Orcust Deck #751604 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Diabellstar the Black Witch x3, Girsu, the Orcust Mekk-Knight x3, Mulcharmy Fuwalos x3. Created Sep 15, 2026 by YGO Mod.

Deck Orcust Master Duel

Created by: YGO Mod (20517634)

Created On: 09/15/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: Medium
63± 6/ 100
Power Score
Structural 67
Reliability 62
Going First 66
Going Second 70

Deck — Deck Power Evaluation

Final Contextual Deck Power: 63/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 67
Going First 66
Going Second 70
Meta Power provisional
Tournament Reliability 62
  • Primary strategy: Combo
  • Secondary strategies: Toolbox
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Link and Xyz chains off Orcust starters (Harp Horror, Girsu, Diabellstar) into Galatea, Enlilgirsu, Dingirsu and Borrelsword boss boards; Azamina and Dark Magician of Destruction fusion pressure, with Dominus and Knightmare interaction protecting the board
  • Turn 1 (going first): Open a starter (Harp Horror banish, Girsu or Diabellstar hand summon), extend through Orcust Cymbal and Mulcharmy draw pressure, then link into Galatea or Enlilgirsu while holding Ash and Impermanence for the opponent's response
  • Turn 2 (going second): Use the 6-card hand's Ash, Maxx C, Droll, Impermanence or Dominus Impulse to stop the opponent's first summon, then convert the surviving starter through the Orcust GY recursion loop
  • Recovery: Recurse Harp Horror, Cymbal Skeleton, Galatea-I and Orcustrated Babel from the GY; Mulcharmy and Diabellstar refill the hand
  • After siding: No sideboard in Master Duel (side 0, legal); no post-side plan is scored

Why it scores here

The deck reliably opens because nine copies of three hand/field starters (Harp Horror, Girsu, Diabellstar) give roughly a 74% chance of at least one in a 5-card opening hand (hypergeometric, Inferred), and the guides describe a two-body full combo that keeps bricks rare. Conversion is credited from the link-chain structure of the Extra Deck (11 Link, 3 Fusion, 1 Xyz) rather than from any recorded board, since no combos were supplied. Interaction is the deck's strongest system: seven hand traps, Dominus and Ash-style negation and removal text make it hard to establish a clean board on either turn order. Popularity and the 6 guides did not earn points by themselves, and the score was not built from averaging individual card scores. Archetype purity is only 21.8% (Orcust exact name), so the spread across Dominus, Azamina, Mekk-Knight and Diabellstar is scored as a mild engine-dispersion modifier, not a bonus.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(>=1 of 9 starter copies in hand5) ≈ 0.74 from hypergeometric; the archetype core is 0.998 by proxy, weighted down because starters are not the same as the proxy set (Inferred)
D2 Opening-Hand Quality & Brick Management 62 Seven hand traps and conditional Dominus/Azamina pieces create some dead-card risk; Crossout, Foolish Burial and Triple Tactics are conditional (Inferred)
D3 Combo Conversion & Ceiling 74 Link chain from Orcust starters into Galatea, Enlilgirsu, Dingirsu and Borrelsword has a high ceiling by card text; no recorded boards to confirm it (Inferred)
D4 Combo Floor & Median Output 58 No parseable boards, so median output is text-only; the guides describe reliable full combos but give no frequencies (Inferred)
D5 Interruption Resilience & Route Redundancy 70 Multiple independent starters plus GY recursion (Harp Horror, Cymbal Skeleton, Galatea-I, Babel) keep lines alive after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 66 Recursion from GY and hand-to-deck refill via Mulcharmy and Diabellstar offset the hand-cost of Diabellstar and Dominus (Inferred)
D7 End-Board & Interaction Quality 78 Thirteen negation-text and fifteen removal-text cards, plus the seven hand traps, give high interaction density on both turns (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 70 Going-second plan relies on hand-trap negation (Ash, Maxx C, Droll) and Dominus Impulse against the opponent's first board (Inferred)
D9 Offensive Pressure & Closing Power 72 Boss monsters at 2500–3000 ATK (Borrelsword 3000, Dingirsu 2600, Enlilgirsu 2600, Diabellstar 2500) close games by card stats (Verified stat, Inferred closing)
D10 Main Deck Efficiency & Flexibility 64 40 main with 24 distinct cards and copy caps well used; 21.8% exact archetype purity means many non-Orcust slots (Inferred)
D11 Extra Deck Efficiency & Coverage 72 11 Link, 3 Fusion and 1 Xyz across 15 Extra slots, with Orcust, Knightmare, Mekk-Knight and Azamina coverage (Verified composition)
D12 Side Deck Adaptability 50 Master Duel has no sideboard (side 0 in a legal list), so no post-side plan can be scored; neutral 50 used (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample, so archetype fit is not scored beyond neutral (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step link and Xyz sequencing with conditional effects (one-per-turn, column checks) is demanding to pilot (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 67, Going First ≈ 66, Going Second ≈ 70, Meta = provisional, Tournament Reliability ≈ 62. Modifiers: sub-archetype engine dispersion (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional); 0.80*67.4 + 0.20*62 - 3 = 63.3

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.74 · 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

  • Three 3-copy starters with GY recursion give consistent T1 access
  • Extra Deck covers Link, Fusion and Xyz routes
  • Interaction density on both turns with hand traps and removal text

Weaknesses

  • Only 21.8% exact Orcust naming, so sub-archetype enablers can conflict
  • No recorded boards to confirm combo conversion
  • No sideboard, so no post-side adaptation

Critical choke points

  • Starter access depends on one of three starters (Harp Horror, Girsu, Diabellstar) in the opening hand
Priority Remove Add Reason
1 Triple Tactics Talent One additional Orcust-named starter or recursion piece (for example Orcust Cymbal Skeleton copy if legal) Triple Tactics needs the opponent to activate a monster effect during your Main Phase, which is a conditional card; a starter would raise P(engine live) (Inferred).

Evidence & confidence

  • Verified: Legal in Master Duel: 40 main, 15 extra, 0 side; all Limited and Semi-Limited copy counts are within legal limits; Archetype spread and exact-name purity 21.8% from composition; Link, Fusion and Xyz Extra Deck breakdown (11/3/1)
  • Observed: Usage stats: Orcust core cards present at 64% of archetype core (16/25)
  • Inferred: P(at least one starter in opening 5) ≈ 0.74; Combo ceiling and interaction quality from card text; Going-first and going-second estimates from the structural score
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (no tournament context); Side-deck adaptability (no sideboard in Master Duel)
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN — going-first/second, matchup and brick rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied Master Duel has no sideboard, so D12 is neutral rather than measured

More Master Duel Info

Orcust

Orcust Breakdown

 
 

 

 

 

 

 

 
 

 

 
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