Orcust Deck #774128 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Dark Magician Girl the Magician's Apprentice x3, Girsu, the Orcust Mekk-Knight x3, Mulcharmy Fuwalos 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: LowEvaluated Oct 27, 2026
30± 10/ 100
Power Score
Structural 58
Reliability 50
Going First 60
Going Second 66

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 57.6
Going First 60
Going Second 66
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Link and Xyz boss monsters (Dingirsu, Enlilgirsu, The Zombie Vampire, Dark Paladin) built from Orcust Link recursion and Galatea-based summons; Dark Magician of Destruction and Gandora-G, both of which need specific board support the deck only partly provides
  • Turn 1 (going first): Open Girsu or Orcust Harp Horror, search Shining Sarcophagus or Orcustrated Babel, and build toward a Link or Xyz boss while holding Droll and Solemn for interaction. Hand-trap value is limited on the first turn.
  • Turn 2 (going second): Use hand traps (Ash Blossom, Skull Meister, Ghost Ogre, Nibiru, Droll) to break the opponent's first summon, then rebuild the Orcust board from the GY via Harp Horror, Cymbal Skeleton and Knightmare.
  • Recovery: Recurse banished or GY Orcust monsters (Harp Horror, Cymbal Skeleton, Knightmare, Crescendo) and rebuild through the Orcust Link monsters. The deck depends on the GY engine as its main recovery route.
  • After siding: Not applicable: the deck has no Side Deck, so there is no post-side plan.

Why it scores here

The deck reliably opens an Orcust engine: the archetype core group gives P(at least one core card in a 5-card opening hand) of about 0.959, so the engine is usually reachable on turn 1 (Inferred). Interaction is the strongest part of the system. Ten hand traps and 28 removal-text cards provide layered answers, and the going-second hand-trap probability of about 0.72 supports a real Blind-Second plan (Inferred). Conversion to a boss monster is plausible through the Link and Xyz routes, but no recorded boards exist, so the ceiling and median are estimates from card text only. The deck is incoherent in construction: exact Orcust purity is about 23%, and Dominus, Dark Magician, Mekk-Knight, Shining Sarcophagus, Solemn, Forbidden and Galaxy-Eyes are mixed in. The deck also carries no Side Deck. Its score is capped low because two cards exceed their copy limit. Popularity and archetype usage did not add points, and card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one archetype core card in a 5-card opening hand) = 0.959 across 25 core copies; engine start depends on Girsu / Harp Horror at 0.253 each (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Brick proxy of 0.041 for no core card in hand; hand traps and dead interaction cards add redundancy, but some hands stall with no board (Inferred)
D3 Combo Conversion & Ceiling 55 No parseable recorded boards; ceiling is inferred from Link and Xyz boss text (Dingirsu, Enlilgirsu, Zombie Vampire, Dark Paladin) (Inferred)
D4 Combo Floor & Median Output 45 No recorded combo median; floor depends on hand traps and Orcust recursion, with a mixed off-archetype core (Inferred)
D5 Interruption Resilience & Route Redundancy 65 Ten hand traps and 17 negation-text cards give several independent answers to a single interruption (Inferred)
D6 Resource Economy, Recovery & Grind 62 GY recursion from Harp Horror, Cymbal Skeleton, Knightmare and Crescendo, plus Foolish Burial and Orcustrated Babel searches (Inferred from text)
D7 End-Board & Interaction Quality 75 28 removal-text and 17 negation-text cards, with Solemn Judgment, Solemn Strike, Droll and Ash Blossom providing layered coverage (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 68 Hand-trap probability at least one in a 6-card hand (going second) = 0.719 across 10 copies; Ghost Ogre and Skull Meister add timing answers (Inferred)
D9 Offensive Pressure & Closing Power 65 End-board ATK values of 2600 to 3000 on Link and Xyz bosses; closing depends on Orcust recursion (Verified stat, Inferred closing)
D10 Main Deck Efficiency & Flexibility 40 55 Main Deck cards with 28 distinct names; exact Orcust name purity 22.9%; spread across eight sub-archetypes and generic support (Verified composition, Inferred cohesion)
D11 Extra Deck Efficiency & Coverage 50 15 Extra Deck slots: 9 Link, 4 Xyz, 2 Fusion; Link and Xyz bosses cover the Orcust route, but Galaxy-Eyes, Dark Paladin and Vampire are off-plan flex (Verified composition, Inferred)
D12 Side Deck Adaptability 20 No Side Deck (0 cards), so there is no post-side adaptability at all (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated metagame sample; archetype usage data is present but gives no matchup outcome (Provisional)
D14 Pilotability & Error Tolerance 45 Many hand-trap and timing decisions, plus three-engine route choices (Link, Xyz, recursion); error tolerance is moderate-to-low (Inferred)

How the score was computed

Strategy profile: Midrange primary, Stun secondary (weighted as Midrange, no separate blend applied). Structural ≈ 57.6, Going First ≈ 60, Going Second ≈ 66, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: illegal_copy_limit_cap (-26); banlist exposure (-2); no Side Deck (-2). Final formula: Illegal deck: normal formula not applied. Uncapped value = 0.80*57.6 + 0.20*50 (Meta provisional) = 56.1; final score capped to 30 for copy-limit violations (theoretical/structural only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.96 · key two-card combo ≈ — · full-brick estimate ≈ 0.04 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Core Orcust engine is almost always reachable on the opening hand (about 0.96 for at least one core card)
  • Layered interaction: ten hand traps plus Solemn, Droll and Ash give answers at several points of the turn
  • Strong going-second profile with hand traps and recursion from the GY
  • Multiple boss routes (Link and Xyz) give some resilience to a single blocked line

Weaknesses

  • Two cards exceed their copy limit, so the list is illegal as built
  • Low archetype purity (about 23%) with several unrelated engines (Dominus, Dark Magician, Mekk-Knight, Shining Sarcophagus, Galaxy-Eyes)
  • No Side Deck at all, so no post-side adaptation
  • No recorded combos or win data, so the ceiling and median are inferred from text only

Critical choke points

  • Illegal copy counts on Ash Blossom and Dominus Impulse must be fixed before the deck can be scored as legal
  • Single-copy Limited cards (Solemn Judgment, Droll & Lock Bird, Foolish Burial, S:P Little Knight) can each be lost to one answer
  • Orcust Link recursion route depends on Orcust Harp Horror and Cymbal Skeleton in the GY
Priority Remove Add Reason
1 One copy each of Ash Blossom & Joyous Spring and Dominus Impulse Any legal Orcust or generic support card Restores legality; the deck cannot be scored as a normal legal list until the copy limits are met
2 Off-plan Extra Deck and Main Deck support (Dominus Spark, Future Silence, Galaxy-Eyes boss) More Orcust-named Link or Xyz engine pieces Raises exact archetype purity and engine coherence; reduces dead cards
3 Nothing (no Side Deck slots used) A 5 to 15 card Side Deck with matchup-specific answers Adds post-side adaptability; the current deck has zero side slots

Evidence & confidence

  • Verified: Legality status Illegal: Ash Blossom and Dominus Impulse at 3 copies exceed the Semi-Limited limit of 2; Main Deck 55 cards and Extra Deck 15 cards are within the TCG size rules; Exact Orcust purity 22.9% and the archetype spread from composition; Zero Side Deck cards
  • Observed: Archetype usage shows Orcust core cards at 100% and 50% inclusion
  • Inferred: Core-group opening-hand access of 0.959 (hypergeometric); Hand-trap access of 0.719 going second; Interaction density and Blind-Second plan (from text); Structural score of 57.6 under the Midrange profile
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (D13)
  • 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; going-first and going-second outcomes unknown Meta Power provisional unless a dated metagame sample is supplied deck title is null

More TCG Info

Orcust

Orcust Breakdown

 
 

 

 

 

 

 

 
 

 

 
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