Orcust Deck #774328 — Yu-Gi-Oh! Master Duel
40 Main, 15 Extra, incl. Diabellstar the Black Witch x3, Girsu, the Orcust Mekk-Knight x3, Mulcharmy Fuwalos x3. Created Oct 27, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/27/2026
Main Deck (40)
- Diabellstar the Black Witch x3
- Droll & Lock Bird x2
- Girsu, the Orcust Mekk-Knight x3
- Magicians' Souls x1
- Maxx "C" x1
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x1
- Orcust Cymbal Skeleton x2
- Orcust Harp Horror x3
- Orcust Knightmare x1
- World Legacy - "World Crown" x1
- World Legacy - "World Wand" x1
- Ash Blossom & Joyous Spring x3
- Ghost Ogre & Snow Rabbit x2
- Crossout Designator x1
- Deception of the Sinful Spoils x1
- Foolish Burial x1
- Orcustrated Babel x1
- The Hallowed Azamina x1
- WANTED: Seeker of Sinful Spoils x1
- Dominus Impulse x3
- Infinite Impermanence x3
- Orcust Crescendo x1
Extra Deck (15)
- Azamina Ilia Silvia x1
- Azamina Mu Rcielago x1
- Dark Magician of Destruction x1
- Accesscode Talker x1
- Enlilgirsu, the Orcust Mekk-Knight x1
- Galatea-I, the Orcust Automaton x1
- Galatea, the Orcust Automaton x2
- Gorgon of Zilofthonia x1
- I:P Masquerena x1
- Knightmare Mermaid x1
- Knightmare Phoenix x1
- Longirsu, the Orcust Orchestrator x1
- S:P Little Knight x1
- Dingirsu, the Orcust of the Evening Star x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 61/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 66.5 |
| Going First | 64 |
| Going Second | 68 |
| Meta Power | provisional |
| Tournament Reliability | 60 |
- Primary strategy: Midrange
- Secondary strategies: Stun, Combo
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Link and Xyz boss pressure: Galatea, Enlilgirsu, Longirsu, Dingirsu and Diabellstar, built from Orcust and Mekk-Knight starters (Inferred from card text; no recorded boards); Azamina and Dark Magician of Destruction Fusion boards, with Sinful Spoils and Diabellstar support (Inferred)
- Turn 1 (going first): Open a starter (Orcust Harp Horror, Girsu, Mulcharmy Fuwalos or Diabellstar, about 85% for at least one in a 5-card hand per the 12-copy starter group) and extend into a Link or Xyz boss while holding hand traps for the opponent's turn
- Turn 2 (going second): Use the 6-card hand's hand traps (about 88% for at least one) and Dominus Impulse to negate the opponent's Special Summons, then rebuild through GY-activated Orcust effects and Link Summons
- Recovery: Recur through Orcust Harp Horror and Orcust Cymbal Skeleton GY banish effects, Orcustrated Babel from the GY, and Galatea-I searches for World Legacy or Orcust monsters (Inferred from card text)
- After siding: None: the deck runs 0 side cards and the Master Duel format used here has no sideboard step
Why it scores here
The deck opens a functional plan most of the time: the four 3-copy starters (Orcust Harp Horror, Girsu, Mulcharmy Fuwalos, Diabellstar) give roughly an 85% chance of at least one in a 5-card hand (hypergeometric, Inferred), and the hand traps keep a plan alive on the opponent's turn. It converts to pressure through Link and Xyz bosses (Galatea, Enlilgirsu, Longirsu, Dingirsu) and Azamina Fusions, though no recorded boards exist, so the conversion ceiling is text-based and carries low confidence. Interaction is the deck's real strength: 11 hand traps, 12 negation-text cards and 16 removal-text cards give it breadth against an established board. The score reflects consistency, interaction and resilience on the system; it does not come from averaging card strength, and popularity earned no points because no tournament or meta-share data was supplied. Exact-name purity is only 23.6%, with Mekk-Knight, Mulcharmy, Azamina, Diabellstar and Sinful Spoils all present, which costs engine coherence and the score is docked for it.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 78 | P(at least one of the 12 copies of the four 3-copy starters in a 5-card opening hand) is about 0.85; starter density is high (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 62 | 11 hand traps and a 1-copy-heavy tech package leave some dead cards going first; going-second hand traps are 0.876 at least one in 6 (Inferred) |
| D3 | Combo Conversion & Ceiling | 68 | No parseable recorded boards; ceiling is inferred from Orcust link and Xyz chains described in card text and guide snippets (Inferred) |
| D4 | Combo Floor & Median Output | 55 | Median output cannot be measured without board data; diverse starters suggest a reasonable floor but it is unverified (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 74 | Several independent starters, GY-activated recursion and multiple hand traps give alternate routes after disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 68 | GY recursion from Harp Horror, Cymbal Skeleton and Babel plus Galatea-I searches sustain resources; Ash and Impermanence trade cards (Inferred) |
| D7 | End-Board & Interaction Quality | 78 | Negation text on 12 cards and removal text on 16, with layered hand traps and Dominus Impulse (Verified card text, Inferred quality) |
| D8 | Going-Second & Board-Breaking Power | 76 | Six-card hand has at least one hand trap 0.876 of the time; hand traps and Dominus Impulse pressure the Special Summon board (Inferred) |
| D9 | Offensive Pressure & Closing Power | 70 | Link and Xyz bosses reach 1800 to 2600 ATK; Enlilgirsu can steal a monster (Verified stats, Inferred closing) |
| D10 | Main Deck Efficiency & Flexibility | 60 | 40-card main with 13 singletons and 7 three-copy cards; off-plan tech (Crossout, Foolish Burial, Maxx C, Magicians' Souls) dilutes density (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 65 | Extra Deck of 15: 11 Links, 3 Fusions, 1 Xyz, all tied to the Orcust/Azamina/Dark Magician plan (Verified breakdown) |
| D12 | Side Deck Adaptability | 30 | Zero side cards; no post-side data exists, so this dimension is Provisional and scored low |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link or dated meta sample, so matchup and format fit cannot be verified (Provisional) |
| D14 | Pilotability & Error Tolerance | 50 | Multi-step Link and Xyz sequencing and interaction timing raise the decision load (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 66.5, Going First ≈ 64, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: Engine conflicts and low archetype purity (-3); Banlist exposure (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (-4); Meta Power null/provisional. 0.80*66.5 + 0.20*60 - 4 = 61.2, rounded to 61
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.85 · 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
- Consistent starter density: four 3-copy monsters, all with GY or hand activations
- Layered interaction: 11 hand traps, Dominus Impulse, Crossout and removal text
- Link and Xyz bosses plus Galatea recursion give good closing and grind
- Extra Deck is fully used (15 slots with 11 Links)
Weaknesses
- No recorded boards, so ceiling and median are text-only inference
- Low archetype purity (23.6%) and mixed sub-archetypes weaken engine coherence
- Hand-trap-heavy list can produce dead hands going first
- No side deck, so there is no post-side adaptation
Critical choke points
- Starter access depends on Orcust or Mekk-Knight monsters being drawn; the 2-copy Cymbal Skeleton and 1-copy Knightmare are thin
- Dependence on Galatea and Harp Horror for link-chain continuity
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Crossout Designator | A third Orcust or Mekk-Knight starter (a 3-copy Orcust monster) | Off-plan Limited card at 1 copy; a starter raises D1 and D2 density (Inferred) |
| 2 | Foolish Burial | Orcust Cymbal Skeleton (raise to 3 copies) | Tech card that does not continue a line; a second recursive Orcust monster improves recovery (Inferred) |
Evidence & confidence
- Verified: Legal status: 40 main, 15 extra, 0 side, no violations; Copy limits: Crossout, Foolish Burial, Maxx C and WANTED are Limited at 1; Droll and Lock Bird is Semi-Limited at 2; Hypergeometric draw values match the evidence (3-copy 0.3376 hand 5, 0.3943 hand 6; 11 hand traps at least one in 6 = 0.8762); Archetype usage stats present; 16 of 25 core cards present by the stats' own count
- Inferred: Starter access and consistency; Hand-trap and interaction quality from card text; Going-first and going-second plans; Recovery through GY recursion
- Provisional: Meta power (null without a dated sample); Matchup and format fit (D13); Side deck adaptability (D12, zero side)
- Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference usage_statistics marks several Extra Deck cards (Galatea, I:P Masquerena, Longirsu, Enlilgirsu, Dingirsu, Galatea-I, S:P Little Knight, Knightmare Phoenix, Knightmare Mermaid) as in_this_deck=false although the cards list runs them; missing_core is therefore unreliable and was not used for scoring No tournament link: archetype meta-share and pilot match record absent No win-rate telemetry (going-first/second, matchup, starter or brick rates) Meta Power is Provisional without a dated metagame sample
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