Orcust Deck #771933 — Yu-Gi-Oh! OCG

50 Main, 21 Extra, incl. Girsu, the Orcust Mekk-Knight x3, Orcust Harp Horror x3, Ash Blossom & Joyous Spring x3. Created Oct 21, 2026 by YGO Mod.

Deck Orcust OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 22, 2026
30± 10/ 100
Power Score
Structural 55
Reliability 50
Going First 58
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 54.7
Going First 58
Going Second 50
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Control
  • Format: ocg

Legality

Main 50 / Extra 21 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Link/Xyz board pressure from Orcust Link monsters (Orcustrion, Galatea, Longirsu) into high-ATK Xyz and Link beaters (Dingirsu, Borrelsword Dragon, Super Starslayer TY-PHON); Fusion beatdown via Chimeratech Overdragon / Fortress / Megafleet Dragon once the Extra Deck is accessible
  • Turn 1 (going first): Clockwork Night or Orcust Harp Horror to search and Special Summon a Machine/Orcust, then Orcustrated Core or Babel to set up Link Summons and protect the engine with Ash Blossom, Imperm and Crescendo
  • Turn 2 (going second): Hold Ash Blossom, Infinite Impermanence, Droll & Lock Bird and Harpie's Feather Duster to answer the opponent's first search or Summon, then rebuild from the GY with Orcust Cymbal Skeleton and Harp Horror
  • Recovery: Recycle from the GY via Orcust Cymbal Skeleton, Orcust Harp Horror, Orcustrated Return and Galatea-I to rebuild a Link board from the Deck
  • After siding: No side deck is registered, so no post-side plan can be evaluated; any post-side plan is Inferred only

Why it scores here

This is a theoretical, structural-only score because the list is illegal: it runs 3 copies of Ash Blossom & Joyous Spring against a limit of 2, and carries 21 Extra Deck cards against a maximum of 15. The archetype core is reliably reachable (P of at least one core card in a 5-card opening hand is about 0.96, Inferred), and the deck has dense interaction (Ash Blossom, Infinite Impermanence, Harpie's Feather Duster, Droll & Lock Bird, Orcust Crescendo, Disablaster). Its closing power comes from several 2600–3000 ATK Link and Xyz beaters, but no recorded boards, combo medians, or tournament results exist, so floor and median output are estimated from text only. The score comes from consistency, interaction and closing power on the system, not from the popularity of Orcust (usage data only shows the list is an accessible, standard build) and not from averaging individual card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(at least one archetype core card in 5-card opening hand) ≈ 0.96; individual starters Harp Horror and Girsu ≈ 0.28 each at 3 copies (Inferred)
D2 Opening-Hand Quality & Brick Management 60 22 singletons among 34 distinct main cards; 6 hand traps and 10 tech cards add some dead-card risk; no brick-rate data (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable recorded boards; ceiling inferred only from card text such as Orcustrion's 3000 ATK negation and Dingirsu's Xyz line (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so median and floor are unknown; estimated from starter diversity alone (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Multiple hand traps and GY recursion (Harp Horror, Cymbal Skeleton, Orcustrated Return) give alternate lines after an interruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 GY-to-Deck and GY recursion through Orcustrated Core, Orcustrated Return and Galatea-I; no resource data (Inferred)
D7 End-Board & Interaction Quality 70 Ash Blossom, Infinite Impermanence, Crescendo, Disablaster and Harpie's Feather Duster give layered interaction; floodgate count is zero (Inferred from text flags)
D8 Going-Second & Board-Breaking Power 55 Six hand traps plus Feather Duster and Droll give going-second answers, but no going-second split data exists (Inferred)
D9 Offensive Pressure & Closing Power 60 Several 2600–3000 ATK Link and Xyz closers (Orcustrion, Dingirsu x2, Borrelsword Dragon, TY-PHON); no end-board data (Inferred)
D10 Main Deck Efficiency & Flexibility 55 50 Main Deck cards inside the 40–60 range; only 32.4% exact-name Orcust purity with 48 off-archetype copies, though the sub-archetypes are coherent (Verified composition)
D11 Extra Deck Efficiency & Coverage 40 21 Extra Deck cards exceed the limit of 15, so Extra efficiency is penalised; Extra mix is link-heavy with 13 Link monsters (Verified composition)
D12 Side Deck Adaptability 10 Side Deck is empty, so there is no post-side plan (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; archetype usage is context only (Provisional)
D14 Pilotability & Error Tolerance 45 Dense link-chain and hand-trap decision points with two-step Link lines; moderate execution burden (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 54.7, Going First ≈ 58, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist_exposure (-2); illegal_cap (-22). Final formula: Illegal deck: theoretical/structural-only. Unrounded 0.80*Structural + 0.20*TR = 53.8 before modifiers; the illegal cap brings it to 30 (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.96 · 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

  • Archetype core is almost always reachable in the opening hand (≈0.96 Inferred)
  • Dense, layered interaction: six hand traps plus Feather Duster, Droll, Crescendo and Disablaster
  • Several high-ATK Link and Xyz closers in the Extra Deck

Weaknesses

  • Illegal list: Ash Blossom run at 3 copies and 21 Extra Deck cards
  • Extra Deck is oversized and includes several non-core Link and Fusion options
  • No side deck, so no post-side adaptation

Critical choke points

  • Orcust Harp Horror and Girsu are singletons in the engine tree; each is only ≈0.28 to appear in a 5-card opening hand
  • Extra Deck overflow means the illegal list must be cut before it can be played in OCG
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring none Copy limit is 2 (Semi-Limited); the list runs 3
2 6 Extra Deck cards (least essential Link/Fusion tech) none Extra Deck is 21 cards, the OCG maximum is 15
3 none 1 to 3 side deck cards The side deck is empty; any post-side plan is unevaluated

Evidence & confidence

  • Verified: Legality: Ash Blossom 3 copies vs legal 2; Extra Deck 21 vs maximum 15; Main Deck is 50 cards, inside the 40–60 range; Side Deck is 0; Archetype purity 32.4% exact-name; 48 off-archetype copies; Banlist tokens for Limited and Semi-Limited restricted cards
  • Inferred: Archetype core P(≥1 in 5) ≈ 0.96; Interaction density from card text (6 hand traps, Feather Duster, Droll, Crescendo, Disablaster); Closing power from Link and Xyz ATK values (Orcustrion 3000, Borrelsword 3000, Dingirsu 2600 x2, TY-PHON 2900)
  • Provisional: Meta Power (no dated metagame sample); Matchup fit and tournament reliability (no tournament link); Side deck adaptability (no side cards)
  • 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 are absent No win-rate telemetry: going-first/second split, matchup and brick rates are Inferred or Unknown Meta Power is Provisional without a dated metagame sample Side Deck is empty

More OCG Info

Orcust

Orcust Breakdown

 
 

 

 

 

 

 

 
 

 

 
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