Orcust Deck #774256 — 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 25, 2026 by YGO Mod.

Deck Orcust Master Duel

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 27, 2026
56± 7/ 100
Power Score
Structural 60
Reliability 55
Going First 63
Going Second 56

Deck — Deck Power Evaluation

Final Contextual Deck Power: 56/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 60
Going First 63
Going Second 56
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Toolbox
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Link and Xyz pressure from the Orcust Link engine (Galatea, Dingirsu, Longirsu, Enlilgirsu) using DARK Machine recursion from the Deck and GY; Mitsurugi Ritual Dragon-style Reptile ritual boards (Murakumo 3200 ATK, Habakiri 2400 ATK) as a splash finisher when Orcust monsters are not enough
  • Turn 1 (going first): Open Orcust monsters and Ash Blossom / Droll & Lock Bird for hand interaction, reach a Link Summon with Galatea or Dingirsu, then use Orcust Harp Horror or Cymbal Skeleton GY effects to restart the engine while holding Orcust Crescendo for a negate
  • Turn 2 (going second): Lead with Maxx C, Droll & Lock Bird, or Ash Blossom to answer the opponent's first summon, then rebuild the Link board through Orcust Harp Horror and Galatea; the deck has no side-deck plan, so hand-trap density is the second-turn answer
  • Recovery: Recycle from the GY through Orcust Harp Horror, Orcust Cymbal Skeleton, and Galatea-I (returns Orcustrated Babel or a World Legacy monster), and rebuild the Link line from banished DARK Machines
  • After siding: No side deck is registered (side_count 0), so there is no post-side plan; the deck cannot change its configuration between games

Why it scores here

The deck reliably opens a functional Orcust engine: the 26-copy Orcust core has a near-certain chance of at least one copy in a 5-card opening hand (proxy 0.997, Inferred), and the three Orcust Harp Horror, Girsu, and Cymbal Skeleton copies give repeatable GY and Deck recursion. It converts that into Link and Xyz boards through a 15-card Extra Deck that spans Galatea, Dingirsu, Enlilgirsu, and Longirsu, so the score comes from the system: Link-chain redundancy, recursion, and six hand traps working together, not from averaging individual card powers. The deck survives one interruption through Ash Blossom, Droll & Lock Bird, Maxx C, and Orcust Crescendo, but it has 42 off-archetype copies (Mitsurugi, Dominus, Forbidden, Mulcharmy, and generic cards) that dilute the engine and add brick risk, and the empty side deck leaves no post-side adjustment. Popularity and guide coverage (six Vietnamese guides) confirm the list is real and accessible but did not earn points by themselves, and no combo, win-rate, or tournament data was supplied, so the combo and matchup scores are Inferred from text and probability.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 68 P(at least one of the 13 exact-name Orcust copies in a 5-card opening hand) ≈ 0.997 for the 26-copy core group; hand traps and searchers are 0.85 to 0.65 in hand; 2-card bootstrap via Harp Horror plus Galatea (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Brick risk comes from 9 Mitsurugi and 3 Dominus/Forbidden splash copies that need Ritual or specific partners; 16 singleton slots are fragile; no conflicting Normal Summons are recorded (Inferred)
D3 Combo Conversion & Ceiling 62 No recorded boards, so the ceiling is a text read: Galatea plus Dingirsu plus Enlilgirsu can chain several Link and Xyz summons and recur DARK Machines from banish (Inferred, text-only)
D4 Combo Floor & Median Output 52 No combos_evidence rows exist, so median output is unknown; the 15-card Extra Deck and recursion suggest a reasonable but unmeasured floor (Inferred, text-only, Provisional)
D5 Interruption Resilience & Route Redundancy 60 Ash Blossom, Droll & Lock Bird, Maxx C, Orcust Crescendo, and Harp Horror GY restart provide route redundancy, but the Galatea-I/Galatea link chain is a single-line dependency (Inferred)
D6 Resource Economy, Recovery & Grind 55 Harp Horror, Cymbal Skeleton, Galatea-I, and Orcustrated Babel recycle from GY and banish, a moderate recovery loop; no netCardAdvantage data (Inferred)
D7 End-Board & Interaction Quality 66 Six hand traps (Ash, Droll, Maxx C, Dominus Impulse, Forbidden Droplet) and Orcust Crescendo layer the negate package; 13 negation or removal text hints in the list (Inferred from text)
D8 Going-Second & Board-Breaking Power 58 Going-second split is unavailable; Ash, Droll, and Maxx C help against an established board, but there is no board breaker beyond Crossout Designator and Ame no Murakumo (Inferred)
D9 Offensive Pressure & Closing Power 68 End-board potential includes Dingirsu (2600 ATK), Enlilgirsu (2600 ATK), Longirsu (2500 ATK), and The Zombie Vampire (3000 ATK) through Link and Xyz routes; the Mitsurugi ritual finisher adds 3200 ATK (Verified stats, Inferred closing)
D10 Main Deck Efficiency & Flexibility 60 40 Main cards, 25 distinct; 26 core copies but 42 off-archetype copies lower compactness; the 40-card minimum was met (Verified composition, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 66 15 Extra slots at the limit: 11 Link and 4 Xyz, nearly all Orcust or Knightmare with clear access routes through Galatea and Dingirsu; a few picks (Masquerena, Phoenix, S:P Little Knight) are flexible (Verified composition, Inferred use)
D12 Side Deck Adaptability 15 No side deck (side_count 0), so there is no post-side plan at all; this is a hard gap and scores near floor (Verified)
D13 Matchup Coverage & Format Fit 50 No dated metagame or tournament link is supplied; archetype usage is niche-to-established (Orcust in 26 usage rows), so the score stays near neutral (Provisional)
D14 Pilotability & Error Tolerance 50 Multi-step Link chains, Xyz detaches, and four GY-revival routes demand careful sequencing; the guide mentions several combos with decision points (Inferred)

How the score was computed

Strategy profile: Combo primary with Midrange secondary; Combo weight profile used as-is. Structural ≈ 60, Going First ≈ 63, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: engine dilution from off-archetype splash (-3); no side deck (-2); core density (2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); Structural 59.9, TR 55, modifiers -3 => 56

Probability & combo summary

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

Strengths

  • 26-copy Orcust core gives near-certain access on turn one (Inferred)
  • Six hand traps plus Orcust Crescendo give layered negation (Inferred from text)
  • Large Link and Xyz Extra Deck with recursion routes from GY and banish

Weaknesses

  • No side deck: no post-side plan (Verified)
  • 42 off-archetype copies dilute the engine and add brick risk (Verified composition)
  • No recorded combo boards, so the ceiling and median are text-only (Verified data gap)

Critical choke points

  • Galatea or Galatea-I as the first Link Summon: the chain depends on at least one Orcust Link monster hitting the field
  • Droll & Lock Bird and Ash Blossom as the only hand-trap answers to an opposing first summon
  • Mitsurugi ritual pieces (Pre-Preparation, Mitsurugi Ritual, Mirror) are a fragile secondary route
Priority Remove Add Reason
1 Crossout Designator or one Dominus Impulse A second Orcust Link Monster or a side-deck-grade generic answer (main-deck space permitting) Trims the off-archetype dilution and adds an engine-consistent card; the exact swap should be checked against the Forbidden/Limited restriction list
2 Forbidden Droplet (1 copy) A second Orcust Harp Horror or Orcust Cymbal Skeleton Improves recursion density for the Orcust GY loop without adding a non-engine card
3 Side deck of at least 5 cards Creates a post-side plan, since the deck currently has no answer to a bad matchup besides its main deck

Evidence & confidence

  • Verified: Main 40 and Extra 15 are within master-duel size rules; Copy limits are satisfied: 1-copy Limited cards are at 1, Semi-Limited cards are at 2; 26-copy Orcust core and 42 off-archetype copies from archetype_purity; Extra-Deck breakdown 11 Link and 4 Xyz
  • Observed: Usage stats: Orcust core inclusion rates (Ash, Girsu, Harp Horror, Mulcharmy at 79% to 100%); Six guides for the archetype exist in the YGOVN corpus
  • Inferred: Engine accessibility from the hypergeometric proxy (0.997); Hand-trap and interaction density from text_role_hints; Going-first and going-second scores from the structural profile; Closing power from Link ATK values
  • Provisional: Meta Power (null, no dated metagame sample); Matchup fit (D13 at 50); Tournament reliability (no tournament data)
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN — going-first/second, matchup, brick, and OTK rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied usage_statistics in_this_deck flags disagree with the cards list for several Extra Deck cards (Knightmare Phoenix, Galatea-I, Longirsu, I:P Masquerena, Knightmare Mermaid, Enlilgirsu) — the cards list was used as the source of truth side_count is 0, so no side-deck data exists for D12

More Master Duel Info

Orcust

Orcust Breakdown

 
 

 

 

 

 

 

 
 

 

 
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