Orcust Deck #771729 — Yu-Gi-Oh! OCG
55 Main, 15 Extra, incl. Girsu, the Orcust Mekk-Knight x3, Knightmare Corruptor Iblee x3, Lava Golem x3. Created Oct 21, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
Main Deck (55)
- Girsu, the Orcust Mekk-Knight x3
- Knightmare Corruptor Iblee x3
- Lava Golem x3
- Mekk-Knight Blue Sky x2
- Mekk-Knight Indigo Eclipse x2
- Mekk-Knight Purple Nightfall x3
- Mekk-Knight Red Moon x1
- Mekk-Knight Yellow Star x1
- World Legacy - "World Armor" x1
- World Legacy - "World Chalice" x1
- Mekk-Knight Avram x2
- Ash Blossom & Joyous Spring x3
- Ghost Belle & Haunted Mansion x3
- Cynet Mining x2
- Dark Ruler No More x3
- Harpie's Feather Duster x1
- Lightning Storm x2
- One-Time Passcode x2
- Silent Graveyard x3
- World Legacy Key x1
- World Legacy Scars x1
- World Legacy Succession x1
- World Legacy's Memory x2
- Crackdown x3
- Infinite Impermanence x3
- World Legacy Whispers x1
- World Legacy's Secret x2
Extra Deck (15)
- Galatea-I, the Orcust Automaton x1
- I:P Masquerena x1
- Lib the World Key Blademaster x2
- Linguriboh x1
- Link Spider x2
- Mekk-Knight Crusadia Avramax x1
- Mekk-Knight of the Morning Star x2
- Mekk-Knight Spectrum Supreme x1
- Salamangreat Almiraj x2
- Underworld Goddess of the Closed World x1
- Ib the World Chalice Justiciar x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 50.6 |
| Going First | 55 |
| Going Second | 60 |
| Meta Power | provisional |
| Tournament Reliability | 40 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox
- Format: ocg
Legality
Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).
Identity & game plan
- Win condition: Link-based board pressure from Mekk-Knight and World Legacy links (Crusadia Avramax 3000, Spectrum Supreme 3000, Underworld Goddess 3000) once the Mekk-Knight summon chain is live; Mekk-Knight Purple Nightfall / Blue Sky / Indigo Eclipse column summons backed by hand traps and World Legacy spells
- Turn 1 (going first): Open a Mekk-Knight or World Legacy starter with the 10-copy archetype core, use searchers (Cynet Mining, Mekk-Knight Blue Sky, World Legacy Succession) to reach a link, and hold Ash Blossom / Infinite Impermanence for the first response
- Turn 2 (going second): Use one of 9 hand traps (about 68% to hold at least one in a 6-card hand) to stop the opponent's first engine, then rebuild through the link monsters and Mekk-Knight summons
- Recovery: Re-search Mekk-Knight monsters or World Legacy cards from the Deck with Blue Sky, Morning Star and World Legacy Key, and re-summon from the GY through Succession and Memory
- After siding: No side deck is registered (Side Deck size 0), so no post-side plan can be assessed
Why it scores here
This list is Illegal: it runs 3 copies of Ash Blossom & Joyous Spring against a 2-copy OCG limit, so it is scored structurally only and its final score is capped at 30. Its strongest structural feature is interaction density: 9 hand traps, 22 negation-text cards and 18 removal-text cards give it a solid end-board and going-second answer layer (Inferred). The 10-copy Mekk-Knight/World Legacy core gives a reasonable chance of a live starter in the opening hand (about 65%, Inferred), but the list is only 1.4% exact-name Orcust and spreads across 27 distinct main-deck cards, so the engine is spread thin and brick-prone. There is no recorded board data and no side deck, so the combo ceiling, median output and post-side adaptability are unmeasured and kept low. The score reflects consistency and interaction on the system as a whole, not the popularity of Orcust and not an average of the individual card scores.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 55 | P(at least one archetype-core starter in a 5-card hand) ≈ 0.65 across 10 core copies; hypergeometric (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 45 | 21 tech cards and 14 Link Monsters across 27 distinct main-deck cards leave redundant hands likely; the archetype split is 69 off-archetype copies (Inferred) |
| D3 | Combo Conversion & Ceiling | 40 | No parseable boards, so ceiling is text-only and the best line is unknown (Inferred) |
| D4 | Combo Floor & Median Output | 35 | combo data has zero boards, so the median and floor are not measured (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 55 | Multiple hand traps, Mekk-Knight column summons and World Legacy recursion give some alternate routes, but there is no measured route redundancy (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 50 | 10 searcher-text cards and GY re-summon paths (World Legacy Succession, Memory) support recovery, but no resource telemetry exists (Inferred) |
| D7 | End-Board & Interaction Quality | 72 | 9 hand traps, 22 negation-text cards and 18 removal-text cards give high interaction density in the text (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 62 | Going-second hand-trap coverage is about 68% at least one in hand6 (hypergeometric, Inferred); board-breaker text is limited (Inferred) |
| D9 | Offensive Pressure & Closing Power | 60 | Three 3000-ATK link monsters (Avramax, Spectrum Supreme, Underworld Goddess) provide closing power once the chain is live (Verified card text) |
| D10 | Main Deck Efficiency & Flexibility | 50 | 55 main-deck cards with 27 distinct names, 29 generic and many tech slots, so compactness is moderate (Verified count) |
| D11 | Extra Deck Efficiency & Coverage | 60 | 14 Link and 1 Synchro in the Extra Deck, mostly Mekk-Knight and World Legacy links that fit the main deck (Verified composition) |
| D12 | Side Deck Adaptability | 15 | Side Deck size is 0, so no side deck exists and no post-side plan can be scored (Verified composition) |
| D13 | Matchup Coverage & Format Fit | 45 | No tournament link, no meta share and no dated metagame sample, so matchup fit is provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 40 | Long multi-step Mekk-Knight summon and link chains with many decision points for hand traps and column-based summons (Inferred) |
How the score was computed
Strategy profile: Midrange primary with Toolbox secondary; Midrange profile used as-is for the structural score. Structural ≈ 50.6, Going First ≈ 55, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist/copy-limit exposure (-8); Illegal status cap (0); No side deck (0). Final formula: Illegal cap: Final = min(30, 0.80*Structural + 0.20*TournamentReliability + ContextModifiers) = min(30, 0.80*50.6 + 0.20*40 - 8) = 30 (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.65 · 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
- Dense interaction layer: 9 hand traps, 22 negation-text cards and 18 removal-text cards
- Core 10-copy Mekk-Knight/World Legacy engine with reasonable starter odds (about 65% in a 5-card hand)
- Three 3000-ATK link finishers in the Extra Deck
- Strong going-second hand-trap coverage (about 68% at least one in a 6-card hand)
Weaknesses
- Illegal in its current form: 3 copies of Ash Blossom against a 2-copy limit
- No side deck, so no best-of-3 adaptation
- Spread across 27 distinct main-deck cards with 69 off-archetype copies, so the engine is thin and brick-prone
- No recorded boards, so the combo ceiling and median are unmeasured
Critical choke points
- Mekk-Knight and World Legacy starter access; one core-group miss leaves a brick hand
- Single 1-copy World Legacy Key and Scars for recovery
- Reliance on link summons for pressure with limited Extra Deck redundancy
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | 1 copy of Ash Blossom & Joyous Spring | None required; or substitute a legal 1-copy tech card | Brings the list within the OCG copy limit so it can receive a normal Final Contextual score |
| 2 | One low-impact tech card (e.g. Silent Graveyard or Dark Ruler No More) | A 15-card side deck (e.g. extra hand traps or Mekk-Knight answers) | A registered side deck is needed for best-of-3 adaptability (D12) and a post-side plan |
| 3 | One off-archetype tech slot | A second copy of a core Mekk-Knight starter (e.g. Mekk-Knight Avram) | Improves starter consistency and reduces brick risk (D1/D2) |
Evidence & confidence
- Verified: Main 55, Extra 15, Side 0; main size within 40–60 and extra within 0–15; Ash Blossom & Joyous Spring at 3 copies vs OCG limit 2 (Semi-Limited); Harpie's Feather Duster at 1 copy (Limited, legal); Card text for the 3000-ATK links (Avramax, Spectrum Supreme, Underworld Goddess); Composition counts (9 hand traps, 22 negation-text, 18 removal-text, 14 Link, 1 Synchro)
- Inferred: Starter odds: about 0.65 for at least one core-group card in a 5-card hand (hypergeometric); Going-second hand-trap odds: about 0.68 for at least one in a 6-card hand; Brick risk from 27 distinct main-deck cards and 69 off-archetype copies; Interaction quality from negation/removal text (semantic read)
- Provisional: Matchup and format fit (no tournament link, no meta share, no dated metagame sample); Meta Power (kept null)
- 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/second, matchup, brick/starter rates) No side deck registered (Side Deck size 0) No deck title (deck_name null) Meta Power is provisional without a dated metagame sample
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