Orcust Deck #769922 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Girsu, the Orcust Mekk-Knight x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia x3. Created Oct 20, 2026 by YGO Mod.

Deck Orcust OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 20, 2026
30± 6/ 100
Power Score
Structural 54
Reliability 45
Going First 55
Going Second 48

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 54.4
Going First 55
Going Second 48
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Orcust Link and Xyz boards (Dingirsu, Enlilgirsu, Longirsu, Galatea) recovered through Orcustrated Babel and Orcust GY effects; Destiny HERO Destroyer Phoenix Enforcer and Ecclesia Synchro boards as Extra Deck pressure
  • Turn 1 (going first): Open Orcust monsters and Orcust Harp Horror or Cymbal Skeleton, chain GY revival effects into a Link 2 or 3 board, and keep Ash Blossom, Maxx C or Droll up as hand traps
  • Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Ogre, Maxx C, Droll and Lock Bird, Evenly Matched) and floodgates (Gozen Match, Rivalry of Warlords) to break the opponent's board, then Link into Dingirsu or Enlilgirsu
  • Recovery: Orcustrated Return and Pot of Sloth replenish the hand; Orcustrated Babel recovers from the GY; Mulcharmy draw effects refill when the hand is empty
  • After siding: No side deck is registered, so no post-side plan can be evaluated; any sided change is unverified

Why it scores here

The deck is scored as a system and not as an average of its card scores. The 13-copy Orcust core gives a 75.6% chance of at least one core card in the opening five (Inferred, hypergeometric), so the engine is usually reachable, though the 22.9% exact-archetype purity shows the list is spread across many sub-archetypes. Hand traps (8), two floodgates and removal text give the deck real interaction on the opponent's turn, and Pot of Sloth, Orcustrated Return and Mulcharmy draws help it recover. Link 3 and Xyz 2600 closers provide pressure once the engine is online, but there is no recorded combo data, so the ceiling and median are text-based inference. The deck is capped to 30 because five copy-limit or banlist violations make it Illegal, and it has no side deck, so no post-side plan can be credited; popularity earned no points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one of 13 Orcust core copies in opening 5) ≈ 0.76; engine is reachable but spread across sub-archetypes (Inferred)
D2 Opening-Hand Quality & Brick Management 50 17 singleton slots and 8 hand traps with some redundancy, but Mulcharmy and Destiny HERO pieces risk dead draws (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable recorded boards; ceiling read from text only: Link 3 and Xyz 2600 closers reachable from Orcust GY effects (Inferred)
D4 Combo Floor & Median Output 45 No combo median available; floor estimated from the 13-card core and single-starter lines (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Eight hand traps and two Orcust recursion effects give alternate lines after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Pot of Sloth, Orcustrated Return, Orcustrated Babel and Mulcharmy draws regenerate resources (Inferred)
D7 End-Board & Interaction Quality 62 Dominus Impulse, Gozen Match, Rivalry of Warlords, Harpie's Feather Duster, Forbidden Crown and Evenly Matched cover broad interaction; Dominus Impulse is over the copy limit (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 55 Gozen Match and Rivalry of Warlords break boards on the going-second turn; no going-second combo split exists (Inferred)
D9 Offensive Pressure & Closing Power 65 Dingirsu 2600, Enlilgirsu 2600 and Longirsu 2500 give closing power; Albion 2500 is illegal and does not count (Verified stats, Inferred)
D10 Main Deck Efficiency & Flexibility 45 Only 22.9% exact-archetype purity and 54 off-archetype copies, with many one-of tech slots (Verified composition, Inferred)
D11 Extra Deck Efficiency & Coverage 58 11 Link monsters plus Xyz, Synchro and Fusion slots; two of the 15 Extra Deck cards are Forbidden (Verified composition)
D12 Side Deck Adaptability 30 No side deck registered, so side adaptability cannot be credited (Verified data gap, Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; Meta Power is Provisional (Provisional)
D14 Pilotability & Error Tolerance 50 Multi-step Link and Xyz sequences with several decision points, moderately demanding to pilot (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 54.4, Going First ≈ 55, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist exposure (-6); weak post-side plan (-4); engine conflict and purity (-2); illegal-status cap (0). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 0.80*54.4 + 0.20*45 = 52.5, then modifiers -12 give 40.5, then the Illegal cap sets the final score to 30. Theoretical/structural-only.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.76 · 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

  • Orcust core of 13 copies gives reliable access to the engine
  • Eight hand traps plus two floodgates give interaction on both turns
  • Link 3 and Xyz 2600 closers and Orcust GY recursion give recovery

Weaknesses

  • Illegal list: five copy-limit or banlist violations
  • Exact-archetype purity is only 22.9%, so engines conflict
  • No side deck, so no post-side adaptation
  • Many one-of tech slots add brick risk

Critical choke points

  • Orcust Harp Horror or Cymbal Skeleton as the first Orcust monster opener
  • Orcustrated Babel and Orcust GY effects as the only recovery path to the Link boards
Priority Remove Add Reason
1 Dominus Impulse (1 copy) A legal non-Semi-Limited trap or another hand trap Brings the main deck within copy limits; Dominus Impulse is Semi-Limited with 2 legal copies
2 Called by the Grave, Triple Tactics Talent Legal interaction or a second Orcust engine card Both are Forbidden in OCG; removing them is required for the deck to be legal
3 Predaplant Verte Anaconda and Albion the Branded Dragon from the Extra Deck Legal Link or Xyz monsters that fit the Orcust engine Both are Forbidden in OCG; removing them is required for the deck to be legal
4 Off-archetype tech slots (for example Harpie's Feather Duster) Orcust or World Legacy engine pieces Raises archetype purity from 22.9% and reduces brick risk

Evidence & confidence

  • Verified: Legality: five copy-limit or banlist violations, Illegal status; Card text and stats for all 70 listed cards; Composition counts: 55 main, 15 extra, 0 side, 22.9% exact-archetype purity
  • Inferred: Engine access about 0.76 from hypergeometric estimate; Hand-trap and floodgate interaction quality from card text; Closing power from stats and text; Resource regeneration from draw and recursion text
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (no tournament link); Side deck adaptability (no side deck)
  • Data gaps: no combos supplied: combo floor, median and ceiling are text-only inference no tournament link: archetype meta-share and per-pilot record absent no win-rate telemetry: going-first, going-second and matchup results unknown no side deck registered: post-side plan cannot be evaluated Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Orcust

Orcust Breakdown

 
 

 

 

 

 

 

 
 

 

 
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