Orcust Deck #772840 — Yu-Gi-Oh! OCG

52 Main, 15 Extra, incl. Girsu, the Orcust Mekk-Knight x3, Imsety, Glory of Horus 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
ComboConfidence: LowEvaluated Oct 21, 2026
30± 8/ 100
Power Score
Structural 59
Reliability 50
Going First 58
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 58.6
Going First 58
Going Second 62
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Combo
  • Secondary strategies: Control, Stun
  • Format: ocg

Legality

Main 52 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Link and Xyz pressure from the Orcust engine: Girsu/Orcust Harp Horror/Orcustrated Return loops into Orcustrion, Enlilgirsu, Galatea and Dingirsu boards; Off-archetype boss monsters (The Zombie Vampire, Borrelsword Dragon, Number 90) reached through the Extra Deck
  • Turn 1 (going first): Open a Orcust starter with Girsu or Harp Horror, use Orcustrated Return/Babel to fuel the Link line, and hold Ash Blossom/Infinite Impermanence for the first response
  • Turn 2 (going second): Hand-trap the opponent's first Special Summon or Link line (Ash Blossom, Droll & Lock Bird, Effect Veiler, Ghost Mourner), then rebuild the Orcust engine from the GY
  • Recovery: Recur Orcust monsters from the GY (Orcust Cymbal Skeleton, Orcust Knightmare, Orcustrated Babel) and re-link through Galatea-I
  • After siding: No Side Deck listed; post-side plan cannot be evaluated

Why it scores here

The score is computed from the deck as a system and not from its card scores or its popularity. The 21 archetype core copies give about a 93% chance of at least one core card in a 5-card opening hand (Inferred), so the engine is usually reachable on turn 1. Sixteen hand traps and 19 negation-text cards give layered interaction and roughly a 90% chance of at least one hand trap in a 6-card hand when going second (Inferred). The Extra Deck has real closing threats (Orcustrion, Enlilgirsu, Dingirsu, The Zombie Vampire), but no recorded boards exist, so combo ceiling and median are text-only estimates. Off-archetype splash (Galaxy-Eyes, Vampire, Borrel, Forbidden) and 49 off-archetype copies lower the coherence score. The deck is Illegal (Ash Blossom and Dominus Impulse at 3 copies against an OCG limit of 2), so the final score is capped at 30 and the result is theoretical/structural only. Popularity did not earn points, and the card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 P(>=1 archetype core in opening 5) = 0.93 across 21 core copies; starter text supports turn-1 activation (Inferred)
D2 Opening-Hand Quality & Brick Management 60 6.5% proxy brick rate from the core group; 13 triple-copied cards and 16 hand traps add some redundancy (Inferred)
D3 Combo Conversion & Ceiling 55 No recorded boards; ceiling is a text-only Link/Xyz line into Orcustrion or Enlilgirsu (Inferred)
D4 Combo Floor & Median Output 45 No parseable combos, so the median is a text-only estimate with wide uncertainty (Inferred)
D5 Interruption Resilience & Route Redundancy 62 16 hand traps and GY recursion from Orcust Cymbal Skeleton and Knightmare give multiple routes after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 58 Orcustrated Return and Babel recur resources; 2-card draw text adds card flow (Inferred)
D7 End-Board & Interaction Quality 70 16 removal-text and 19 negation-text cards with layered Quick Effects; no board data (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 68 Hand traps give a roughly 90% going-second hand6 hit rate; Dominus Impulse and Imsety add board-breaking (Inferred)
D9 Offensive Pressure & Closing Power 60 Several 2600-3000 ATK bosses (Dingirsu, Orcustrion, Zombie Vampire, Borrelsword) close boards; no recorded win conditions (Inferred)
D10 Main Deck Efficiency & Flexibility 50 52 main with 25 distinct cards and 27 level-0 Spell/Trap/Quick-Play slots; tech density is high (Verified structure, Inferred flexibility)
D11 Extra Deck Efficiency & Coverage 58 12 distinct Extra cards with 11 Link and 4 Xyz; off-archetype Galaxy-Eyes, Vampire and Borrel dilute coherence (Verified composition, Inferred coherence)
D12 Side Deck Adaptability 20 No Side Deck is listed, so post-side adaptability is unknown (Provisional)
D13 Matchup Coverage & Format Fit 45 No tournament or dated meta sample; archetype share is unavailable (Provisional)
D14 Pilotability & Error Tolerance 45 Multiple Quick Effects, Link material routing and hand-trap timing make the deck decision-heavy (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 58.6, Going First ≈ 58, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: Illegal copy-limit cap (0). Final formula: Illegal legality cap applied: uncapped 0.80*Structural(58.6) + 0.20*TournamentReliability(50) = 56.9, capped to 30 (theoretical/structural only). Meta provisional.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.93 · key two-card combo ≈ — · full-brick estimate ≈ 0.07 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • 21 archetype core copies give high opening-hand starter access
  • 16 hand traps and 19 negation-text cards give layered interaction
  • Extra Deck has several 3000-ATK closing threats

Weaknesses

  • Illegal: two cards run 3 copies against an OCG limit of 2
  • 49 off-archetype copies and mixed Extra Deck lower engine coherence
  • No Side Deck, so post-side plan is unknown

Critical choke points

  • Orcust Harp Horror and Girsu as the main engine starters
  • Single Link-chain routes through Galatea/Orcustrion, with no recorded second line
Priority Remove Add Reason
1 1 Ash Blossom & Joyous Spring 1 non-restricted hand trap or a Side-compatible card Brings Ash Blossom to the OCG limit of 2 so the list is legal
2 1 Dominus Impulse A core Orcust or staple card Brings Dominus Impulse to the OCG limit of 2 and reduces off-archetype copies
3 Off-archetype Extra Deck slots (e.g. Galaxy-Eyes, The Zombie Vampire) Orcust Link or Xyz options Improves Extra Deck coherence

Evidence & confidence

  • Verified: Main 52, Extra 15, Side 0 within OCG size rules; Ash Blossom and Dominus Impulse exceed the copy limit (3 copies, limit 2); Limited cards (Droll & Lock Bird, Foolish Burial, S:P Little Knight, Terraforming) run one copy each
  • Inferred: 93% core starter access (hypergeometric); 90% hand-trap access when going second; Interaction density from card text
  • Provisional: Meta power and matchup fit (no dated meta sample); Post-side plan (no Side Deck listed)
  • 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 exists in YGOVN Meta Power is Provisional unless a dated metagame sample is supplied No Side Deck listed

More OCG Info

Orcust

Orcust Breakdown

 
 

 

 

 

 

 

 
 

 

 
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