Orcust Deck #773424 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Girsu, the Orcust Mekk-Knight x3, Mulcharmy Fuwalos x3, Orcust Harp Horror x3. Created Oct 22, 2026 by YGO Mod.

Deck Orcust Master Duel

Created by: YGO Mod (20517634)

Created On: 10/22/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 22, 2026
55± 6/ 100
Power Score
Structural 62
Reliability 58
Going First 66
Going Second 68

Deck — Deck Power Evaluation

Final Contextual Deck Power: 55/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 62
Going First 66
Going Second 68
Meta Power provisional
Tournament Reliability 58
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Combo
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Link and Xyz boards built from Orcust, Fiendsmith and Mekk-Knight engines, closing with Enlilgirsu, Longirsu, Dingirsu and Fiendsmith's Lacrima; Niche routes only: D/D/D Wave High King Caesar (needs two Level 6 Fiends) and Snake-Eyes Doomed Dragon (no Snake-Eye monsters in the list)
  • Turn 1 (going first): Open a one-card starter from hand (Girsu, Mulcharmy Fuwalos, Sengenjin, Fiendsmith Engraver, Fabled Lurrie, Golem), search or recycle through Sengenjin, Engraver and Babel, then Link into Galatea or Requiem and hold Infinite Impermanence, Ash Blossom and Droll for the opponent's response
  • Turn 2 (going second): Use the 11 hand traps (Infinite Impermanence, Ash Blossom, Ghost Ogre, Droll and Lock Bird, Maxx C) to stop the first board, then rebuild through Harp Horror, Cymbal Skeleton and Fuwalos
  • Recovery: Harp Horror and Cymbal Skeleton special-summon from the GY, Fiendsmith Engraver recurs from the GY, and Orcustrated Babel and Crescendo return from the GY
  • After siding: No side deck is registered, so there is no post-side plan; this is a structural gap

Why it scores here

The deck reliably opens a functional starter: the computed probability of at least one hand-starter in a going-first 5-card hand is about 0.88 (Inferred). Its Link, Xyz and Fusion routes are supported by a large Extra Deck that can carry the game once the board is live. Interaction is the strongest part of the system: 11 hand traps and 12 negation-text cards give roughly 0.88 odds of at least one hand trap in a going-second 6-card hand (Inferred). Its weaknesses are that three Extra Deck slots (Snake-Eyes Doomed Dragon, Caesar and Knightmare Mermaid) lack their enablers in the Main Deck, that three engines (Orcust, Fiendsmith and Millennium) share a list with only 20% exact-name purity, and that there is no side deck. Score comes from consistency, median output and interaction judged on the whole system, not from Orcust's popularity or an average of card scores. No combos were supplied, so the ceiling and median are text-based inference.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 P(at least one hand-starter in a going-first 5-card hand) ~0.88 and going-second 6-card ~0.92, from a 13-card starter set I counted from card text (Inferred); three-copy engines hit only 0.34 per hand (Inferred)
D2 Opening-Hand Quality & Brick Management 60 11 hand traps and 10 searcher-text cards add dead-in-hand risk, and three engines compete for the same hand slots (Inferred)
D3 Combo Conversion & Ceiling 70 Ceiling reads from text: Harp Horror and Cymbal recursion into Galatea, Longirsu, Enlilgirsu and Dingirsu links (Inferred, no combo corpus)
D4 Combo Floor & Median Output 55 Median is lowered by dead or conditional Extra slots and off-engine Main slots; no observed boards exist (Inferred)
D5 Interruption Resilience & Route Redundancy 68 Four cheap hand traps plus GY recursion from Harp Horror, Cymbal Skeleton, Engraver and Babel give several independent lines (Inferred)
D6 Resource Economy, Recovery & Grind 66 GY-activated recursion from Harp Horror, Cymbal, Engraver, Babel and Crescendo sustains resources; no netCardAdvantage data (Inferred)
D7 End-Board & Interaction Quality 75 Infinite Impermanence, Ash Blossom, Ghost Ogre, Droll, Maxx C, Crossout Designator and Orcust Crescendo layer negation and removal (Inferred semantic read of card text, verified tags)
D8 Going-Second & Board-Breaking Power 66 Hand traps and Droll answer the first board; Dingirsu and Caesar are board-breakers, but Caesar is niche (Inferred)
D9 Offensive Pressure & Closing Power 65 Link-4 Enlilgirsu at 2600 ATK, Dingirsu at 2600, and Longirsu at 2500 give closing power; Snake-Eyes is effectively not reachable (Verified stats, Inferred reach)
D10 Main Deck Efficiency & Flexibility 52 Main has 24 distinct cards with only 20% exact-name Orcust purity, mixing Fiendsmith, Millennium, Mekk-Knight, Mulcharmy and Knightmare cards (Verified composition, Inferred coherence)
D11 Extra Deck Efficiency & Coverage 50 Of 15 Extra slots, Snake-Eyes Doomed Dragon has no Snake-Eye enabler, Knightmare Mermaid needs a Knightmare material not in the Main, and Caesar needs two Level 6 Fiends (Verified text, Inferred access)
D12 Side Deck Adaptability 30 No side deck is registered (side 0 against a 0-15 allowance), so there is no post-side data or plan (Verified count, Provisional score)
D13 Matchup Coverage & Format Fit 50 No tournament link, meta-share or match record exists; archetype usage shows a stable Orcust core (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-engine decisions across Link, Xyz, Fusion and Millennium continuous-spell lines raise pilot load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 62, Going First ≈ 66, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: Dead Extra Deck slots (-3); Engine dilution (-2); No side plan (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional; Structural 62.3, TR 58, modifiers -6 = 55.5 rounded to 55)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.88 · 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

  • Eleven hand traps and 12 negation-text cards give the deck a strong interaction layer
  • Multiple independent starters keep the going-first opening reliable
  • Link Extra Deck coverage gives closing power and recursion routes
  • Archetype core (Orcust 26 copies) is stable and in line with usage data

Weaknesses

  • Three Extra Deck slots are dead or near-dead without their enablers
  • Multi-engine list with only 20% exact-name purity
  • No side deck, so no post-side adaptation
  • Hard to pilot across several engines

Critical choke points

  • Orcust Harp Horror and Girsu as the main starters from hand
  • Fiendsmith Engraver (two copies) as the only Level 6 Fiend supporting Caesar
Priority Remove Add Reason
1 Snake-Eyes Doomed Dragon An extra Orcust Link or Galatea-compatible Link (e.g. a Link-2 Orcust) No Snake-Eye monsters in the list, so this Extra slot is effectively dead
2 D/D/D Wave High King Caesar A Link-3 Orcust or Mekk-Knight Link Caesar needs two Level 6 Fiends and the list has only two Engravers
3 Knightmare Mermaid A generic Link-1 or Link-2 monster that fits the Orcust or Fiendsmith engine Mermaid's Link material is a Knightmare monster, and the Main Deck contains none

Evidence & confidence

  • Verified: Legal in master-duel: 40 Main, 15 Extra, 0 Side; all four restricted cards within legal copies; Copy histogram 14/4/6 and type/attribute composition match the list; Usage stats: Orcust core 26 copies, Maxx C, Ash Blossom and Girsu at 100% inclusion
  • Inferred: Starter probability about 0.88 going-first and 0.92 going-second; Interaction quality from text (hand traps, negations, removal); Dead-slot analysis for Snake-Eyes Doomed Dragon, Caesar and Knightmare Mermaid; Ceiling and median from text only, since no combos exist
  • Provisional: Meta power (null: no dated metagame sample); Matchup and format fit (no tournament data); Side-deck score (no side deck registered)
  • Data gaps: no combos supplied; floor, median and ceiling are text-only inference no tournament link; archetype meta-share and per-pilot match record absent no win-rate telemetry; going-first, going-second and matchup signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied no side deck registered, so post-side is unscored

More Master Duel Info

Orcust

Orcust Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top