Orcust Deck #774682 — 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 27, 2026 by YGO Mod.

Deck Orcust Master Duel

Created by: YGO Mod (20517634)

Created On: 10/27/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 29, 2026
56± 7/ 100
Power Score
Structural 63
Reliability 55
Going First 60
Going Second 64

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 63
Going First 60
Going Second 64
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Orcust Link and Xyz boards (Dingirsu, Zombie Vampire, Enlilgirsu, Longirsu) pressed by Mekk-Knight and Mulcharmy pressure; Mitsurugi Ritual board wipe via Ame no Murakumo no Mitsurugi, then recover with Orcust and Mitsurugi recursion
  • Turn 1 (going first): Open Orcust Harp Horror, Girsu or Cymbal Skeleton and Galatea to reach a Link 2 or 3 board, backed by Orcust Crescendo and Ash Blossom as protection
  • Turn 2 (going second): Use Ash Blossom, Droll and Lock Bird and Maxx C to break the opponent's first summon, then convert through Orcust Knightmare and Link recursion
  • Recovery: Rebuild from the GY with Orcust Harp Horror, Cymbal Skeleton, Knightmare and Mitsurugi Saji or Kusanagi, plus Orcustrated Babel and Galatea-I to refill the hand
  • After siding: No side deck is run (side_count 0), so there is no post-side plan; the deck relies on its main-deck tech and hand traps throughout

Why it scores here

The deck reliably opens an Orcust engine through its 3-of Harp Horror, Girsu and Ash Blossom package plus a dense Orcust core, with the archetype core group present in about 99.7 percent of opening hands by a proxy estimate (Inferred). It converts that engine into Link and Xyz boards whose strength lies in recursion from the GY and the Orcust/Mitsurugi recursion lines, not in a single recorded combo, since no boards were supplied. Interaction is the deck's clearest asset: 13 negation-text cards, 6 hand traps and Ame no Murakumo give it layered answers to an established board (Inferred from card text). The score comes from consistency, recovery and interaction on the system, not from averaging card scores, and not from Orcust's popularity, which only confirms the list is real and accessible. The Mitsurugi package and the 23.6 percent exact-name purity cost consistency and pilotability, which pulls the score down.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 64 P(>=1 Orcust-core copy in 5-card hand) approx 0.997 proxy; Harp Horror 3-of single-copy P(>=1 in hand5) 0.338; 2-body starter requirement for Galatea lines (Inferred)
D2 Opening-Hand Quality & Brick Management 52 Mitsurugi Ritual, Mirror and Prayers need specific Reptile ritual monsters and tributes, raising dead-draw risk; 6 hand traps and 12 searchers offset part of it (Inferred)
D3 Combo Conversion & Ceiling 66 Ceiling read from card text only: Murakumo board wipe plus Zombie Vampire and Dingirsu Xyz lines; no recorded boards supplied (Inferred)
D4 Combo Floor & Median Output 50 Median output cannot be measured with combos_evidence total 0; off-archetype copies (42) dilute the typical line (Provisional)
D5 Interruption Resilience & Route Redundancy 66 Independent lines through GY recursion (Harp Horror, Cymbal, Knightmare, Saji, Kusanagi) and two negation-capable starters offer redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 72 Recovery through Orcustrated Babel, Galatea-I, Pre-Preparation, Mitsurugi searchers and King of the Feral Imps (Inferred from card text)
D7 End-Board & Interaction Quality 74 13 negation-text cards and removal text across Murakumo, Dominus Impulse, Crossout Designator and Orcust Crescendo give layered interaction (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 68 Hand traps Ash Blossom, Droll and Lock Bird and Maxx C slow the opponent's going-second setup; Murakumo mass removal needs its ritual package (Inferred)
D9 Offensive Pressure & Closing Power 70 Murakumo at 3200 ATK, Zombie Vampire at 3000 and Dingirsu and Enlilgirsu at 2600 supply closing pressure (verified stat)
D10 Main Deck Efficiency & Flexibility 58 40 main slots with 16 singletons and 6 three-of cards; archetype exact-name purity 23.6 percent with 11 tech cards dilutes engine density (Inferred)
D11 Extra Deck Efficiency & Coverage 70 15 Extra slots filled with 11 Link and 4 Xyz monsters, of which Galatea x2 and Dingirsu x2 are the core and most of the rest are flexible (verified composition)
D12 Side Deck Adaptability 40 Master Duel size rules allow up to 15 side cards but the deck runs none, so no post-side adaptability exists to rate (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link, archetype meta-share or dated metagame sample supplied; meta-neutral structural score used (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step Link chains, Ritual tribute requirements and several GY-activated effects create many decision points per turn (Inferred)

How the score was computed

Strategy profile: Single profile; D13 dropped and remaining weights renormalised by 95 (meta-neutral, no metagame sample). Structural ≈ 63, Going First ≈ 60, Going Second ≈ 64, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: Banlist exposure (-2); Engine conflict (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional, no dated metagame sample); Structural = 5994/95 = 63.1, TR = 55, modifiers = -5, final = 56.5 rounded to 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

  • Layered negation from Ash Blossom x3, Droll and Lock Bird x2, Maxx C, Dominus Impulse and Orcust Crescendo
  • GY recursion across Orcust and Mitsurugi gives redundant rebuilding lines
  • High end-board ceiling from Murakumo, Zombie Vampire and Dingirsu
  • Full 15-card Extra Deck with Link and Xyz flexibility

Weaknesses

  • Low exact-name archetype purity (23.6 percent) and a Reptile package that competes with the Orcust engine
  • Several Limited and Semi-Limited single-copy cards are load-bearing
  • No side deck, so there is no adaptation path
  • No recorded combos, so the median output is unverified

Critical choke points

  • The first Orcust starter (Harp Horror, Girsu or Cymbal Skeleton) must resolve; one cleared board can stall the link chain
  • Ritual lines depend on a Reptile ritual monster plus tributes, which a hand-trap-heavy opponent can break
Priority Remove Add Reason
1 Mitsurugi Mirror Another Orcust or Link-enabling card (for example Orcust Cymbal Skeleton or a second Galatea-I) Mirror is a Reptile-only ritual enabler that is dead when the Mitsurugi package is absent; an Orcust card keeps the engine consistent
2 Mitsurugi Prayers An unrestricted Orcust search or recovery card Prayers is Limited and requires a tribute of a Reptile, so it reduces both legality margin and consistency
3 A small side deck (for example extra hand traps or a second Murakumo answer) Master Duel allows up to 15 side cards and the deck runs none, leaving D12 unused

Evidence & confidence

  • Verified: Legality: all restricted cards within legal copies, 40 main and 15 Extra; Card text for all 25 distinct main cards and 13 distinct Extra cards; Usage stats: 26 archetype rows, 15 of 25 core cards present; Card power stats (ATK, DEF, link ratings) from the card records
  • Inferred: D1 and D2 consistency from hypergeometric odds and copy counts; D7 interaction quality from negation and removal text; Going-first and going-second estimates; Ceiling read from card text only
  • Provisional: D4 median output, since no boards were supplied; D12 side deck, since none is run; D13 matchup fit, since no tournament or meta sample exists; Meta Power (null); Tournament reliability (55)
  • Data gaps: no combos supplied, so combo floor, median and ceiling are text-only inference no tournament link, so archetype meta-share and per-pilot record are absent no win-rate telemetry exists in YGOVN for going-first, going-second, matchup, brick or OTK rates Meta Power is Provisional unless a dated metagame sample is supplied no side deck, so post-side performance is not measurable

More Master Duel Info

Orcust

Orcust Breakdown

 
 

 

 

 

 

 

 
 

 

 
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