Orcust Deck #754372 — Yu-Gi-Oh! Master Duel

Created by: YGO Mod (20517634)

Created On: 09/23/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Medium
58± 7/ 100
Power Score
Structural 62
Reliability 57
Going First 60
Going Second 66

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 62
Going First 60
Going Second 66
Meta Power provisional
Tournament Reliability 57
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Tempo
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Link and Fusion boss pressure from Dingirsu, Caesar, Enlilgirsu, Snake-Eyes Doomed Dragon and Longirsu, reached through Orcust Harp Horror and Girsu special-summon chains; Mulcharmy card advantage plus hand-trap-backed grind over a long round
  • Turn 1 (going first): Turn 1 Harp Horror or Girsu (Normal/Special Summon to GY-recursion and Orcust Deck-to-hand/summon lines), spend the turn building a Link or Xyz boss while holding Ash Blossom, Infinite Impermanence and Maxx C for the opponent's first interaction
  • Turn 2 (going second): Keep a hand-trap-first six: Droll and Lock Bird, Ash Blossom, Infinite Impermanence, Maxx C and Ghost Belle answer the opponent's first two summons or searches, then the Orcust engine converts into a board
  • Recovery: Banish Harp Horror, Cymbal Skeleton and Knightmare from the GY, Orcust Crescendo and Orcustrated Babel recursion, Foolish Burial to restock the Extra Deck route, Mulcharmy draws when the hand is empty
  • After siding: No side deck is run in Master Duel; the deck has no post-side plan and adapts only through in-match hand-trap sequencing

Why it scores here

The deck scores on its system, not on its card quality or popularity. Two Orcust starters (Harp Horror and Girsu, six copies between them) give roughly a 58 percent chance of at least one in a five-card opening hand (Inferred, hypergeometric). Ten hand traps, led by Ash Blossom and Infinite Impermanence at three copies each, plus Droll and Maxx C, give an estimated 85 percent chance of at least one hand trap in a six-card going-second hand (Inferred), which carries the interaction and resilience scores. The Extra Deck is fully used (15 distinct Link, Fusion, Xyz and Extra threats), so late-game closing power is strong, but the engine is spread across Orcust, Fiendsmith, Mekk-Knight, World Legacy and Mulcharmy families with only 20 percent exact-name purity, which costs engine cohesion and pilotability. No boards were recorded and there is no meta or tournament sample, so the combo ceiling and floor are text-based Inferred reads, and Meta Power stays provisional with the final score built from Structural and Tournament Reliability only. Popularity was not credited, and card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 P(at least one Harp Horror or Girsu in hand of 5) ≈ 0.58 across 6 copies; Mulcharmy draw and Orcust search add redundancy (Inferred)
D2 Opening-Hand Quality & Brick Management 55 10 hand traps and 4 tech/non-engine slots (Crossout, Foolish Burial, Wedju Temple, Lurrie) can dead-draw without opponent action; copy histogram is 7×3, 2×2, 15×1 (Inferred)
D3 Combo Conversion & Ceiling 62 Text-only read: Harp Horror to Girsu to Galatea-I, Dingirsu and Longirsu chains reach Link-3/Xyz-8 bosses; no observed boards supplied (Inferred)
D4 Combo Floor & Median Output 55 No combos recorded, so median output is an Inferred estimate from text and starter diversity; floor depends on hand-trap-only starts (Inferred)
D5 Interruption Resilience & Route Redundancy 68 Ash Blossom, Impermanence, Droll, Maxx C and Ghost Belle give multiple independent answers to one disruption, with Mulcharmy and Orcust GY recursion for recovery (Inferred)
D6 Resource Economy, Recovery & Grind 65 Mulcharmy Fuwalos and Purulia draw on opponent summons; Foolish Burial, Fiendsmith's Tract and Orcustrated Babel provide search and recursion (Inferred)
D7 End-Board & Interaction Quality 72 Infinite Impermanence, Ash Blossom, Crossout Designator, World Wand and Caesar negate or remove; Droll and Maxx C layer additional counters (Inferred semantic read of card text)
D8 Going-Second & Board-Breaking Power 68 Droll locks draws, Maxx C and Ash punish summons, World Wand and Caesar negate; going-second hands are hand-trap dense (Inferred)
D9 Offensive Pressure & Closing Power 70 Caesar 2800, Snake-Eyes Doomed Dragon 3000, Dingirsu 2600 and Enlilgirsu 2600 control-stealing plus Link-3 Longirsu give strong closing boards (Verified stats from card data)
D10 Main Deck Efficiency & Flexibility 62 40 main with 24 distinct cards; 15 of the 40 are hand traps or tech and 44 of 55 copies are off exact-name archetype (Verified composition, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 66 All 15 Extra slots are used by 15 distinct cards across Link, Fusion, Xyz with multiple Link-route options; no 1-of dead slots evident (Verified composition)
D12 Side Deck Adaptability 40 Master Duel runs no side deck (side 0 of up to 15), so post-side adaptation is absent and the score is capped at a low-neutral value (Verified composition, Provisional)
D13 Matchup Coverage & Format Fit 50 No dated meta sample and no tournament link; archetype share unavailable, so format fit stays at a neutral provisional read (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Link, Fusion and Xyz sequences across four families with many decision points for the pilot (Inferred)

How the score was computed

Strategy profile: Midrange primary, Toolbox secondary (hand-trap-driven toolbox elements); blend ratio approximately 85/15. Structural ≈ 62, Going First ≈ 60, Going Second ≈ 66, Meta = provisional, Tournament Reliability ≈ 57. Modifiers: Engine conflicts (-3); Archetype dilution (-2); Hand-trap redundancy (2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional): 0.80*62 + 0.20*57 - 3 ≈ 58

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.58 · 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

  • Ten hand traps and multiple negation routes give strong going-second interaction
  • Full 15-slot Extra Deck with several boss options (Caesar, Dingirsu, Snake-Eyes, Enlilgirsu, Longirsu)
  • Mulcharmy draw engine punishes summons and rebuilds hand
  • Legal with no size or copy violations

Weaknesses

  • Engine spread across four archetype families with 20 percent exact-name purity
  • Summon restrictions from Harp Horror and Fiendsmith conflict on the same turn
  • No side deck, so no post-side plan
  • No recorded combos, so ceiling and floor are unverified

Critical choke points

  • At least one of Harp Horror or Girsu in hand (about 58 percent in five cards); missing both leaves only hand traps and Mulcharmy
  • Ash Blossom and Infinite Impermanence are both needed to protect a single starter vs a single hand-trap-blocking opponent
Priority Remove Add Reason
1 One Fiendsmith Engraver One additional Orcust Harp Horror or Cymbal Skeleton Reduces LIGHT-only summon conflicts with the DARK-only Harp Horror lock and raises the starter count
2 Lurrie Galatea-I, the Orcust Automaton (Main Deck copy if legal in the Extra-to-Main route) Lurrie is a non-engine 1-drop; a second Orcust route improves the search and summon flow
3 Wedju Temple Orcust Crescendo copy or a second Girsu Wedju Temple adds a Continuous Spell route that the deck rarely needs; a starter or protection card is more reliable

Evidence & confidence

  • Verified: Legality: Master Duel, 40 Main, 15 Extra, 0 Side; all restricted cards within legal copy limits; Card text and stats for all 40 Main and 15 Extra cards from the export; Copy histogram 7x3, 2x2, 15x1 and Extra Deck breakdown 11 Link, 2 Fusion, 2 Xyz
  • Inferred: Hypergeometric starter and hand-trap probabilities (0.577 starter in hand of 5; 0.845 hand trap in hand of 6 going second); Going-first and going-second plans derived from card text; Engine conflict and archetype dilution assessments; Dimension scores D1–D11 and D14 (no boards supplied)
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (D13); Side deck adaptability (D12) given no side deck 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, brick and starter rates are Inferred or Unknown usage_statistics in_this_deck flags mark Extra Deck cards (Galatea-I, Dingirsu, Knightmare Phoenix, Masquerena) as absent even though they are in the deck's Extra list; treated as a main-deck-only flag and not used for scoring no side deck run; post-side plan not measurable Meta Power is Provisional unless a dated metagame sample is supplied

More Master Duel Info

Orcust

Orcust Breakdown

 
 

 

 

 

 

 

 
 

 

 
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