Orcust Deck #773291 — Yu-Gi-Oh! OCG
52 Main, 15 Extra, incl. Girsu, the Orcust Mekk-Knight x3, Imsety, Glory of Horus x3, Mulcharmy Fuwalos x3. Created Oct 21, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
Main Deck (52)
- Bystial Baldrake x1
- Bystial Druiswurm x1
- Bystial Magnamhut x1
- Droll & Lock Bird x1
- Girsu, the Orcust Mekk-Knight x3
- Hapi, Guidance of Horus x1
- Imsety, Glory of Horus x3
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x3
- Nibiru, the Primal Being x3
- Orcust Cymbal Skeleton x2
- Orcust Harp Horror x3
- Orcust Knightmare x1
- Retaliating "C" x3
- World Legacy - "World Crown" x1
- World Legacy - "World Wand" x1
- Ash Blossom & Joyous Spring x3
- Ghost Belle & Haunted Mansion x3
- Harpie's Feather Duster x1
- King's Sarcophagus x2
- Orcustrated Babel x1
- Super Polymerization x3
- Dominus Impulse x3
- Infinite Impermanence x3
- Orcust Crescendo x1
- Solemn Judgment x1
Extra Deck (15)
- Garura, Wings of Resonant Life x1
- Mudragon of the Swamp x1
- Secreterion Dragon x1
- Accesscode Talker x1
- Enlilgirsu, the Orcust Mekk-Knight x1
- Galatea-I, the Orcust Automaton x1
- Galatea, the Orcust Automaton x1
- Gorgon of Zilofthonia x1
- I:P Masquerena x1
- Longirsu, the Orcust Orchestrator x1
- S:P Little Knight x1
- Dingirsu, the Orcust of the Evening Star x1
- Number 90: Galaxy-Eyes Photon Lord x1
- Super Starslayer TY-PHON - Sky Crisis x1
- The Zombie Vampire x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 35/100 (±10 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 55 |
| Going First | 55 |
| Going Second | 60 |
| Meta Power | provisional |
| Tournament Reliability | 45 |
- Primary strategy: Midrange
- Secondary strategies: Control, Toolbox
- Format: ocg
Legality
Main 52 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).
Identity & game plan
- Win condition: Extra Deck boss monsters (Zombie Vampire, Super Starslayer TY-PHON, Enlilgirsu, Dingirsu) reached through Orcust and World Legacy material lines; not verified because no recorded boards exist.; Mulcharmy draw-based card advantage across a long game, plus Orcust graveyard revival of Harp Horror and Girsu.
- Turn 1 (going first): Open with a Mulcharmy draw monster or Orcust Harp Horror revival and keep hand traps (Ash, Ghost Belle, Infinite Impermanence, Droll) up for the opponent's turn. Inferred from card text only.
- Turn 2 (going second): Use the hand traps to answer the opponent's first summon or activation, then rebuild through Imsety, Hapi and the World Legacy monsters. Inferred from card text only.
- Recovery: Recover through the Mulcharmy draw effects, the Orcust graveyard banish-and-revive effects, and King's Sarcophagus recursion. Inferred from card text only.
- After siding: None. The deck has no Side Deck, so there is no defined post-side plan.
Why it scores here
The deck is scored as a system, not as an average of its cards. Its strength is redundant interaction: three copies each of Ash Blossom, Ghost Belle, Infinite Impermanence and Nibiru, plus Droll and Solemn, give it many ways to answer an opponent's first summon or activation. Its draw and graveyard-revival engines (Mulcharmy and Orcust) convert a surviving board into card advantage and a boss monster. Those strengths are offset by an illegal copy count (three Ash, three Dominus Impulse and three Super Polymerization against limits of two), no recorded boards, no Side Deck and a split between Orcust, Mulcharmy and Horus engines that conflict on the field. Archetype popularity earns no points; the score is capped because the list is illegal in its format.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 50 | Engine starters are mostly 3-copy cards and P(at least one Mulcharmy or Orcust starter in 5 cards) is about 0.27 for each 3-copy card; the archetype-core proxy of 0.97 is misleading because it counts a mixed family. (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 45 | Hand-trap redundancy is good, but the Mulcharmy draw monsters conflict with the Orcust field-based summons and there are 6 single-copy tech cards. (Inferred) |
| D3 | Combo Conversion & Ceiling | 55 | No recorded boards exist. The ceiling is inferred from boss monsters in the Extra Deck and the Orcust and World Legacy material text. (Inferred) |
| D4 | Combo Floor & Median Output | 45 | With no recorded boards there is no median or floor. This is a provisional guess. (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 65 | Five separate hand-trap or negation cards give several independent answers to an interruption, which is the main strength of the list. (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 65 | Mulcharmy draw, Orcust graveyard banish-and-revive, King's Sarcophagus recursion and Imsety all regenerate resources. (Inferred) |
| D7 | End-Board & Interaction Quality | 70 | Interaction density is high: Ash, Ghost Belle, Infinite Impermanence, Droll, Solemn, Dominus Impulse and Super Polymerization all negate or remove. (Verified text, Inferred quality) |
| D8 | Going-Second & Board-Breaking Power | 60 | Going-second answers are strong, with Droll, Solemn and the Bystial banish-and-summon monsters, though most are single copies. (Inferred) |
| D9 | Offensive Pressure & Closing Power | 60 | The Extra Deck contains several 2600-3000 ATK bosses, but finishing depends on a line that has not been observed. (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 50 | The main deck has 52 cards and 12 three-copy cards, but the copy-limit violations and six single-copy tech slots lower compactness. (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 55 | The Extra Deck holds 15 cards, of which roughly half are off-engine (Zombie Vampire, Garura, Mudragon, Secreterion, Number 90), which dilutes its coherence. (Inferred) |
| D12 | Side Deck Adaptability | 20 | The deck has no Side Deck, so there is no post-side adaptability to score. (Verified) |
| D13 | Matchup Coverage & Format Fit | 50 | There is no tournament link and no dated meta sample, so format fit cannot be scored and is excluded from the structural score. (Provisional) |
| D14 | Pilotability & Error Tolerance | 40 | The deck has many decision points between hand traps, Mulcharmy triggers and Orcust revivals, so repeatability depends on a skilled pilot. (Inferred) |
How the score was computed
Strategy profile: Midrange with D13 dropped and weights renormalized (meta-neutral), since meta is provisional. Structural ≈ 55, Going First ≈ 55, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Legality cap (Illegal copy limit) (0); Banlist exposure (-2); No side deck (-3); Hand-trap redundancy (1). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 0.80*55 + 0.20*45 = 53, then context modifiers (-1) give 52. The deck is Illegal (copy-limit violations), so the theoretical cap of 35 is applied. This is a structural-only score, not a normal final score.
Probability & combo summary
- Opening a starter: P(≥1) ≈ — · 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
- Dense, redundant hand-trap and negation coverage (Ash, Ghost Belle, Infinite Impermanence, Nibiru, Droll, Solemn)
- Card advantage through Mulcharmy draw effects
- Graveyard recursion through Orcust Harp Horror, Girsu and Imsety
Weaknesses
- Illegal: three cards over copy limit
- No side deck
- Engine conflicts between Mulcharmy (needs an empty field) and Orcust (needs field monsters)
- Off-archetype Extra Deck slots dilute coherence
Critical choke points
- Legality: the deck cannot be played as listed until Ash Blossom, Dominus Impulse and Super Polymerization are cut to two copies each
- No recorded boards, so the finishing line is unverified
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | 1x Ash Blossom & Joyous Spring, 1x Dominus Impulse, 1x Super Polymerization | Cards from outside the deck, or accept a two-copy limit | Fixes the copy-limit violations. Without this the list is not legal in OCG. |
| 2 | Off-engine Extra Deck slots (for example Zombie Vampire or Garura) | Orcust and World Legacy link and xyz routes (for example Enlilgirsu or Longirsu) | Improves Extra Deck coherence around the archetype core. |
| 3 | None | A Side Deck of 5 to 15 cards | A best-of-3 list with no side plan has no adaptation for game 2 or 3. |
Evidence & confidence
- Verified: Main deck 52 cards, Extra 15, Side 0; Three cards over copy limit: Ash Blossom, Dominus Impulse, Super Polymerization; Six Limited cards and Semi-Limited cards at their legal maximum; Usage stats: 13 of 19 core cards present (main deck only)
- Inferred: Hand-trap redundancy and interaction density (D5, D7); Engine consistency from hypergeometric odds (D1, D2); Mulcharmy and Orcust card-advantage read from card text (D6); Pilotability from decision-point count (D14)
- Provisional: Median output and floor (D4): no boards; Format fit and matchup (D13): no tournament or meta data
- Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record absent No win-rate telemetry exists in YGOVN Meta Power is Provisional unless a dated metagame sample is supplied No Side Deck supplied Usage statistics flag Enlilgirsu, S:P Little Knight, Galatea, I:P Masquerena and Longirsu as not in deck, but all five appear in the Extra Deck list; the usage in_this_deck flag appears to check the Main Deck only, so core_present_pct is understated
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