Orcust Deck #771917 — Yu-Gi-Oh! OCG
40 Main, 19 Extra, incl. Girsu, the Orcust Mekk-Knight x3, Orcust Harp Horror x3, Rokket Tracer x3. Created Oct 21, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
Main Deck (40)
- Armageddon Knight x1
- Destiny HERO - Denier x1
- Destiny HERO - Malicious x2
- Girsu, the Orcust Mekk-Knight x3
- Orcust Cymbal Skeleton x2
- Orcust Harp Horror x3
- Orcust Knightmare x1
- Silverrokket Dragon x1
- World Legacy - "World Wand" x1
- Ash Blossom & Joyous Spring x1
- Orcust Brass Bombard x1
- Rokket Tracer x3
- Allure of Darkness x1
- Foolish Burial x1
- Forbidden Droplet x1
- Fusion Destiny x3
- Mask Change II x1
- Orcustrated Babel x1
- Orcustrated Return x1
- Quick Launch x3
- Super Polymerization x2
- Twin Twisters x1
- Dominus Impulse x2
- Infinite Impermanence x1
- Orcust Crescendo x2
Extra Deck (19)
- Destiny HERO - Destroyer Phoenix Enforcer x1
- Favorite HERO Flame Wingman x1
- Favorite HERO Shining Flare Wingman x1
- Garura, Wings of Resonant Life x1
- Masked HERO Dark Law x1
- Mudragon of the Swamp x1
- Enlilgirsu, the Orcust Mekk-Knight x1
- Galatea-I, the Orcust Automaton x1
- Galatea, the Orcust Automaton x2
- Gorgon of Zilofthonia x1
- I:P Masquerena x1
- S:P Little Knight x1
- The Phantom Knights of Rusty Bardiche x1
- Underworld Goddess of the Closed World x1
- W:P Fancy Ball x1
- Dingirsu, the Orcust of the Evening Star x1
- Super Starslayer TY-PHON - Sky Crisis x1
- Time Thief Redoer x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 32/100 (±10 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 45 |
| Going First | 46 |
| Going Second | 38 |
| Meta Power | provisional |
| Tournament Reliability | 40 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox
- Format: ocg
Legality
Main 40 / Extra 19 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).
Identity & game plan
- Win condition: Link and Xyz boards from Orcust Link monsters (Galatea, Enlilgirsu, Dingirsu) plus Girsu/Harp Horror Mekk-Knight pressure; Fusion beats from Destiny HERO and Favorite HERO monsters
- Turn 1 (going first): Quick Launch or Fusion Destiny or Harp Horror/Girsu to open a Rokket/Orcust Link line; Orcust Crescendo held as a trap
- Turn 2 (going second): Hand traps (Ash Blossom, Infinite Impermanence) to stop the opponent's first engine, then Orcust recursion through Orcust Harp Horror and Orcust Cymbal Skeleton
- Recovery: Orcustrated Return and Orcustrated Babel recycle Orcust/World Legacy monsters from GY; Galatea-I searches back its own pieces
- After siding: Not evaluable: Side Deck is empty (0 cards)
Why it scores here
This list is Illegal for OCG because the Extra Deck holds 19 cards against a 15-card maximum, so it does not receive a normal Final Contextual score; the 32 is a theoretical, capped structural read. Structurally the core is real: the Orcust core (16 copies, about 93.5% chance of at least one in a 5-card opening hand per the proxy) and Quick Launch/Fusion Destiny/Harp Horror/Girsu give a reasonably reliable T1 starter, and the Link Monster stack gives board and recursion. The deck is weakened by a scattered main deck: exact Orcust purity is only 25.4% and the rest is spread across Rokket, Destiny HERO, Mekk-Knight, Elemental HERO, Phantom Knights and World Legacy, which dilutes the engine. Interaction is thin (two hand traps and seven negation-text cards), there is no Side Deck, and no combo recordings or tournament data exist to confirm conversion or matchup performance. Popularity did not earn points: the archetype-standard core from usage stats (47.6% of core cards present) was used only to judge deviation, and card scores were not averaged into the deck score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 58 | P(at least one of a 3-copy starter in 5-card hand) is about 0.34 for Quick Launch, Fusion Destiny, Harp Horror, Rokket Tracer and Girsu; the 16-card Orcust core opens at least one about 0.94 of the time (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 50 | Only 40 main slots over 25 distinct cards with 15 generic-Orcust or non-engine cards; redundancy is partly offset by dead-ish non-engine copies and conflicting Normal Summon lines (Inferred) |
| D3 | Combo Conversion & Ceiling | 45 | No recorded boards exist (combo data total combos 0); the ceiling is inferred from text only as a Link/Xyz chain off Galatea and Enlilgirsu (Inferred) |
| D4 | Combo Floor & Median Output | 40 | No combo floor or median can be measured; the typical output is assumed to be a single Link Summon plus a recursion draw, which is modest (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 42 | Starter diversity is wide across sub-archetypes (Quick Launch, Fusion Destiny, Harp Horror, Girsu, Rokket Tracer) and recursion is present through Orcust Cymbal Skeleton and Brass Bombard, but only two hand traps cover interruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 50 | Orcustrated Return, Orcustrated Babel and Galatea-I provide draw, search and GY recursion, while Foolish Burial and Quick Launch cost cards (Inferred) |
| D7 | End-Board & Interaction Quality | 48 | Seven negation-text cards and two hand traps (Ash Blossom, Infinite Impermanence) plus Orcust Crescendo; no board-wide protection beyond these (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 40 | Going-second relies on hand traps and Dominus Impulse (two copies) against the opponent's Special Summon; there is no recorded going-second split (Inferred) |
| D9 | Offensive Pressure & Closing Power | 52 | Link-3 and Link-4 bosses reach 2600 to 2400 ATK (Enlilgirsu, Galatea, Fancy Ball) and Dingirsu/Super Starslayer add 2600 to 2900 ATK; no closing data (Verified stats, Inferred pressure) |
| D10 | Main Deck Efficiency & Flexibility | 35 | The 40-card Main is legal in size but scattered: exact archetype purity 25.4% and only 15 Orcust-named copies out of 40 (Verified composition) |
| D11 | Extra Deck Efficiency & Coverage | 35 | Extra Deck holds 19 cards, four over the OCG maximum; the illegal count caps the score and the extra link/fusion/Xyz split is mixed rather than focused (Verified count) |
| D12 | Side Deck Adaptability | 30 | Side Deck is empty (0 cards), so no post-side adaptation exists (Verified) |
| D13 | Matchup Coverage & Format Fit | 35 | No tournament link or dated metagame sample; archetype usage and format fit are unmeasured (Provisional) |
| D14 | Pilotability & Error Tolerance | 45 | Multiple combo routes across Link, Fusion and Xyz summons with many decision points; repeatable for an experienced pilot but error-prone (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 45, Going First ≈ 46, Going Second ≈ 38, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: illegal_extra_deck_cap (-12). Final formula: Illegal (Extra Deck 19 > 15): theoretical only. Uncapped 0.80*45 + 0.20*40 = 44; capped to 32 via -12 illegal modifier. Meta provisional/null.
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.34 · 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 is dense (16 copies), so the engine is reliably accessible on the first hand
- Link-based board and Orcust recursion give a credible resource loop
- Two hand traps and several negation-text cards cover some going-second interaction
Weaknesses
- Extra Deck is 19 cards, over the OCG limit of 15, so the list is illegal as built
- Only 25.4% exact Orcust purity; the list spreads across several sub-archetypes and dilutes the engine
- No Side Deck, so no post-side plan
- No recorded boards or tournament data to validate conversion or matchups
Critical choke points
- Single Link Summon of Galatea or Enlilgirsu is a choke point for the board; if the opponent answers the first Link, the chain stops
- Only two hand traps for interruption, so one clean opponent starter can end the turn
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | One or more non-Orcust Extra Deck cards (for example Underworld Goddess or Mudragon of the Swamp) | None (remove at least four Extra Deck cards to reach 15) | Extra Deck over the OCG limit makes the deck illegal; removing four cards is required before any legal score can be given |
| 2 | Off-archetype Main cards (for example Armageddon Knight, Twin Twisters) | Additional Orcust or World Legacy monsters or hand traps | Raises exact Orcust purity and consistency of the engine |
| 3 | None | A Side Deck of 3 to 15 cards | No post-side plan exists; a side deck is needed for best-of-3 adaptability |
Evidence & confidence
- Verified: Extra Deck count is 19 (OCG max 15), so the deck is illegal; Main Deck has 40 cards (within 40-60); All restricted cards are within their copy limits; Exact archetype purity is 25.4%
- Inferred: Starter access about 0.34 for 3-copy starters and about 0.94 for the Orcust core; Interaction density is thin (two hand traps, seven negation-text cards); Going-second plan relies on hand traps and Dominus Impulse
- Provisional: Meta Power and matchup fit (no dated metagame sample)
- Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and pilot record absent No win-rate telemetry; going-first/second and matchup rates unknown Meta Power is provisional without a dated metagame sample Side Deck is empty, so no post-side evaluation
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