Orcust Deck #736205 — Yu-Gi-Oh! Master Duel

42 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Orcust Cymbal Skeleton x3, Ash Blossom & Joyous Spring x3. Created Jul 25, 2026 by YGO Mod.

Deck Orcust Master Duel

Created by: YGO Mod (20517634)

Created On: 07/25/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Jul 25, 2026
62± 6/ 100
Power Score
Structural 66
Reliability 60
Going First 68
Going Second 70

Deck — Deck Power Evaluation

Final Contextual Deck Power: 62/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 66
Going First 68
Going Second 70
Meta Power provisional
Tournament Reliability 60
  • Primary strategy: Midrange
  • Secondary strategies: Control, Toolbox
  • Format: master-duel

Legality

Main 42 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Establish layered Link-based interaction via World Legacy and Orcust bosses, grind through disruption with GY recursion and hand-trap density.; Go-second board-break via Dominus Impulse, removal suite, and hand traps; convert to tempo advantage.
  • Turn 1 (going first): Open core starters (Cymbal Skeleton, Harp Horror, Girsu, Orcust Crescendo) to establish Link chains; layer World Legacy interaction on field while loading GY for recovery.
  • Turn 2 (going second): Mulligan for hand-trap volume (Ash, Veiler, Impermanence, Droll, Ghost Ogre/Belle); chain Dominus Impulse, removal, and board breakers to clear opponent's setup; convert to Knightmare Link pressure.
  • Recovery: Use banish-from-GY recursion (Cymbal Skeleton, Harp Horror, Orcust Knightmare, Brass Bombard) and Orcustrated Babel field-spell activation to maintain resource flow; Galatea recovery via banish-shuffle.
  • After siding: No side deck supplied; assume boarding in additional disruption or tech based on known matchups.

Why it scores here

This Orcust midrange build consistently opens a functional starter in ~98% of hands (hypergeometric P ≥1 from archetype core), enabling World Legacy or Orcust Link chains by Turn 1. The deck excels at grind-based midrange play: heavy hand-trap layering (17 copies), recursion-fueled resource economy, and GY-centric recovery let it survive disruption and rebuild across turns. Going-second power is strong via Dominus Impulse negation + removal suite + six-card Ash/Veiler density. However, median combo output remains modest (no recorded boards to anchor ceiling), and missing key core Link bosses (I:P Masquerena, Enlilgirsu, S:P Little Knight, Dingirsu, Longirsu—9 of 22 core cards absent) significantly reduce consistency and end-board layering. The deck is legal, coherent, and tournament-accessible, but suboptimal card choices and no side deck limit its contextual power in Master Duel.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 Archetype core P(≥1) = 0.9818; 22 core + tech copies ensure opening setup 98% of games (Inferred from hypergeometric, verified via composition and card text).
D2 Opening-Hand Quality & Brick Management 66 Hand-trap + tech overlap (17 + 22 roles) creates some tension, but Mulcharmy Fuwalos draw engine and split between 1/2/3-copy cards mitigate brick risk; ~5–7% full-brick estimate (Inferred from role tags and copy histogram).
D3 Combo Conversion & Ceiling 68 Text-inferred ceiling: Cymbal Skeleton + Crescendo + Orcustrated Babel + World Crown combo into Knightmare + Galatea-I stack with 2–3 negates + board lock; limited by missing I:P and key Link bosses (Inferred from card text and combo step complexity).
D4 Combo Floor & Median Output 62 Median output: lean Galatea-I + one Knightmare + single-negate endboard; starter diversity and recursion support rebuild, but without recorded boards and with missing core pieces, median remains conservative (Inferred from text and usage gap).
D5 Interruption Resilience & Route Redundancy 68 Four independent banish-recursion starters (Cymbal, Harp, Knightmare, Brass Bombard) + Orcustrated Babel activation enable multi-route continuation; resilience limited by 59.1% core-card presence—missing Longirsu, Enlilgirsu, S:P Knight reduces redundancy (Inferred from card text and usage statistics missing core cards list).
D6 Resource Economy, Recovery & Grind 72 GY-centric banish-to-hand (Galatea, Enlilgirsu text, Orcustrated Babel) + Mulcharmy draw + Orcustrated Return draw create steady net-positive economy; no Hard grind; resource signature is stable mid-game (Inferred from card text and recursion patterns).
D7 End-Board & Interaction Quality 70 Layered interaction via World Crown negation + Orcust Crescendo counter-trap + Knightmare Phoenix/Cerberus removal + hand-trap density (17 copies); interaction density moderate, durability tied to recursion; missing Enlilgirsu and Longirsu reduces Link-chain layering ceiling (Inferred from text role hints and missing core cards).
D8 Going-Second & Board-Breaking Power 72 Strong going-second split (Dominus Impulse hand negate + 3× Forbidden Droplet + 2× Harpie's Feather Duster + 2× Heavy Storm + Knightmare board breakers); hand-trap density P(≥1 in hand 6) = 0.9662 supports six-card pressure; ceiling modest due to missing S:P Little Knight (Inferred from card text, composition, and going-second role tags).
D9 Offensive Pressure & Closing Power 55 End-board ATK concentrated in Link bosses (Knightmare ~1900, World Crown 2000, Enlilgirsu 2600 unavailable); no direct-damage or piercing text; closing power low, relies on grind attrition (Inferred from card ATK/text and absence of OTK starters).
D10 Main Deck Efficiency & Flexibility 68 42-card main is legal oversized (target 40); 25 distinct main with balanced 1/2/3 copy histogram; coherent archetype + generic engine split; extra tech compactness reduced by 6 flex links and 1× Dingirsu XYZ vs tutored core (Observed from composition and copy_histogram).
D11 Extra Deck Efficiency & Coverage 64 15-card Extra well-used: 2× Galatea (core), 1× Galatea-I (unavailable in meta core but run here), 1× Enlilgirsu (missing core, 100% meta inclusion), 1× Longirsu (missing core), 1× Dingirsu (missing core), 6× generic Knightmare/Charmer links, 1× W:P Fancy Ball, 1× I:P Masquerena (missing core); coverage is workable but incomplete core limits flex slots (Inferred from extra-deck breakdown and usage-statistics core gap).
D12 Side Deck Adaptability 0 No side deck supplied (Side Deck size = 0); cannot evaluate post-side stability or matchup adaptation (Verified from legality section).
D13 Matchup Coverage & Format Fit 58 Orcust archetype has established guides and meta presence in Master Duel; no dated tournament metagame provided → matchup fit is provisional; 59.1% core presence vs meta standard indicates deviation toward hand-trap/tech weight (Provisional, inferred from usage statistics and guide data).
D14 Pilotability & Error Tolerance 60 Combo step count moderate: Crescendo/Cymbal/Harp recursion loops are learnable; Mulcharmy and Dominus Impulse decision points add pilotability load; error recovery via GY recursion and Droll anti-search counterplay reduce catastrophic variance (Inferred from card text complexity and number of recursive decision nodes).

How the score was computed

Strategy profile: 70% Midrange + 30% Control. Structural ≈ 66, Going First ≈ 68, Going Second ≈ 70, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: Missing core Link bosses (-4); No side deck (-2); Oversized main (42 vs 40 legal minimum) (0). Final formula: 0.80*Structural(66) + 0.20*TournamentReliability(60) = 62.4 → 62 (Meta provisional, no dated metagame supplied)

Probability & combo summary

  • Opening a starter: P(≥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

  • Very high opening consistency (~98% of hands contain ≥1 starter; archetype core coverage is excellent).
  • Strong going-second hand-trap density (17 copies, P ≥1 in hand 6 = 0.9662) enables reactive disruption.
  • GY-centric recursion engine (4 independent banish starters + Orcustrated Babel) provides multi-turn grind and recovery after disruption.
  • Layered interaction on field (World Crown negation + Orcust Crescendo counter-trap + Knightmare board-breaker suite) creates midrange resilience.
  • Balanced removal suite (Forbidden Droplet, Harpie's Feather Duster, Heavy Storm, Ghost Ogre/Belle, Dominus Impulse) covers spell, trap, and monster disruption.
  • Tuner-heavy roster (11 Tuners) enables flexible Synchro/Link extension if needed (not showcased in current build).

Weaknesses

  • Missing 9 of 22 meta-core cards (I:P Masquerena, Enlilgirsu, S:P Little Knight, Dingirsu, Longirsu, Galatea x2, Galatea-I, Dharc)—significantly reduces Extra consistency and end-board layering depth.
  • No recorded combo boards; ceiling and median output are text-inferred only, not observed from real lines; actual power distribution unknown.
  • Median end-board appears lean (single Knightmare + Galatea-I + light interaction); lacks explosive turn-1 setup seen in full-core Orcust lists.
  • Offensive closing power very low (no direct-damage cards, low ATK bosses ~1900–2000); relies entirely on grind attrition and opponent fatigue.
  • No side deck supplied; cannot adapt to matchups or pivot strategies post-game-1, critical weakness in best-of-3 format.
  • Oversized main (42 vs 40) dilutes draw odds marginally (~1–2% consistency loss per extra card).
  • Mulcharmy Fuwalos requires specific board state (control no cards) to activate; conditional utility raises brick risk in some lines.

Critical choke points

  • Orcustrated Babel field-spell activation is critical for GY recursion quick-effect access; if Babel is denied/milled early, grind lines flatten significantly.
  • Galatea-I is only 1-of and not in Extra; if that single copy is used and removed, rebuild loses a key tutor outlet.
  • No I:P Masquerena or Enlilgirsu means the deck cannot efficiently access high-link-rating bosses (4-link for 4-body setups); limits ceiling.
  • Hand-trap density is high but can lead to clogged hands if opener already has starter + 2+ hand traps; minimal float potential.
  • Dependence on one-shot banish recursion per Orcust sub-card (Cymbal, Harp, Knightmare, Brass Bombard) each OPT—chaining multiple recursion plays in one turn is often blocked.
Priority Remove Add Reason
1 1× Oversized main deck card Reduce main to 40 cards; prioritize cutting one 1-of tech (e.g., Orcust Knightmare 1→0, or Triple Tactics Talent 1→0) to tighten draw odds. 42-card main is legal but suboptimal; -2 cards recover ~1–2% consistency.
2 0 cards (if space permits by reducing main to 40), or swap flex techs I:P Masquerena (Essential 100% core, 2-link utility bridge), Enlilgirsu (Essential 100% core, 4-link boss with resource generation), S:P Little Knight (96% core, Extra Deck tutor access). All three are near-universal in Orcust meta builds; I:P enables turn-1 flexibility, Enlilgirsu is the ceiling-setting 4-link, S:P Little Knight is backup utility.
3 Current 0-card side deck Build a 15-card side deck tuned to Master Duel meta (e.g., Ash/Veiler/Impermanence/Droll duplicates for harder matchups, Forbidden Graveyard for graveyard decks, Ally of Justice Cyclone for field-spell matchups). Best-of-3 format requires adaptive side; current lack of side deck forces going-second handicap in post-game decisions.
4 Mulcharmy Fuwalos (3 copies) Conditional: Keep 1–2 if the deck aims for midrange draw engine; cut all 3 if pivoting to pure Orcust recursion and replacing with missing core Extra Deck cards. Mulcharmy is high-variance (requires control no cards to activate); role is redundant with Orcustrated Return draw and hand-trap density; opportunity cost is high.
5 NT8000 - SIRIUS (1×), Dharc Charmer (0 in Extra, but consider adding 1 if space) Dingirsu, the Orcust of the Evening Star (96% core, 8-rank XYZ boss for grind scenarios). Dingirsu is meta-standard for end-of-turn protection and resource soak; removal of dead techs frees slots.

Evidence & confidence

  • Verified: Deck is Legal (no violations, restricted cards within copy limits).; Archetype is Orcust; gameplay_slug is Master Duel (OCG-adjacent format).; Main 42, Extra 15, Side 0 (composition confirmed).; 25 distinct main cards, 14 distinct extra cards.; Restricted cards: Foolish Burial (Limited 1/1), Harpie's Feather Duster (Limited 1/1), Heavy Storm (Limited 1/1), Droll & Lock Bird (Semi-Limited 2/2)—all legal.; Card text excerpts for all 39 unique cards resolved and present.
  • Observed: Archetype core group P(≥1 in hand 5) = 0.9818 (observed from hypergeometric draw table).; Hand-trap group P(≥1 in hand 6 going_second) = 0.9662 (observed from probabilities table).; Usage statistics show 13 of 22 meta-core cards present in deck; 9 missing (observed from usage statistics).; Copy histogram: 6 three-ofs, 5 two-ofs, 14 one-ofs (observed from composition).; 17 hand-trap tagged cards, 22 tech tagged, 18 negation-text, 19 removal-text (observed from role hints).
  • Inferred: Archetype core consistency ~98% based on hypergeometric (22 core copies in 42-card deck).; Full-brick estimate ~5–7% (no starter + only hand traps/removal).; D1 (Engine Accessibility) ≈ 72 (from 0.98 core probability, hand-trap backup, and 59.1% meta-core presence acting as drag).; D2 (Opening-Hand Brick) ≈ 66 (from brick estimate 5–7%, Mulcharmy conditional, and 2-card conflict potential).; D3 (Combo Ceiling) ≈ 68 (from text-inferred 4-body Knightmare + Galatea-I + World Crown negate stack, limited by missing Enlilgirsu/I:P ceiling).; D4 (Combo Floor/Median) ≈ 62 (from single Knightmare + Galatea-I endboard, recursion backup, no observed boards, modest starter diversity).; D5 (Interruption Resilience) ≈ 68 (from 4 banish-recursion starters, Babel recovery, but 59.1% core presence limits redundancy; missing Longirsu/Enlilgirsu).; D6 (Resource Economy) ≈ 72 (from GY-centric banish-to-hand + draw engines + Orcustrated Return, stable grind-phase recovery).; D7 (End-Board Interaction) ≈ 70 (from World Crown negation + Crescendo counter-trap + Knightmare removal + hand-trap density; missing core bosses limit layering depth).; D8 (Going-Second) ≈ 72 (from Dominus Impulse + removal suite + hand-trap density 0.9662 P in hand 6).; D9 (Offensive Closing) ≈ 55 (from low ATK bosses 1900–2000 and no direct-damage/piercing text; attrition-only strategy).; D10 (Main Deck Efficiency) ≈ 68 (from balanced copy counts, coherent archetype+generic split, but 42-card oversizing).; D11 (Extra Deck Efficiency) ≈ 64 (from 14 distinct, 1× Dingirsu present, but missing I:P, Enlilgirsu, S:P Little Knight, Longirsu, Galatea x2 limits flex coverage).; D13 (Matchup Format Fit) ≈ 58 (from archetype established in Master Duel guides, but no dated tournament meta and 59.1% core deviation suggests suboptimal positioning).; D14 (Pilotability) ≈ 60 (from moderate combo complexity, Mulcharmy/Dominus decision points, GY recursion error recovery reduces catastrophic variance).
  • Provisional: Meta Power: null (no dated metagame sample supplied; tournament data.available = false; cannot compute format-specific positioning).; Going-First Power ≈ 68 and Going-Second Power ≈ 70 are derived from component dimensions and inherently provisional without dated match data.
  • Data gaps: No combos supplied in combo data (total combos = 0, scored combos = 0); best line, median power index, board per starter all null. Combo floor/median/ceiling inferred from card text and text-inferred starter diversity only. No tournament link; tournament data.available = false. Archetype meta-share and per-pilot match record absent; cannot calibrate Meta Power or format-specific positioning. No win-rate telemetry in YGOVN (going-first/second win rates, matchup-specific rates, game-level brick/starter/OTK rates). All such signals are Inferred or Unknown. No dated metagame sample supplied; Meta Power remains Provisional. Side deck count = 0; no post-side performance data, limiting D12 (Side Adaptability) to inference only.

More Master Duel Info

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Orcust Breakdown

 
 

 

 

 

 

 

 
 

 

 
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