Orcust Deck #774126 — Yu-Gi-Oh! TCG

56 Main, 16 Extra, incl. Girsu, the Orcust Mekk-Knight x3, Mulcharmy Fuwalos x3, Mulcharmy Purulia x3. Created Oct 25, 2026 by YGO Mod.

Deck Orcust TCG

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
25± 8/ 100
Power Score
Structural 46
Reliability 40
Going First 40
Going Second 48

Deck — Deck Power Evaluation

Final Contextual Deck Power: 25/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 46
Going First 40
Going Second 48
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: tcg

Legality

Main 56 / Extra 16 / Side 0 — status under the rules at evaluation time: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Link and Xyz pressure from the Phantom Knights and Orcust Extra Deck monsters (for example Rusty Bardiche, Break Sword, Dark Requiem, Arc Rebellion), with Mekk-Knight and Mulcharmy as support; Recursion-based Xyz chains through Phantom Knights Rank-Up-Magic and Galatea-style Orcust links
  • Turn 1 (going first): Open a Mulcharmy or Phantom Knights starter, search a Phantom Knights monster, and build toward a Link or Xyz Summon while holding hand traps for the opponent's first interaction
  • Turn 2 (going second): Use the hand traps (Ash Blossom, Ghost Ogre, Infinite Impermanence, Evenly Matched) to blank the opponent's first board, then rebuild through Mulcharmy draw effects
  • Recovery: Banish Phantom Knights monsters from the GY to re-summon them and extend into a second Xyz through Raider's Knight or Malevolent Scythe
  • After siding: Not evaluable: the deck has no side deck, so no post-side plan exists in the evidence

Why it scores here

The deck mixes three archetype families (Phantom Knights, Orcust and Mulcharmy) plus a large tech and interaction package, and its exact-name archetype purity is only 8.3%. Its opening access is reasonable: the archetype core is present in about 94% of going-first hands (Inferred hypergeometric estimate), so the deck usually finds a starter. Interaction is dense, with 35 removal-text cards, 13 negation-text cards and 11 hand traps, which earns D7 and D8. Conversion, median output and side-deck adaptability are weak: there are no recorded boards, no combo evidence and no side deck, so those dimensions are scored from card text only. The Structural score (about 46) is a system read, not an average of card scores, and popularity in the usage statistics does not raise it. The deck is illegal (two cards over the TCG copy limit and an Extra Deck of 16), so the Final score is capped at 25 and labelled theoretical.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 52 P(≥1 archetype-core card in 5-card hand) ≈ 0.94 across 23 core copies, but only 6 cards are exact-name Orcust and 22 are Phantom Knights; starter access is broad, not focused (Inferred)
D2 Opening-Hand Quality & Brick Management 38 11 hand traps, 18 tech cards and 14 single-copy slots create several dead or conflicting openings; no brick measurement exists (Inferred)
D3 Combo Conversion & Ceiling 45 No recorded boards; ceiling comes only from text such as Rusty Bardiche, Break Sword and Dark Requiem chains (Inferred, text only)
D4 Combo Floor & Median Output 35 No parseable boards, so median and floor output cannot be measured; scored as a low-confidence prior (Inferred)
D5 Interruption Resilience & Route Redundancy 50 Multiple independent starters (Mulcharmy, Phantom Knights, Orcust) and 11 hand traps give some route redundancy after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 45 Mulcharmy draw effects and Phantom Knights GY recursion help regrowth, but Harpie's Feather Duster and Foolish Burial add cost without card advantage (Inferred)
D7 End-Board & Interaction Quality 65 35 removal-text cards and 13 negation-text cards give dense end-board interaction, including Ash Blossom, Ghost Ogre and Infinite Impermanence (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 60 Going-second hand-trap coverage ≈ 0.75 with 11 hand traps; the deck can challenge an established board with Typhoon, Lightning Storm and Dominus Impulse (Inferred)
D9 Offensive Pressure & Closing Power 58 Extra Deck offers high-ATK closers (Dark Requiem 3000, Arc Rebellion 3000, Evilswarm Ophion 2550) but no recorded end-board data (Inferred)
D10 Main Deck Efficiency & Flexibility 40 56 main-deck cards across 29 distinct names with 3 off-archetype copies per name; the spread is too wide for focused consistency (Inferred)
D11 Extra Deck Efficiency & Coverage 35 16 Extra Deck cards exceed the 15 limit; Xyz and Link coverage is wide (10 Xyz, 6 Link) but without clear mandatory Extra slots (Verified count)
D12 Side Deck Adaptability 5 Side Deck is empty (0 cards), so there is no post-side adaptability to score (Verified)
D13 Matchup Coverage & Format Fit 30 No tournament link or dated meta sample; archetype usage is only context (Provisional)
D14 Pilotability & Error Tolerance 40 Three archetype families and many conditional interactions (hand traps, Xyz-chain effects) require frequent decisions; error tolerance is moderate-low (Inferred)

How the score was computed

Strategy profile: Midrange 100% (structural); Toolbox context noted, not blended. Structural ≈ 46, Going First ≈ 40, Going Second ≈ 48, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Illegal copy limit (-6); Extra Deck over size (-2); No side deck (-2); Archetype dilution (-2); Illegal cap (-7). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability = 44.8, then context modifiers total -12 = 32.8, then Illegal cap = 25 (theoretical/structural only)


More TCG Info

Orcust

Orcust Breakdown

 
 

 

 

 

 

 

 
 

 

 
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