20-card main, 9-card extra, no side violations); Card text and archetype flags match YGOVN resolver (Orcust core confirmed); Legality status: Legal; Copy limits within legal bounds
  • Observed: Archetype core inclusion at 32% (8 of 25 meta-standard Orcust cards present)
  • Inferred: P(≥1 starter in opening 5) ≈ 99.96% via hypergeometric calculation on 14-card core group; Combo ceiling estimated at 64 (inferred from Armageddon → dump → Link summon → Galatea/Orcustrion lines); Combo median estimated at 55 (single Link + one recursion effect per turn, ~1.5 resources spent); Interruption resilience limited to two independent paths (Armageddon vs Scrap Recycler mill); Going-first power ≈62 (strong opener, weak closer; driven by Galatea setup + Orcustrion board lock if built); Going-second power ≈54 (Nibiru 30% probability, Forbidden Droplet + Cosmic Cyclone coverage, no piercing/OTK path); Tournament Reliability ≈48 (opener stable but recovery plan delayed; high variance due to missing core copies; error tolerance moderate for combo pilot)
  • Provisional: Meta Power null (no dated Duel Links Orcust metagame sample provided; archetype tier-2/3 based on format popularity)
  • Data gaps: No combos supplied — combo floor/median/ceiling is text-only inference; measured boards would increase confidence No tournament link — archetype meta-share and per-pilot match record absent for Duel Links context No win-rate telemetry — brick/starter/OTK rates, going-first/second split, matchup outcomes are unknown Duel Links Orcust guides and meta sample not in evidence — Meta Power remains Provisional No side deck available — D12 score set to 0 per format rules

More Duel Links Info

Orcust

Orcust Breakdown

 
 

 

 

 

 

 

 
 

 

 
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