Orcust Deck #772604 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Girsu, the Orcust Mekk-Knight x3, Mulcharmy Fuwalos x3, Nibiru, the Primal Being 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 21, 2026
40± 8/ 100
Power Score
Structural 56
Reliability 50
Going First 56
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 40/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 56
Going First 56
Going Second 60
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Archetype Orcust boards: Orcust Harp Horror, Girsu and Cymbal Skeleton recur from the GY into Link/Xyz pressure (Dingirsu, Enlilgirsu, Longirsu); World Legacy Crown/Wand and Mulcharmy Fuwalos card advantage pressure
  • Turn 1 (going first): Open Orcust engine starters and Mulcharmy/Girsu, Link into Galatea or Galatea-I, then protect the board with hand traps and Solemn/Ash backups
  • Turn 2 (going second): Use the 15 hand traps (Ash, Infinite Impermanence, Evenly Matched, Nibiru, Droll & Lock Bird) to answer the opponent's first summon, then rebuild through Orcust GY recursion
  • Recovery: Orcustrated Babel, Orcustrated Return and Orcust Crescendo recur Orcust monsters and spells from the GY and Deck
  • After siding: Not evaluable: the deck has 0 side cards, so no post-side plan exists

Why it scores here

The deck is capped at 40 because the list is illegal: four cards exceed their OCG copy limits (Ash Blossom, Dominus Impulse, Solemn Warning, S:P Little Knight), so this is a theoretical, structural-only read. The structure is decent: 27 archetype core cards give about a 0.97 chance of at least one Orcust-core card in the opening five, and the 15 hand traps give about 0.87 of a live interaction card as second player. The deck's floor and median are not measurable because no boards were supplied, so the combo and median dimensions rest on text inference only. The score comes from consistency, interaction quality and resilience on the system, not from averaging card scores, and the Orcust archetype's popularity earned no points. The empty side deck and the lack of tournament or win-rate data keep side adaptability and matchup fit low and Meta Power provisional.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(≥1 archetype-core card in opening 5) ≈ 0.97 across 27 core copies; but only 18 exact-name Orcust copies and several Link starters are absent (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Many non-monster slots (31 zero-level cards) and 15 hand traps create dead-hand risk; copy histogram spreads across 28 distinct main cards (Inferred)
D3 Combo Conversion & Ceiling 50 No parseable boards; Orcust GY recursion and Link chains are plausible from card text only (Inferred)
D4 Combo Floor & Median Output 45 No combo boards supplied, so the median output cannot be measured (Provisional)
D5 Interruption Resilience & Route Redundancy 60 Two Orcust recursion engines, 6 searchers and multiple redundant starters give alternate routes after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 58 Orcustrated Babel and Return plus GY-based revival give recursion; the deck can float Orcust resources (Inferred)
D7 End-Board & Interaction Quality 72 20 negation texts, 29 removal texts and 15 hand traps give broad, layered interaction, though four over-limit copies are an illegal-list issue (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 65 P(≥1 hand trap in opening 6) ≈ 0.87 as second player, with Solemn and Ash backup (Inferred)
D9 Offensive Pressure & Closing Power 62 Dingirsu (2600), Enlilgirsu (2600) and Longirsu (2500) give strong end-board ATK when the engine connects (Verified stats, Inferred conversion)
D10 Main Deck Efficiency & Flexibility 45 55 main cards with only about 26% exact archetype names and 27 tech cards suggests low compactness (Inferred)
D11 Extra Deck Efficiency & Coverage 58 15 Extra Deck cards: 13 Links and 2 Xyz, with Galatea×2 and an over-limit S:P Little Knight, so flexibility is moderate (Inferred)
D12 Side Deck Adaptability 20 Side deck is empty (0 of 15 allowed), so there is no post-side adaptation (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link or meta sample; archetype share unknown (Provisional)
D14 Pilotability & Error Tolerance 40 Several-step Link-chain sequencing and many optional hand-trap decisions raise pilot complexity (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 56, Going First ≈ 56, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: Banlist / copy-limit exposure (-8); Incomplete evidence: no combos, no tournament, no side deck (-4); Illegal status cap (0). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) = 54.7, then −12 modifiers = 42.7, capped at 40 because the deck is Illegal

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.97 · 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 dense: 27 core copies give about 0.97 chance of an opening core card
  • 15 hand traps and 20 negation texts give layered interaction, especially as second player
  • Extra Deck end-boards (Dingirsu, Enlilgirsu, Longirsu) provide strong ATK when the engine connects

Weaknesses

  • Illegal list: four cards exceed OCG copy limits
  • No side deck, so no post-side adaptation
  • Low exact archetype purity (25.7%) and 27 tech cards suggest weak engine coherence and compactness

Critical choke points

  • Galatea and Orcust Link monsters are required to convert Orcust recursion into boards; several Link starters (Enlilgirsu, Longirsu, Masquerena, Galatea) are absent or single-copy
  • Hand-trap-heavy opening hands can be dead without a follow-up starter
Priority Remove Add Reason
1 One copy each of Ash Blossom & Joyous Spring, Dominus Impulse, and Solemn Warning (and one S:P Little Knight) Legal copies of Limited/Semi-Limited replacements (e.g., a non-restricted interaction card) Restores legality so the deck can receive a normal score
2 One tech card with no archetype link A side deck of 15 cards, with at least some Orcust-specific or anti-meta answers Adds post-side adaptation (D12), which is currently zero

Evidence & confidence

  • Verified: Main 55, Extra 15, Side 0 counts from legality check; Four copy-limit violations and banlist statuses from restricted_cards; Dingirsu 2600, Enlilgirsu 2600, Longirsu 2500 ATK from card data; Archetype core card count 27 and 25.7% exact-name purity
  • Inferred: Hypergeometric P(≥1 archetype core in 5) ≈ 0.97; Hand-trap P(≥1 in 6) ≈ 0.87; Midrange strategy classification from composition and hand-trap count; Interaction quality (D7) from negation and removal text counts; Recursion and route redundancy from card text
  • Provisional: Meta Power (null); Matchup fit (D13); Tournament reliability
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN — going-first/second, matchup, brick and starter rates are Inferred or Unknown empty side deck (0 of 15) — post-side plan not evaluable Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Orcust

Orcust Breakdown

 
 

 

 

 

 

 

 
 

 

 
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