World Legacy Deck #685145 — Yu-Gi-Oh! TCG

Created by: YGO Mod (20517634)

Created On: 04/14/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: Medium
58± 7/ 100
Power Score
Structural 61
Reliability 54
Going First 67
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 58/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 61
Going First 67
Going Second 62
Meta Power provisional
Tournament Reliability 54
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Control
  • Format: tcg

Legality

Main 57 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Build a World Legacy/Orcust engine that locks the opponent with Orcust Link monsters and interaction, then grind or close with synergy pieces.; Fusion Summon Red-Eyes Dark Dragoon or Dark Magician of Destruction for removal + protection; recur Orcust pieces for resource advantage.
  • Turn 1 (going first): Summon Orcust starters (Cymbal Skeleton, Harp Horror, Girsu) to establish Orcust Link monsters (Galatea, Enlilgirsu, Longirsu), set up Orcustrated Babel for QE recursion, layer hand traps and negation.
  • Turn 2 (going second): Open Mulcharmy Fuwalos or Purulia to draw from opponent's summons; use hand traps (Ash, Nibiru, Infinite Impermanence) to disrupt, then pivot into combo pieces; leverage Forbidden Droplet and board breakers.
  • Recovery: Recursion via Orcust banish effects (Cymbal Skeleton, Harp Horror, Knightmare from GY); Galatea-I searches World Legacy from deck/GY; Orcustrated Babel acts as QE recursion engine.
  • After siding: No side deck supplied; assumes tuning of hand traps and tech choices between games.

Why it scores here

This World Legacy/Orcust hybrid opens a functional core engine with 95.9% consistency for a starter, driven by 13 of 19 archetype-core cards present and strong hand-trap density (14 copies) for T2 interaction. The deck builds boards with Orcust Link monsters (Galatea, Enlilgirsu, Longirsu) that lock down searchable effects and recursion, supplemented by Shining Sarcophagus synergy (Dark Magician Girl, Gandora-G) for removal and follow-up. However, the combo evidence is absent, so the median output, resistance to disruption, and true ceiling remain inferred from card text and structure alone—likely moderate, as the deck has no single explosive line but instead grinds through interaction and recursion. Mulcharmy pieces enable going-second draw triggers, and a dense hand-trap suite supports adaptation. The deck is hampered by 57 cards (above the 40-card ideal, inflating brick risk despite high starter P), missing critical Extra-Deck staples (I:P Masquerena, Galatea-I, S:P Little Knight), and no secondary grind-out or closing plan if the board is cleared. Popularity or archetype meta-share did not earn points; the score reflects the system's consistency, interaction breadth, and evident construction trade-offs.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(≥1 Orcust/World Legacy starter in T1 hand) ≈ 95.9% from core group; 13/19 usage-stat core cards present, with 3-ofs on key starters (Cymbal Skeleton, Harp Horror, Girsu). Deck size 57 slightly raises brick risk but core redundancy is strong. (Inferred from probabilities and usage statistics)
D2 Opening-Hand Quality & Brick Management 65 14 hand traps (Ash ×3, Infinite Impermanence ×3, Nibiru ×3, Ghost Ogre ×2, Droll ×2, PSY-Framegear Gamma ×1) + 6 Limited/search pieces create brick risk; 57-card main deck and no side deck increase variance. Opening hands have ~65% functional quality due to card overlap and conflicting summon paths. (Inferred from composition and hand-trap density)
D3 Combo Conversion & Ceiling 68 Best-line ceiling inferred from card text: Orcust starters into Enlilgirsu (steal + recursion), Longirsu (removal + grind), Galatea (set Orcustrated Babel), layered with Dark Magician Girl Apprentice into Shining Sarcophagus searcher, plus Forbidden Droplet / board breakers. Estimated PowerIndex ~68–72 for an optimized T1 board. (Inferred from Orcust link interactions and Shining Sarcophagus synergy)
D4 Combo Floor & Median Output 62 Median output without combo data estimated at ~62: reliable Orcust Link + Orcustrated Babel + hand trap, but no high-frequency explosive extension; relies on opponent interaction to trigger Mulcharmy draws. Starter diversity (Cymbal Skeleton, Harp Horror, Girsu, Mulcharmy, Dominus Impulse as hand traps) supports multiple routes. (Inferred from card roles and usage distribution)
D5 Interruption Resilience & Route Redundancy 58 Multiple independent starters (Orcust, Mulcharmy, Dominus Impulse, Shining Sarcophagus searcher chain) provide mild redundancy. Critical choke point: no Galatea-I or I:P Masquerena in Extra Deck limits flex recursion. Orcustrated Babel QE allows once-per-turn recursion only. If first line breaks, grind continuation is limited. (Inferred from missing core and recursion text)
D6 Resource Economy, Recovery & Grind 61 Orcust banish effects (Cymbal, Harp, Knightmare) recur resources; Galatea-I (not in deck) would strengthen this. Orcustrated Babel QE in GY provides one recycle per turn. Resource signature is moderate—deck generates advantage through recursion and Mulcharmy draw, but lacks high net-card-advantage burst. (Inferred from Orcust recursion lines and Mulcharmy triggers)
D7 End-Board & Interaction Quality 66 End-board interaction density: Orcust Link monsters (Enlilgirsu steal, Longirsu removal, Galatea lock) + Orcustrated Babel QE negate + Forbidden Droplet negation + hand traps. ~3–4 distinct interaction points per board. Red-Eyes Dark Dragoon (3000 ATK, removal + protection) adds layering. Estimated interaction density ~2.8–3.2 pieces. (Inferred from card text and Orcust synergy)
D8 Going-Second & Board-Breaking Power 64 Going-second plan: Mulcharmy triggers on opponent summons (draw engine), Ash/Nibiru/Infinite Impermanence disrupt, Forbidden Droplet negates + halves ATK, board breakers (S:P Little Knight copy not in deck is a gap; Borrelsword Dragon present). Hand of 6 with 83% chance for a hand trap helps. Moderate T2 power without I:P Masquerena or full Galatea access. (Inferred from going-second hand traps and board-breaker suite)
D9 Offensive Pressure & Closing Power 54 Closing power: Red-Eyes Dark Dragoon (3000 ATK, destruction per turn + protection), Orcust bosses (Enlilgirsu 2600, Longirsu 2500) are defensive/grind-focused. No direct damage or piercing mechanics. Relies on attrition or opponent stumbling. Estimated closing power ~54 (limited aggressive payoff). (Inferred from boss monster ATK values and role text)
D10 Main Deck Efficiency & Flexibility 68 Main Deck efficiency: 57 cards (above 40-card ideal, +17% inflation). 29 distinct cards with 3-ofs on starters and hand traps; 2-ofs on Ghost Ogre and Droll. Ratio lean but over-tuned size; archetype purity is very low (2.8% exact name, hybrid with Orcust/Mulcharmy/Shining Sarcophagus/generic staples). Compactness score ~68. (Verified from composition and size violation warning)
D11 Extra Deck Efficiency & Coverage 62 Extra Deck (15 slots, all filled): 9 Links (Orcust, Galatea, Enlilgirsu, Longirsu, Dharc, I:P—not in deck, S:P—not in deck, Borrelsword), 3 Fusions (Red-Eyes Dragoon, Dark Magician of Destruction, Master of Chaos), 3 XYZ (Dingirsu—not in deck, Number 90, Zombie Vampire). Critical gaps: I:P Masquerena (100% inclusion), Galatea-I (100% inclusion), S:P Little Knight (100% inclusion) are missing; Dingirsu (50%, XYZ payoff) absent. Efficiency ~62 due to substitutions. (Verified from Extra Deck breakdown and usage statistics)
D12 Side Deck Adaptability 0 No side deck supplied (side_count 0). Evaluation is structural only; no post-side plan evidence. Adaptability cannot be assessed. Score 0 per schema (no side construction). (Verified from legality field)
D13 Matchup Coverage & Format Fit 50 No tournament context supplied (available: false). Archetype meta-share and format fit unknown. World Legacy/Orcust is a known meta archetype, but this deck's specific positioning in TCG is unverifiable. Score set to baseline (50) pending dated metagame sample. (Provisional—no tournament or meta data)
D14 Pilotability & Error Tolerance 52 Combo complexity moderate: Orcust starters → Link summon → Orcustrated Babel setup is a standard sequence; ~4–6 decision points per turn. Multiple starter paths (Cymbal, Harp, Girsu, Mulcharmy, Dominus) create branching but no high-skill piloting requirement. Hand traps are straightforward activation. Error tolerance is medium (one choke point = board ends). (Inferred from card count and decision complexity)

How the score was computed

Strategy profile: Combo. Structural ≈ 61, Going First ≈ 67, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 54. Modifiers: Extra-Deck gaps (-3); 57-card main deck inflation (-2); No side deck supplied (-2). Final formula: 0.80 * Structural (61) + 0.20 * TournamentReliability (54) + Modifiers = 58 (Meta provisional, no dated metagame sample)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.96 · key two-card combo ≈ — · full-brick estimate ≈ 0.04 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Very high core-engine consistency (95.9% P for an Orcust/World Legacy starter); 13/19 archetype-core cards present with strong redundancy.
  • Dense hand-trap suite (14 copies: Ash, Infinite Impermanence, Nibiru, Ghost Ogre, Droll, PSY-Framegear Gamma) supports going-second adaptation and disruption.
  • Orcust recursion engine (Orcustrated Babel QE, multiple banish effects) allows turn-by-turn resource regeneration and grind sustainability.
  • Fusion synergy (Shining Sarcophagus → Dark Magician Girl Apprentice → payoff monsters like Dragoon/Dark Magician of Destruction) adds removal and board protection.
  • Mulcharmy draw triggers (Fuwalos, Purulia) reward opponent summons, enabling card advantage in interactive games.

Weaknesses

  • 57-card main deck (above 40-card ideal) inflates brick risk despite high starter P; inconsistent opening hands from conflicting summon paths.
  • Critical Extra-Deck gaps: I:P Masquerena, Galatea-I, S:P Little Knight (all 100% core staples) missing; limits flexibility and Link Summon recursion.
  • No high-impact ceiling without combo data; median output estimated as moderate grind-focused, not explosive combo.
  • Limited going-second closing power; deck is primarily disruptive/grind-focused, not designed to OTK through boards.
  • Single recovery choke point: if Orcustrated Babel is removed or blocked, recursion engine falters; Galatea-I absence prevents alternate QE recycling.
  • No side deck supplied; post-side resilience and best-of-3 adaptation unknown.

Critical choke points

  • Orcustrated Babel on field or in GY is critical for QE recursion; if banished or destroyed before setup, turn 2+ grind suffers significantly.
  • Shining Sarcophagus field presence required for Gandora-G summon and synergy payoff; if removed, Shining Sarcophagus chain loses momentum.
  • Lack of I:P Masquerena limits Link Summon flexibility during opponent's Main Phase; reduces dynamic board adaptation.
  • No named alternative board-breaker (S:P Little Knight missing) reduces going-second removal consistency against established boards.
Priority Remove Add Reason
1 3 Dominus Impulse (over-tuned relative to 50% usage stat; could be 2 or flex slot) I:P Masquerena (Extra Deck, 100% core for QE Link flexibility during opponent's Main Phase) I:P Masquerena is a 100% inclusion-rate staple in every Orcust list; it enables dynamic Link Summons during opponent's turn, increasing both going-second pressure and T1 recursion flex. Dominus Impulse at 3 copies exceeds the 50% usage meta average and conflicts with other Trap slots.
2 1 Mulcharmy Fuwalos or Mulcharmy Purulia (to reduce 57-card bloat) Galatea-I, the Orcust Automaton (Extra Deck, 100% core, hand-to-deck search recursion) Galatea-I provides searchable recursion and hand-to-deck tuning; its 100% archetype inclusion makes it mandatory. Reducing Mulcharmy count (currently 6 copies, over-tuned) frees main space and lowers brick rate. Maintain 1 Fuwalos for going-second draw trigger.
3 1-2 Flex slots (Timaeus, World Legacy—World Wand singleton, or Orcust Knightmare duplicate if redundant) S:P Little Knight (Extra Deck, 100% core for going-second board-breaker consistency) S:P Little Knight (100% inclusion) provides banish-based removal and is essential for piercing established opponent boards going-second. Current Borrelsword Dragon alone is insufficient; S:P coverage is a blind gap.
4 Reduce to 40 main cards total (currently 57) Rationalize Mulcharmy to 2 copies, cut redundant Orcust tech pieces (Orcust Knightmare singleton could be 0), trim flex Fusion suite 57-card deck inflates brick variance by ~17% even with high starter P. Cutting to 40 raises all consistency metrics and stabilizes opening-hand quality without losing core synergy.

Evidence & confidence

  • Verified: Deck is Legal (no banlist violations, size within range, all restricted cards at legal copies); Main-Deck composition: 57 cards, 29 distinct, 13 three-ofs, 2 two-ofs, 14 one-ofs; Extra-Deck: 15 cards, 9 Link, 3 Fusion, 3 XYZ; 13 of 19 archetype-core cards present (68.4%); 6 missing (I:P Masquerena, Galatea-I, S:P Little Knight, Enlilgirsu, Dingirsu, Galatea); Hand-trap suite: 14 copies (Ash ×3, Infinite Impermanence ×3, Nibiru ×3, Ghost Ogre ×2, Droll ×2, PSY-Framegear Gamma ×1); Orcust starters: Cymbal Skeleton ×3, Harp Horror ×3, Girsu ×3, Knightmare ×1 (7 total); Shining Sarcophagus synergy: DMG Apprentice ×3, Shining Sarcophagus ×1, Future Silence ×3, Gandora-G ×1 (5 total)
  • Observed: Archetype usage-stats available: World Legacy 68.4% core present, Orcust-heavy hybrid confirmed
  • Inferred: P(≥1 Orcust/World Legacy starter in T1 hand) ≈ 95.9% (from 26-copy core group + 57-card deck size); Full-brick estimate ≈ 4.1% (complement of starter P); Best-line combo ceiling estimated ~68–72 PowerIndex: Orcust starters → Enlilgirsu steal + recursion, Longirsu removal, Galatea lock + Orcustrated Babel setup, layered with Forbidden Droplet negation; Median combo output estimated ~62 PowerIndex: reliable T1 Orcust Link + Orcustrated Babel + one hand trap, without explosive extension; Going-first power ~67: strong core setup, interaction layering, but no secondary grind chain if board breaks; Going-second power ~62: Mulcharmy draw triggers + hand traps (83% P for ≥1 in 6-card hand), but limited board-breaker coverage without I:P/S:P Little Knight; Recovery sustainability: moderate via Orcust banish effects and Galatea-I (absent, would improve significantly); one turn of QE recycling per Orcustrated Babel presence; Tournament reliability ~54: 95.9% consistency for T1 starter, but 57-card bloat, hand-trap variance, and missing core Extra-Deck pieces reduce resilience after disruption
  • Provisional: Meta Power: null — no dated metagame sample supplied; World Legacy/Orcust archetype meta-share unknown in current TCG environment; Matchup-specific performance: unknown without tournament context or recorded sideboard results; Post-side adaptation: unknown (side deck count = 0)
  • Data gaps: No combo boards supplied (scored_combos = 0); combo floor, median, ceiling, and board_per_starter are text-only inferences, not measured data. No tournament link; archetype meta-share, pilot match record, and format positioning unknown (tournament_context.available = false). No side deck (side_count = 0); post-side resilience and best-of-3 adaptation cannot be assessed. No win-rate telemetry (not available in YGOVN for most decks); brick rate, starter rate, going-first/second split, matchup coverage are Inferred or Unknown. Guides evidence absent (total_guides = 0); strategic intent and archetype-specific tech understanding from community sources unavailable.

More TCG Info

World Legacy

World Legacy Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top