Orcust Deck #770365 — 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.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
Main Deck (40)
- Girsu, the Orcust Mekk-Knight x3
- Maxx "C" x1
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x2
- NT8000 - SIRIUS x1
- Orcust Cymbal Skeleton x2
- Orcust Harp Horror x3
- Orcust Knightmare x1
- World Legacy - "World Crown" x1
- World Legacy - "World Wand" x1
- Ash Blossom & Joyous Spring x3
- Ghost Belle & Haunted Mansion x2
- Ghost Ogre & Snow Rabbit x2
- Crossout Designator x1
- Foolish Burial x1
- Foolish Burial Goods x1
- Orcustrated Babel x1
- Sky Striker Mecha - Hornet Drones x1
- Sky Striker Mobilize - Engage! x3
- Triple Tactics Talent x1
- Dominus Impulse x3
- Infinite Impermanence x2
- Orcust Crescendo x1
Extra Deck (15)
- Accesscode Talker x1
- Dharc the Dark Charmer, Gloomy x1
- Enlilgirsu, the Orcust Mekk-Knight x1
- Galatea-I, the Orcust Automaton x2
- Galatea, the Orcust Automaton x2
- I:P Masquerena x1
- Knightmare Mermaid x1
- Knightmare Phoenix x1
- Longirsu, the Orcust Orchestrator x1
- S:P Little Knight x1
- Sky Striker Ace - Kagari x1
- Dingirsu, the Orcust of the Evening Star x2
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 62/100 (±6 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 64.7 |
| Going First | 68 |
| Going Second | 66 |
| Meta Power | provisional |
| Tournament Reliability | 62 |
- Primary strategy: Midrange
- Secondary strategies: Control, Combo
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Link/XYZ boss pressure from Dingirsu, Enlilgirsu and Longirsu, reached through Orcust summon chains (Harp Horror, Cymbal Skeleton, Girsu) feeding Galatea and Mekk-Knight links; Hand-trap-protected board breaking and grind via Mulcharmy draw engines and Maxx C
- Turn 1 (going first): Open Orcust starter (Harp Horror or Cymbal Skeleton from GY banish) into a Girsu or Galatea link line, protected by Ash Blossom, Ghost Belle and Ghost Ogre against the opponent's first interaction
- Turn 2 (going second): Use hand traps (Ash Blossom, Ghost Ogre, Ghost Belle, Infinite Impermanence, Maxx C) to answer the opponent's first board, then rebuild the Orcust link line from the GY
- Recovery: Recurse Orcust monsters from GY and banish via Harp Horror, Cymbal Skeleton and Orcustrated Babel, and draw through Mulcharmy and Maxx C
- After siding: Not applicable: Master Duel has no side deck in this export (Side Deck size 0), so post-side adaptability is scored neutral and Provisional
Why it scores here
The deck reliably opens its Orcust engine: the core group of 27 copies has a near-certain opening presence (p approx 0.998, Inferred), and several independent starters (Harp Horror, Cymbal Skeleton, Girsu) keep T1 lines from depending on a single card. Interaction is the system's strongest trait: ten hand traps plus Infinite Impermanence, Crescendo, Dominus Impulse and NT8000 give layered answers that hold up well when going second (p of at least one hand trap in a six-card hand approx 0.85, Inferred). Conversion is credible but unverified, since no recorded boards exist, so the ceiling (Dingirsu, Enlilgirsu, Longirsu boss lines) is scored from card text and not from observed output, and the median is held down accordingly. Popularity did not earn points: the Orcust archetype is widely played, but the score rests on consistency, interaction and resilience measured on this list, and no card scores were averaged. The main-deck engine conflicts (Mulcharmy, Sky Striker and Dominus cover about 40 percent of the 40-card main, with exact-name purity at 27.3 percent) cost a small modifier.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 72 | P(>=1 core Orcust card in opening 5) approx 0.998 across 27 copies; starters Harp Horror x3, Cymbal Skeleton x2, Girsu x3 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 62 | Ten hand traps and several conditional draw cards risk dead hands on the play, though the archetype core makes most hands functional; hand-trap group p approx 0.85 going second (Inferred) |
| D3 | Combo Conversion & Ceiling | 66 | Ceiling from card text: Dingirsu, Enlilgirsu and Longirsu link/XYZ chains with multiple summons, but no recorded boards exist (Inferred) |
| D4 | Combo Floor & Median Output | 52 | Median output is untested; no combo data available, so floor is a text-only estimate (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 68 | Several independent lines (Girsu, Harp Horror, Cymbal, Sky Striker Ace - Kagari, Mulcharmy draw) and hand-trap backup survive a single disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 66 | Mulcharmy Fuwalos and Purulia, Maxx C, Orcustrated Babel and Galatea-I provide draw and recursion, with Foolish Burial and Burial Goods as consistency spend (Inferred) |
| D7 | End-Board & Interaction Quality | 78 | Thirteen negation-text cards, Infinite Impermanence, Crescendo, Dominus Impulse, NT8000 (destroy both) and World Wand give broad, layered interaction (Verified text, Inferred quality) |
| D8 | Going-Second & Board-Breaking Power | 70 | Going-second hand-trap density (approx 0.85 of at least one in six) plus NT8000 and World Wand removal challenges an established board (Inferred) |
| D9 | Offensive Pressure & Closing Power | 64 | Dingirsu 2600, Enlilgirsu 2600, Longirsu 2500 and Accesscode Talker 2300 give strong end-board ATK, but closing depends on reaching the link chain (Verified stats, Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 60 | 40 of 40 slots filled with 6 triples and 12 singles; Mulcharmy, Sky Striker and Dominus dilute the Orcust core in 40 percent of copies (Verified composition, Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 72 | Full 15/15 Extra Deck with Galatea x2, Dingirsu x2 and a flexible link set covering Knightmare, Charmer and Sky Striker summons (Verified composition) |
| D12 | Side Deck Adaptability | 50 | No side deck in Master Duel export; post-side adaptability cannot be measured (Provisional) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link and no dated meta sample; archetype usage stats exist but meta-share is absent (Provisional) |
| D14 | Pilotability & Error Tolerance | 48 | Long multi-link chains and many hand-trap timing decisions raise the pilot skill bar, though each sequence is recognizable (Inferred) |
How the score was computed
Strategy profile: Midrange primary, Control secondary (about 80/20 by weight, disclosed as a judgment). Structural ≈ 64.7, Going First ≈ 68, Going Second ≈ 66, Meta = provisional, Tournament Reliability ≈ 62. Modifiers: engine conflicts (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional); 0.80*64.7 + 0.20*62 = 64.2, then -2 modifier = 62
Probability & combo summary
- Opening a starter: P(≥1) ≈ 1 · key two-card combo ≈ — · full-brick estimate ≈ 0 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Consistent Orcust core with several independent starters
- Dense, layered hand-trap and negation coverage that works going second
- Full, flexible Extra Deck with multiple link and XYZ boss options
Weaknesses
- Off-archetype copies (Mulcharmy, Sky Striker, Dominus) compete with the Orcust core
- High pilot demand from multi-step link chains and hand-trap timing
- No recorded combos or tournament data to confirm the ceiling
Critical choke points
- Reaching the first Orcust link line depends on one or two starter cards in hand; loss of Harp Horror and Cymbal Skeleton to hand traps slows the whole line
- Single-copy Limited cards (Foolish Burial, Maxx C, Sky Striker Mecha - Hornet Drones, Crossout Designator, Foolish Burial Goods) are key consistency pieces that cannot be duplicated
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Dominus Impulse (x3) | A third Orcust engine or an extra Orcust starter | Dominus is an off-archetype trap that competes with the Orcust core for hand slots; replacing it with an on-archetype starter raises D1 and D10 without losing interaction breadth |
| 2 | Sky Striker Mecha - Hornet Drones | Orcust Harp Horror or a non-engine hand trap | A single-copy off-archetype spell with a narrow board role; a second Orcust starter improves going-first consistency |
Evidence & confidence
- Verified: Legal status: 40 main, 15 extra, 0 side, Master Duel size rules satisfied; Five Limited cards each run at one legal copy; Ten hand traps and thirteen negation-text cards counted from card text; Archetype core: 27 copies with exact-name purity 27.3 percent
- Observed: Usage statistics show the archetype core and most cards in this list appear in a high share of archetype decks
- Inferred: Opening core presence approx 0.998 (proxy from hypergeometric estimate); Going-second hand-trap presence approx 0.85; Interaction quality and resilience from card text and structure; Ceiling and median from card text only, with no recorded boards
- Provisional: Meta power (null, no dated metagame sample); Matchup fit and side-deck adaptability (no post-side or matchup data)
- Data gaps: no combos supplied: combo floor, median and ceiling are text-only inference no tournament link: archetype meta-share and per-pilot match record absent no win-rate telemetry for going-first, going-second, matchups, brick or starter rates Meta Power is Provisional unless a dated metagame sample is supplied deck title is null in the export
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