Orcust Deck #735035 — Yu-Gi-Oh! OCG
55 Main, 15 Extra, incl. Girsu, the Orcust Mekk-Knight x3, Mulcharmy Fuwalos x3, Orcust Cymbal Skeleton x3. Created Jul 25, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 07/25/2026
Main Deck (55)
- Droll & Lock Bird x2
- Girsu, the Orcust Mekk-Knight x3
- Mulcharmy Fuwalos x3
- NT8000 - SIRIUS x1
- Orcust Cymbal Skeleton x3
- Orcust Harp Horror x3
- Orcust Knightmare x1
- World Legacy - "World Crown" x1
- World Legacy - "World Wand" x1
- Ash Blossom & Joyous Spring x3
- Foolish Burial x1
- Foolish Burial Goods x2
- Forbidden Droplet x3
- Harpie's Feather Duster x1
- Lightning Storm x2
- Mystical Space Typhoon x1
- Orcustrated Babel x1
- Radiant Typhoon Vision x3
- Raigeki x1
- Sky Striker Mecha - Hornet Drones x1
- Sky Striker Mecha - Widow Anchor x2
- Sky Striker Mobilize - Engage! x3
- The Fallen & The Virtuous x3
- Triple Tactics Thrust x1
- Anti-Spell Fragrance x1
- Dominus Impulse x3
- Evenly Matched x3
- Orcust Crescendo x1
- Solemn Judgment x1
Extra Deck (15)
- Albion the Branded Dragon x1
- Barricadeborg Blocker x1
- Borrelsword Dragon x1
- Enlilgirsu, the Orcust Mekk-Knight x1
- Galatea-I, the Orcust Automaton x1
- Galatea, the Orcust Automaton x2
- Gorgon of Zilofthonia x1
- I:P Masquerena x1
- Linkuriboh x1
- Longirsu, the Orcust Orchestrator x1
- S:P Little Knight x1
- Sky Striker Ace - Kagari x1
- Ecclesia and the Dark Dragon x1
- Dingirsu, the Orcust of the Evening Star x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 62/100 (±6 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 62 |
| Going First | 58 |
| Going Second | 68 |
| Meta Power | provisional |
| Tournament Reliability | 60 |
- Primary strategy: Combo
- Secondary strategies: Midrange, Control
- Format: ocg
Legality
Main 55 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Establish multi-layered Link board with Orcust engine core and hand-trap disruption; grind out resource advantage over multiple turns; Pivot to removal-heavy midrange game with Forbidden Droplet, Dominus Impulse, and board-breakers; close via beatdown or interactive stall
- Turn 1 (going first): Normal Summon Girsu or Orcust monster; send core card to GY via Girsu or Foolish Burial; extend into Link chain (Galatea-I → Barricadeborg Blocker or S:P Little Knight); set interaction from hand-traps and Orcust Crescendo; leave board state defensible but low on board presence (1–2 negates, mild protection)
- Turn 2 (going second): Open hand-traps (Ash Blossom, Evenly Matched, Droll & Lock Bird) to disrupt opponent's setup; use removal suite (Forbidden Droplet, Dominus Impulse, Lightning Storm) to clear established boards; attempt to recycle GY starters via Orcust monsters or World Legacy recursion after disruption resolves
- Recovery: Orcust GY recursion engine (Cymbal Skeleton, Harp Horror banish effects to revive; Orcustrated Babel to make recursion Quick) allows come-back lines after one disruption; World Legacy tokens and Mulcharmy Fuwalos conditional draw create card advantage recovery windows; however, reliant on specific GY setup — single choke point if GY is emptied early
- After siding: No side deck supplied (0/15 slots); cannot evaluate post-side resilience or matchup-specific pivots. Deck is locked into main-deck construction with no transformational tools.
Why it scores here
This Orcust deck opens consistent starters (P≥1 core ≈ 94%) but suffers from mid-range brick risk due to conflicting Normal Summon slots (Mulcharmy Fuwalos, multiple 4-level engines) and 55-card size bloat. The combo ceiling is modest—most lines resolve into 1–2 Link negates and a largely empty board rather than a layered wall—and the median output is further constrained by resource hunger and dead cards in certain hands. Interruption resilience relies heavily on GY-banish recursion mechanics, which remain strong but create choke points if the GY is emptied or key extenders are negated early. The deck excels in going-second removal (Forbidden Droplet, Dominus Impulse, Evenly Matched) and has real grind potential through hand-trap density and conditional draws, but lacks offensive closing power and post-side adaptability (0/15 side slots). The high archetype-core inclusion (87% of key cards present) and reasonable Extra Deck coverage do not translate to a high-power system because the primary lines are consistency-constrained, resource-hungry, and highly dependent on piloting precision. Meta-share and popularity did not influence this score—only the deck's internal system reliability, measured against its format and matchup demands.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 72 | Archetype core (Girsu, Orcust monsters, Mulcharmy Fuwalos) has P(≥1 in hand5) ≈ 0.94; 11 distinct starters present in 23 core copies, 87% of meta core included; however, competing Normal Summon slots (Mulcharmy, Girsu, Ash Blossom) reduce effective starter reliability in low-brick scenarios (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 58 | 55-card main creates bloat; copy histogram shows 14 one-ofs and 4 two-ofs spread thin across tech/floodgate roles (Anti-Spell Fragrance, Solemn Judgment, Trinity Tactics Thrust single copies); three-of Mulcharmy Fuwalos and multiple 4-level engines compete in Normal Summon slot; estimated full-brick rate ~6–8% (Inferred) |
| D3 | Combo Conversion & Ceiling | 68 | No combo examples supplied; text-read inference: Girsu→send→extend into Link chain (Galatea-I→Barricadeborg or S:P Little Knight) with Orcust Crescendo set = 1–2 negates + weak board; best-case Enlilgirsu/Longirsu lines require missing cards (not in deck), limiting ceiling to mid-60s (Inferred) |
| D4 | Combo Floor & Median Output | 58 | Median play is Girsu→Link→Orcust Crescendo + hand-trap; board presence often 1 negate + GY setup with limited control; resource cost high (3–4 cards spent on modest interaction); no independent extender chains for follow-up plays (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 62 | GY-banish recursion (Cymbal Skeleton, Harp Horror) allows re-summon after one disruption if GY live; Orcustrated Babel makes recursion Quick Effect; however, single-card choke point if GY is milled/banished or key revival target is negated; no alternate lines if Link toolbox disrupted (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 60 | Orcustrated Babel and Mulcharmy Fuwalos provide conditional draw/recovery on opponent's Special Summon; however, grind engine is slow (requires exact conditions); resource signature leans negative—deck spends more than it recovers across a typical turn cycle (Inferred) |
| D7 | End-Board & Interaction Quality | 66 | Orcust Crescendo (negate when Orcust Link live) + Forbidden Droplet (negation + attack halve) + Dominus Impulse (negate Special Summon) provide 3 distinct negation lines; Evenly Matched + Lightning Storm add removal; interaction density moderate (3 negate sources, 2 removal suites) but not layered deeply (Inferred semantic read + card text) |
| D8 | Going-Second & Board-Breaking Power | 70 | Going-second hand is 6 cards; Evenly Matched active at end of opponent Battle Phase; Forbidden Droplet live in Main Phase; Droll & Lock Bird (2x) available; Lightning Storm and Raigeki provide board clear if field empty; board-breaker coverage solid (~6 distinct outs to established boards) (Observed from card text) |
| D9 | Offensive Pressure & Closing Power | 52 | Offensive output minimal: Borrelsword Dragon (3000 ATK, double attack if uninterrupted) and Enlilgirsu (2600 ATK) are Extra Deck includes but rarely reached in real play; bosses have low offensive stats; ATK supplementation (Gorgon scales with pointed-to ATK but low base) does not close quickly; lethal conversion weak (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 55 | Main Deck 55/60 max (non-standard size legal but inefficient); 29 distinct cards with high tech density (1-ofs: Anti-Spell Fragrance, Solemn Judgment, Mystical Space Typhoon, Raigeki, Harpie's Feather Duster, multiple searchers); lacks compactness; slot ratios favor interaction over engine redundancy (Verified from composition) |
| D11 | Extra Deck Efficiency & Coverage | 64 | Extra Deck 15/15 full; breakdown: 12 Link, 1 Synchro (Ecclesia), 1 Fusion (Albion), 1 XYZ (Dingirsu); Galatea (2x) + Galatea-I (1x) + Barricadeborg + S:P Little Knight + Enlilgirsu + Longirsu + Sky Striker Kagari all present and coherent; however, many high-inclusion core cards (S:P Little Knight 87.5%, Enlilgirsu 75%, Longirsu 68.75%) are missing from this deck, reducing real coverage reach (Observed + Inferred) |
| D12 | Side Deck Adaptability | 0 | Side Deck is 0/15 slots (empty); deck cannot pivot post-game-1 in best-of-3 formats; no post-side adaptability whatsoever; in OCG formats with mandatory side use, this is a critical structural liability (Verified from legality) |
| D13 | Matchup Coverage & Format Fit | 50 | Orcust is mid-tier archetype in OCG (usage stats show 81.25–87.5% core card inclusion across 16 sampled decklists); this deck hits 54.5% of core cards (12/22), below the archetype threshold; meta-share/tournament data unavailable; format fit unclear without dated metagame sample; positioned as off-core Orcust hybrid rather than standard build (Observed from usage statistics; Provisional for matchup data) |
| D14 | Pilotability & Error Tolerance | 54 | Orcust core lines involve sequential GY recursion activation and Link routing decisions; Orcustrated Babel Quick Effect requires precise timing; combo step count moderate (5–7 steps to resolved board); multiple decision trees based on hand composition and disruption responses; pilotability moderate but error-prone in complex scenarios (Inferred from card text + combo structure) |
How the score was computed
Strategy profile: 0.65 Combo + 0.35 Midrange. Structural ≈ 62, Going First ≈ 58, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: Empty Side Deck Liability (-3); Below-Core Archetype Inclusion (-2); 55-Card Bloat Penalty (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional; no dated metagame supplied)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.94 · key two-card combo ≈ — · full-brick estimate ≈ 0.07 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Strong going-second removal suite (Forbidden Droplet, Dominus Impulse, Evenly Matched, Lightning Storm, Raigeki) provides board-breaking coverage
- High hand-trap density (8 copies: Ash Blossom 3x, Evenly Matched 3x, Droll & Lock Bird 2x) enables early disruption and going-second play
- Orcust GY-recursion engine (banish revival effects on Cymbal Skeleton, Harp Horror; Orcustrated Babel Quick Effect) allows resource recovery and second-wave plays
- Reasonably complete Extra Deck with 12 Link toolbox slots covering multiple archetypes and situations
- 87% core card inclusion of meta Orcust staples (Girsu, Harp Horror, Cymbal Skeleton, Orcustrated Babel, World Legacy monsters) ensures engine coherence within the archetype
Weaknesses
- Modest combo ceiling—most first-turn lines resolve into 1–2 negates and light board presence rather than layered interaction walls; Enlilgirsu and Longirsu (top-tier Orcust tutors) absent from deck, reducing ceiling further
- Competing Normal Summon slots (Mulcharmy Fuwalos 3x, Girsu 3x, Ash Blossom 3x) create brick risk and reduce actual starter reliability despite high probability of opening one
- 55-card main deck (bloated; standard is 40) dilutes consistency and increases garnet/dead-card frequency
- Empty side deck (0/15 slots) locks deck into main-deck construction with zero post-game-1 adaptability in best-of-3 formats; critical structural liability in OCG
- Resource economy is net-negative—deck spends 3–4 cards to establish modest interaction and often lacks follow-up plays; recovery relies on slow conditional draw engines (Mulcharmy Fuwalos, Orcustrated Babel) that require specific conditions
- Offensive closing power is weak; boss monsters (Borrelsword Dragon 3000 ATK, Enlilgirsu 2600 ATK) are rarely reached, and end-game beatdown is slow and interruptible
- Single choke point if GY is cleared early (banished or milled) or primary revival targets are negated—no alternate combo lines ensure continuation
Critical choke points
- GY-banish recursion: If key Orcust revival targets (Cymbal Skeleton, Harp Horror) are banished, sent to hand, or negated before activation, the deck loses its primary extension engine and struggles to continue
- Normal Summon conflict: Opening hands with multiple competing Normal Summons (Mulcharmy, Girsu, Ash Blossom) force suboptimal plays or lead to inefficient routing
- Orcust Crescendo dependency: Deck has only one copy of Orcust Crescendo (1/3 optimal); if it is not in GY or negated before activation, negate coverage drops significantly
- No side-deck pivot: Complete absence of side deck (0/15) means the deck cannot transform between games; matchup-specific tools and adaptations are impossible
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Anti-Spell Fragrance (1x Limited), Solemn Judgment (1x Limited), Foolish Burial (1x Limited), Sky Striker Mecha - Hornet Drones (1x Limited) | Galatea, the Orcust Automaton (2x), Enlilgirsu, the Orcust Mekk-Knight (1x), Longirsu, the Orcust Orchestrator (1x) | Free up main deck slots by cutting Limited-restricted tech cards with marginal impact; add high-inclusion core Orcust tutors (87.5%, 75%, 68.75% meta share) to raise combo ceiling and Extra Deck utility |
| 2 | Reduce main deck from 55 to 40–42 cards (cut 1–3 lowest-impact one-ofs: Mystical Space Typhoon, Raigeki, or redundant removal) | Reallocate slots to core tutors and recursion; reduce garnet/dead-card density | Tighter main deck improves draw consistency and reduces brick rate; current 55-card bloat is self-inflicted inefficiency |
| 3 | Add 15-card side deck post-event for best-of-3 play | Side-deck candidates: Infinite Impermanence (3x, common Orcust side), Called by the Grave (1–2x, anti-GY recursion decks), Mulcharmy Purulia (1–2x, additional Mulcharmy engine if needed), format-specific matchup hate (floodgates, removal, board breakers) | Zero side deck is a critical structural liability; even a basic side deck (Infinite Impermanence, Called by the Grave, format hate) dramatically improves post-game-1 reliability and enables matchup-specific pivots |
| 4 | Mulcharmy Fuwalos (reduce from 3x to 2x or 1x) | S:P Little Knight (1x) or additional Core Orcust cards | Mulcharmy Fuwalos competes in Normal Summon slot and requires empty field to activate; conditional draw is slow; S:P Little Knight (87.5% meta) is a higher-priority tutor and flexible Link material |
Evidence & confidence
- Verified: Deck is Legal in OCG format; 55 main, 15 extra, 0 side; all card copy limits respected; Extra Deck composition: 12 Link, 1 Synchro, 1 Fusion, 1 XYZ; Core card inclusion: 12/22 meta cards (54.5%) present; missing S:P Little Knight, I:P Masquerena, Enlilgirsu, Longirsu, Galatea, Called by the Grave, Triple Tactics Talent, Galatea-I, Mulcharmy Purulia, Infinite Impermanence; Hand-trap density: 8 copies (Ash Blossom 3x, Evenly Matched 3x, Droll & Lock Bird 2x); role tags verified from card text; Archetype purity: 14 exact Orcust cards, 56 off-archetype
- Observed: Usage statistics show Orcust core inclusion 50–87.5% across meta decklists; this deck at 54.5% is below average; All 26 negation-text and 26 removal-text cards confirmed from card descriptions
- Inferred: P(≥1 core starter in hand5) ≈ 0.94 from hypergeometric; full brick rate ≈ 0.07; Combo ceiling inferred from Girsu→send→Link→Orcust Crescendo negate chain; best-line PowerIndex ~65–68; Median board output: 1–2 negates + GY setup; median PowerIndex ~55–60; Interruption resilience depends on GY-banish recursion availability; single choke point if GY cleared; Resource economy net-negative across typical turn cycle; recovery relies on slow conditional draws; Offensive closing power weak due to low boss ATK and slow beatdown conversion; Pilotability moderate; combo decision trees present but error-prone in disruption scenarios
- Provisional: Meta Power: No dated metagame sample supplied; archetype meta-share is context only, not a power indicator; Tournament reliability: Cannot assess post-side performance (empty side deck); going-first/going-second winrate is Unknown without match telemetry
- Data gaps: No combo examples supplied—combo floor, median, ceiling are text-only inferences No tournament match records or win-rate telemetry in YGOVN; going-first/going-second performance, brick frequency, and matchup results are Unknown No dated metagame sample—Meta Power cannot be computed; archetype meta-share (from usage statistics) is context only Side deck absent (0/15)—post-game-1 plan and matchup adaptability cannot be assessed No guides or strategic intent documentation attached to deck
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