Orcust Deck #770325 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Girsu, the Orcust Mekk-Knight x3, Mulcharmy Fuwalos x3, Orcust Harp Horror x3. Created Oct 21, 2026 by YGO Mod.

Deck Orcust Master Duel

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 21, 2026
59± 7/ 100
Power Score
Structural 62
Reliability 55
Going First 56
Going Second 72

Deck — Deck Power Evaluation

Final Contextual Deck Power: 59/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 61.7
Going First 56
Going Second 72
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Orcust Link and Xyz chain (Girsu, Harp Horror, Galatea-I, Dingirsu) converting into 2500-2800 ATK boards (Dingirsu, Enlilgirsu, Longirsu, Caesar); Fiendsmith Lacrima and Snake-Eye Doomed Dragon as alternate boards; Nibiru and World Crown as late-game boss threats
  • Turn 1 (going first): Open with Harp Horror or Girsu plus a summon-enabling card, then Link into an Orcust Link Monster; keep hand traps for the opponent's first real activation rather than spending them on turn 1
  • Turn 2 (going second): Use the 13 hand traps (Ash, Ghost Ogre, Ghost Belle, Impermanence, Droll, Maxx C, Nibiru) to disrupt the opponent's first board, then rebuild through Harp Horror and Girsu
  • Recovery: Orcustrated Babel and Harp Horror banish from the GY recur Orcust cards; Fiendsmith's Tract and Mulcharmy draw add cards after a disruption
  • After siding: No side deck is run in Master Duel; adaptation is limited to the 40-card main

Why it scores here

The score comes from the system: a live Orcust starter (Harp Horror or Girsu, six copies) appears in about 58% of going-first five-card hands (hypergeometric, Inferred), and 13 hand traps make interruption and going-second disruption strong (about 92% chance of at least one hand trap in a going-second six-card hand). The Extra Deck gives several independent closers, including Dingirsu, Enlilgirsu, Caesar, Snake-Eye Doomed Dragon and Nibiru. Against that, the deck mixes Orcust, Fiendsmith, Knightmare, Millennium, Mulcharmy and World Legacy pieces (only 11 of 40 main copies are exact-name Orcust), which lowers the median and raises brick and pilot-error risk. No combo boards were recorded, so the ceiling and median are text-only inference. Popularity and the Orcust guides confirm the list is a real, accessible build but did not add points, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one Harp Horror or Girsu in 5 cards) ≈ 0.58; Fiendsmith and Mulcharmy add secondary starts (Inferred)
D2 Opening-Hand Quality & Brick Management 50 13 hand traps and 15 tech cards are dead on some opening hands, especially going first; Fiendsmith pieces need Fiendsmith support (Inferred)
D3 Combo Conversion & Ceiling 68 Orcust Link chain and Harp/Girsu material loops suggest a strong ceiling; no recorded boards to confirm (Inferred)
D4 Combo Floor & Median Output 55 No parseable boards; median assumed lower because three engines compete for the same hand slots (Inferred)
D5 Interruption Resilience & Route Redundancy 70 Thirteen hand traps and multiple Orcust recursion routes (Babel, Harp, Cymbal) give several lines after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 65 Maxx C, Droll, Mulcharmy and Fiendsmith's Tract add card flow; Orcustrated Babel and GY banish recur resources (Inferred)
D7 End-Board & Interaction Quality 70 Crescendo, Caesar and Ghost Belle/Ogre negation and removal text, plus Lacrima's -600 ATK field effect (Inferred from text)
D8 Going-Second & Board-Breaking Power 75 Hand-trap density gives about 92% going-second hand-trap access; removal and Nibiru-style breakers are present (Inferred)
D9 Offensive Pressure & Closing Power 72 Extra Deck closers reach 2600-3000 ATK (Dingirsu, Enlilgirsu, Caesar, Snake-Eye Doomed Dragon, Nibiru) (Verified stats, Inferred closing)
D10 Main Deck Efficiency & Flexibility 45 40 main cards, 25 distinct, spread across five or more archetype families; only 11 exact Orcust copies (Verified composition)
D11 Extra Deck Efficiency & Coverage 62 15 Extra slots: 11 Link, 2 Fusion, 2 Xyz; no Synchro, so the seven Tuner-type cards act only as hand traps (Verified composition)
D12 Side Deck Adaptability 25 No side deck (Master Duel format); scored low by design, not by evidence of poor sideboarding (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; excluded from the meta-neutral structural score (Provisional)
D14 Pilotability & Error Tolerance 45 Three engine families, timing-sensitive hand traps and multi-step Link lines raise decision load (Inferred)

How the score was computed

Strategy profile: Pure Midrange profile; Stun and Toolbox traits are noted but not blended. Structural ≈ 61.7, Going First ≈ 56, Going Second ≈ 72, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: engine conflict (-3); hand-trap density (2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (no metagame sample; Meta provisional; Structural renormalized without D13: 5859/95 = 61.7)

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

  • Thirteen hand traps give strong going-second disruption (about 92% access)
  • Multiple Extra Deck closers at 2600-3000 ATK
  • Orcust recursion (Babel, Harp Horror, Cymbal) supports repeated plays
  • Compact Extra Deck with 11 Link routes and no dead Synchro requirements

Weaknesses

  • Only 11 of 40 main copies are exact-name Orcust, so the engine is spread across families
  • Thirteen hand traps are weak when going first without opposing summons
  • Fiendsmith and Knightmare pieces need their own support lines
  • No side deck and no recorded combo data to confirm the floor

Critical choke points

  • Harp Horror or Girsu in the opening hand (about 58% for five cards)
  • Mulcharmy and Fiendsmith pieces as the only secondary starts
  • Single Orcust Link Monster needed to convert the Xyz and Link lines
Priority Remove Add Reason
1 1 Mulcharmy Fuwalos 1 Orcust starter or Link enabler Reduces off-archetype dead draws and raises starter density for the Orcust core
2 1 Fabled Lurrie 1 Orcust monster with a Link or Xyz route Lurrie is only a discard summon with no Orcust line; a core Orcust monster adds a reliable starter

Evidence & confidence

  • Verified: Legal status with 40 main, 15 extra, 0 side; four restricted cards at legal copy limits; Composition: 11 Link, 2 Fusion, 2 Xyz, 0 Synchro; 13 hand traps; Usage statistics show 25 core cards with 15 present by name, with ID-match conflicts noted
  • Inferred: P(at least one Harp Horror or Girsu in 5) ≈ 0.58; Hand-trap access about 92% going second; Going-first hand-trap dead-draw risk; Ceiling and floor from card text only (no combos)
  • Provisional: Meta Power (no dated metagame sample); Matchup fit and side-deck value (no tournament data)
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference usage_statistics.in_this_deck is false for Galatea-I, Dingirsu, Knightmare Phoenix, Knightmare Mermaid, Enlilgirsu, I:P Masquerena, Longirsu and S:P Little Knight, but these appear in cards[] (zone extra); core_present_pct 60 is unreliable No tournament link; archetype meta-share and per-pilot records absent No win-rate telemetry; going-first/second and matchup signals are inferred Meta Power is provisional without a dated metagame sample

More Master Duel Info

Orcust

Orcust Breakdown

 
 

 

 

 

 

 

 
 

 

 
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