Orcust Deck #772686 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Girsu, the Orcust Mekk-Knight x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia 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
ToolboxConfidence: Low
35± 8/ 100
Power Score
Structural 55
Reliability 40
Going First 50
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 55.4
Going First 50
Going Second 58
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Toolbox
  • Secondary strategies: Combo
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Orcust link/Xyz pressure: Galatea, Dingirsu and Longirsu lines that open from GY-banish starters (Cymbal Skeleton, Harp Horror, Girsu) and then close with 2600-3000 ATK boss monsters (Dingirsu, Borrelsword, Goddess of the Closed World, Super Starslayer); Hand-trap and negation attrition: Ash Blossom, Evenly Matched, Ghost Ogre, Nibiru, Droll and Infinite Impermanence stall the opponent until the Orcust board takes over
  • Turn 1 (going first): Open on an Orcust GY starter or a Mulcharmy draw engine, then convert into a link or Xyz boss; hand traps are mostly dead on the first turn so this plan leans on starters and draw
  • Turn 2 (going second): Hold 1-2 hand traps (Ash, Evenly Matched, Ghost Ogre, Droll, Nibiru) to answer the opponent's first summon or search, then use the Orcust GY starters to rebuild a board
  • Recovery: Banish-from-GY Orcust effects (Cymbal Skeleton, Harp Horror, Knightmare) and recursion through Orcustrated Return and Babel; Mulcharmy draws refill the hand
  • After siding: Not applicable: the export has an empty Side Deck, so there is no post-side plan

Why it scores here

The deck is scored as a system, not as an average of its cards, and the score is capped because the list is illegal: three cards run three copies where the OCG Semi-Limited limit is two. Its strongest part is interaction: sixteen hand traps and negation/removal spells give it breadth on the opponent's turn, and the Orcust link and Xyz bosses (Dingirsu, Goddess, Starslayer, Borrelsword) supply real closing power. Engine access is respectable (the archetype core group is about 0.92 to hit at least one card in a 5-card opening hand), but the deck is only 22.9% exact Orcust, with 6 Mulcharmy and 3 Mekk-Knight-adjacent cards and generic tech, which creates conflicts. The Mulcharmy draw engines require the controller to hold no cards, which clashes with the rest of the list. No combo boards, no side deck and no tournament or win-rate data were supplied, so the floor, median and ceiling scores are text-only inferences. Popularity or archetype usage did not earn points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(>=1 specific 3-copy starter in 5-card opening hand) = 0.2529; archetype core group P(>=1 in hand) = 0.92 (Inferred)
D2 Opening-Hand Quality & Brick Management 45 16 hand traps and 4 tech spells are dead on going-first turn 1; several 3-copy dead-card lines (Typhoon, Evenly Matched) (Inferred)
D3 Combo Conversion & Ceiling 55 Ceiling depends on Orcust link/Xyz reach (Galatea x2, Dingirsu x2, Starslayer, Goddess); no combo boards supplied (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards, so median output cannot be measured; text-only estimate (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Multiple independent GY-starters and two recursion/draw paths survive one interruption; hand-trap redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 60 Mulcharmy draws, Orcustrated Return (draw 2), Foolish Burial recycling and Pot of Prosperity give card flow (Inferred)
D7 End-Board & Interaction Quality 75 Ash, Evenly Matched, Infinite Impermanence, Ghost Ogre, Ghost Belle, Droll, Typhoon, Forbidden Droplet: high breadth and layered negation (Inferred semantic read of card text)
D8 Going-Second & Board-Breaking Power 72 Droll, Nibiru, Dark Ruler No More and Goddess can negate or remove an established board on the opponent's turn (Inferred)
D9 Offensive Pressure & Closing Power 62 Dingirsu 2600 ATK, Borrelsword 3000 ATK, Goddess 3000 ATK and Starslayer 2900 ATK are real closing bodies (Verified stats, Inferred conversion)
D10 Main Deck Efficiency & Flexibility 42 55 main with 27 distinct cards and 54 off-archetype copies (exact-name purity 22.9%) (Verified composition, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck cards with 2 Galatea, 2 Dingirsu and 13 distinct, some singleton bosses (Verified composition)
D12 Side Deck Adaptability 20 Side Deck is empty (0 cards); no post-side plan (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 45 Several optional-effect decisions, GY-banish timing and hand-trap holding decisions raise the skill floor (Inferred)

How the score was computed

Strategy profile: Toolbox. Structural ≈ 55.4, Going First ≈ 50, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Banlist and copy-limit exposure (-3); Engine conflict (-4). Final formula: Illegal list: normal formula (0.80*Structural + 0.20*TournamentReliability + modifiers, Meta provisional) gives about 45; capped at 35 per the illegal-list rule. Theoretical/structural-only.


More OCG Info

Orcust

Orcust Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top