Orcust Deck #772999 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Diabellstar the Black Witch x3, Girsu, the Orcust Mekk-Knight x3, Mulcharmy Fuwalos 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
35± 8/ 100
Power Score
Structural 54
Reliability 45
Going First 52
Going Second 56

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 54
Going First 52
Going Second 56
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • 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: Link-based Orcust board (Girsu, Galatea-I, Longirsu, Dingirsu) converting recursion and hand-trap-protected lines into a large board and pressure; Diabellstar and Azamina Fusion pressure through Sinful Spoils searches
  • Turn 1 (going first): Open on Orcust/Mulcharmy starters, use Orcust GY recursion and Galatea-I to build a Link board while holding Ash Blossom and Infinite Impermanence for the opponent's first activation
  • Turn 2 (going second): Use the six-card hand's hand traps (Ash Blossom, Droll & Lock Bird, Ghost Ogre, Infinite Impermanence, Dominus Impulse) to break the opponent's first combo, then rebuild through Orcustrated Return and Babel
  • Recovery: Recur Orcust monsters from GY (Harp Horror, Knightmare, Cymbal Skeleton) and use Orcustrated Babel to re-enable GY effects; Mulcharmy and WANTED provide card flow
  • After siding: Not evaluable: the deck runs no side deck (side count 0), so there is no post-side plan

Why it scores here

The score reflects the deck as a system, not an average of its cards. Its core Orcust package is redundant: the 26 archetype-core copies give an estimated 96.6% chance of at least one core card in a five-card opening hand, so the engine usually comes online (Inferred). The 11 hand traps and multiple negation and removal effects give it real interaction density, and Orcust graveyard recursion supplies resilience after an interruption. Floor and median output are unmeasured because the evidence has no recorded boards, so the combo ceiling is text-only inference. The deck is Illegal: three cards exceed their OCG copy limits, which caps it to a structural-only read. Popularity and archetype usage were not used to raise the score, and no meta or tournament data was supplied.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 P(at least one core card in 5-card hand) ≈ 0.97 across 26 archetype-core copies; 3-copy starters ≈ 0.25 each (Inferred)
D2 Opening-Hand Quality & Brick Management 55 11 hand traps and 21 tech cards with several 1-of tech slots raise dead-card risk; no measured brick rate (Inferred)
D3 Combo Conversion & Ceiling 45 No recorded boards; ceiling from card text only, Girsu and Galatea-I link chains into Dingirsu and Longirsu (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so floor and median are unknown and scored conservatively (Provisional)
D5 Interruption Resilience & Route Redundancy 58 Orcust GY recursion and multiple hand traps give alternative routes after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Orcustrated Return, Babel and GY revival effects recover resources; netCardAdvantage not measured (Inferred)
D7 End-Board & Interaction Quality 65 Ash Blossom, Infinite Impermanence, Solemn cards, Lightning Storm, Dominus Impulse and Forbidden Droplet give layered interaction (Inferred)
D8 Going-Second & Board-Breaking Power 60 Eleven hand traps and Dominus Impulse give going-second answers; board-breaker count is low (Inferred)
D9 Offensive Pressure & Closing Power 62 Diabellstar 2500, Dingirsu 2600, Borrelsword 3000 and Azamina Sol and Mu Rcielago provide closing bodies (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 45 55 Main Deck cards with 27 Level-0 spells and traps, 21 tech cards and 3 over-limit copies reduce compactness (Verified composition)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck slots with 12 Link monsters and multiple summon routes; several Extra cards conflict with usage-stat coverage (Verified composition, Inferred)
D12 Side Deck Adaptability 15 No side deck at all, so no adaptability is available (Verified: side count 0)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated meta sample; archetype share unknown (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Link and Fusion lines with many optional responses raise decision load (Inferred)

How the score was computed

Strategy profile: Midrange primary, no secondary weight blend applied. Structural ≈ 54, Going First ≈ 52, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist exposure (-8); no side deck (-4). Final formula: Illegal cap: uncapped No-meta Final = 0.80*54 + 0.20*45 = 52; modifiers -12 gives 40; capped to 35 (theoretical/structural-only, no normal Final Contextual score)

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

  • Redundant Orcust core with high core-group coverage
  • Dense hand-trap and negation suite (11 hand traps, 17 negation-text cards)
  • Multiple recursion routes from the GY
  • Strong Link and Fusion closing bodies in the Extra Deck

Weaknesses

  • Illegal list: three cards exceed OCG copy limits
  • No side deck
  • High tech and dead-card load (21 tech cards, 27 Level-0 spells and traps)
  • No recorded combos or tournament data to validate the ceiling

Critical choke points

  • Orcust core Link monsters (Galatea-I, Galatea) as the only Link bridge
  • Hand-trap responses that depend on the opponent's first action
  • Limited 1-of tech cards that compete for the same main deck slots
Priority Remove Add Reason
1 One copy each of Ash Blossom & Joyous Spring, Dominus Impulse and WANTED: Seeker of Sinful Spoils (one copy of each over the limit) Replace with a legal Orcust, Mulcharmy or World Legacy card to restore legality Legality must be fixed before any normal Final Contextual score can apply
2 Reduce low-impact 1-of tech cards (Harpie's Feather Duster, Foolish Burial, Mistaken Arrest) Add a 15-card side deck with targeted hand traps and graveyard hate Improves main-deck compactness and gives the deck a post-side plan
3 Nothing else Verify S:P Little Knight, Galatea and Enlilgirsu in the Extra Deck against the usage-statistics record The usage record marks these as missing while the card list includes them, which should be reconciled

Evidence & confidence

  • Verified: Legality: Illegal, with three over-limit OCG Semi-Limited and Limited cards; Main Deck 55 and Extra Deck 15, both within size rules; Card text and stats for all listed cards; Composition counts (11 hand traps, 21 tech, 12 Link monsters)
  • Observed: Archetype core inclusion statistics (usage statistics)
  • Inferred: Core-group opening-hand coverage (≈0.97); Brick risk and hand-trap timing; Going-first and going-second plans from card text; Structural weighting across the 14 dimensions
  • Provisional: Meta Power (null, no dated metagame sample); Matchup fit (no tournament link)
  • 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 absent No win-rate telemetry for this deck Meta Power provisional without a dated metagame sample Usage statistics mark S:P Little Knight, Enlilgirsu, Galatea and I:P Masquerena as missing, but the card list includes them in the Extra Deck; the data needs reconciliation

More OCG Info

Orcust

Orcust Breakdown

 
 

 

 

 

 

 

 
 

 

 
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