Orcust Deck Breakdown

Cards Usage Statistic

Main Deck

Droll & Lock Bird
Droll & Lock Bird
Droll & Lock Bird
WIND 1
Droll & Lock Bird
  • ATK:

  • 0

  • DEF:

  • 0


If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.

Girsu, the Orcust Mekk-Knight
Girsu, the Orcust Mekk-Knight
Girsu, the Orcust Mekk-Knight
DARK 4
Girsu, the Orcust Mekk-Knight
  • ATK:

  • 1800

  • DEF:

  • 0


If this card is Normal or Special Summoned: You can send 1 "Orcust" or "World Legacy" card from your Deck to the GY, then, if there are 2 or more other cards in this card's column, treat this card as a Tuner this turn. If you control no other monsters: You can Special Summon 1 "World Legacy Token" (Machine/DARK/Level 1/ATK 0/DEF 0) to both players' fields in Defense Position. You can only use each effect of "Girsu, the Orcust Mekk-Knight" once per turn.

Mulcharmy Fuwalos
Mulcharmy Fuwalos
Mulcharmy Fuwalos
WIND 4
Mulcharmy Fuwalos
  • ATK:

  • 100

  • DEF:

  • 600


If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the Deck and/or Extra Deck, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.

Orcust Cymbal Skeleton
Orcust Cymbal Skeleton
Orcust Cymbal Skeleton
DARK 3
Orcust Cymbal Skeleton
  • ATK:

  • 1200

  • DEF:

  • 1500


You can banish this card from your GY, then target 1 "Orcust" monster in your GY, except "Orcust Cymbal Skeleton"; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters. You can only use this effect of "Orcust Cymbal Skeleton" once per turn.

Orcust Harp Horror
Orcust Harp Horror
Orcust Harp Horror
DARK 4
Orcust Harp Horror
  • ATK:

  • 1700

  • DEF:

  • 1400


You can banish this card from your GY; Special Summon 1 "Orcust" monster from your Deck, except "Orcust Harp Horror", also you cannot Special Summon monsters for the rest of this turn, except DARK monsters. You can only use this effect of "Orcust Harp Horror" once per turn.

Orcust Knightmare
Orcust Knightmare
Orcust Knightmare
DARK 7
Orcust Knightmare
  • ATK:

  • 100

  • DEF:

  • 2000


Cannot be destroyed by battle with a Link Monster. You can banish this card from your GY, then target 1 face-up monster on the field; you cannot Special Summon monsters, except DARK monsters, for the rest of this turn, also send 1 DARK Machine monster from your Deck to the GY, except "Orcust Knightmare", and if you do, the targeted monster gains ATK equal to the Level of the monster sent to the GY x 100, until the end of this turn. You can only use this effect of "Orcust Knightmare" once per turn.

World Legacy - "World Crown"
World Legacy - "World Crown"
World Legacy - "World Crown"
DARK 6
World Legacy - "World Crown"
  • ATK:

  • 2000

  • DEF:

  • 2000


You can Special Summon this card (from your hand) in Defense Position to your zone a Link Monster points to. You can only Special Summon "World Legacy - "World Crown"" once per turn this way. When a monster on the field that was Special Summoned from the Extra Deck activates its effect (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy it. If this Normal Summoned/Set card is Tributed: You can add 1 "World Legacy" Spell/Trap from your Deck to your hand. You can only use this effect of "World Legacy - "World Crown"" once per turn.

World Legacy - "World Wand"
World Legacy - "World Wand"
World Legacy - "World Wand"
DARK 8
World Legacy - "World Wand"
  • ATK:

  • 500

  • DEF:

  • 2500


This Normal Summoned/Set card cannot be destroyed by battle with a monster Special Summoned from the Extra Deck. You can only use each of the following effects of "World Legacy - "World Wand"" once per turn. ● If this card is sent to the GY: You can Special Summon 1 "World Legacy" monster from your hand. ● You can banish this card from your GY, then target 1 of your banished "Orcust" monsters; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters.

Ash Blossom & Joyous Spring
Ash Blossom & Joyous Spring
Ash Blossom & Joyous Spring
FIRE 3
Ash Blossom & Joyous Spring
  • ATK:

  • 0

  • DEF:

  • 1800


When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.

Ghost Belle & Haunted Mansion
Ghost Belle & Haunted Mansion
Ghost Belle & Haunted Mansion
EARTH 3
Ghost Belle & Haunted Mansion
  • ATK:

  • 0

  • DEF:

  • 1800


When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that activation. ● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck. ● Special Summon a Monster Card(s) from the GY. ● Banish a card(s) from the GY. You can only use this effect of "Ghost Belle & Haunted Mansion" once per turn.

Called by the Grave
Called by the Grave
Called by the Grave
Spell Quick
Called by the Grave

    Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.



    Tag(s):

    Crossout Designator
    Crossout Designator
    Crossout Designator
    Spell Quick
    Crossout Designator

      Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.



      Tag(s):

      Foolish Burial
      Foolish Burial
      Foolish Burial
      Spell Normal
      Foolish Burial

        Send 1 monster from your Deck to the GY.



        Tag(s):

        Forbidden Droplet
        Forbidden Droplet
        Forbidden Droplet
        Spell Quick
        Forbidden Droplet

          Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.



          Tag(s):

          Orcustrated Babel
          Orcustrated Babel
          Orcustrated Babel
          Spell Field
          Orcustrated Babel

            You can activate the effects of "Orcust" monsters in your GY, or of Link Monsters you control with "Orcust" in their original names, as Quick Effects. During your Main Phase, if this card is in your GY, except the turn it was sent to the GY: You can send 1 card from your hand to the GY; add this card to your hand.

            Triple Tactics Talent
            Triple Tactics Talent
            Triple Tactics Talent
            Spell Normal
            Triple Tactics Talent

              If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.



              Tag(s):

              Infinite Impermanence
              Infinite Impermanence
              Infinite Impermanence
              Trap Normal
              Infinite Impermanence

                Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.

                Orcust Crescendo
                Orcust Crescendo
                Orcust Crescendo
                Trap Counter
                Orcust Crescendo

                  When a Spell/Trap Card, or monster effect, is activated while you control an "Orcust" Link Monster: Negate the activation, and if you do, banish that card. You can banish this card from your GY; add to your hand 1 of your DARK Machine monsters that is banished or in your Deck. You cannot Special Summon monsters the turn you activate this effect, except DARK Machine monsters. You can only use 1 "Orcust Crescendo" effect per turn, and only once that turn.

                  Extra Deck

                  Enlilgirsu, the Orcust Mekk-Knight
                  Enlilgirsu, the Orcust Mekk-Knight
                  Enlilgirsu, the Orcust Mekk-Knight
                  DARK
                  Enlilgirsu, the Orcust Mekk-Knight
                  • ATK:

                  • 2600

                  • LINK-4

                  Link Arrow:

                  Top-Right

                  Left

                  Right

                  Bottom-Left


                  2+ monsters, including an "Orcust" Link Monster You can target 1 of your banished "Orcust" or "World Legacy" cards; add it to your hand, then you can shuffle 1 card from your hand into the Deck and take control of 1 face-up monster your opponent controls. During your Main Phase, if this card is in the GY because it was sent there from the Extra Monster Zone this turn: You can banish this card; send 1 card on the field to the GY. You can only use each effect of "Enlilgirsu, the Orcust Mekk-Knight" once per turn.

                  Galatea-I, the Orcust Automaton
                  Galatea-I, the Orcust Automaton
                  Galatea-I, the Orcust Automaton
                  DARK
                  Galatea-I, the Orcust Automaton
                  • ATK:

                  • 0

                  • LINK-1

                  Link Arrow:

                  Bottom-Left


                  1 "Orcust" or "World Legacy" monster You can only Link Summon "Galatea-I, the Orcust Automaton" once per turn. Cannot be used as material for an Xyz Summon. You can send 1 card from your hand to the GY; add 1 "World Legacy" monster or 1 "Orcustrated Babel" from your Deck or GY to your hand. If this card is in your GY: You can banish 1 other "Orcust" card from your GY; Special Summon this card. You can only use each effect of "Galatea-I, the Orcust Automaton" once per turn.

                  Galatea, the Orcust Automaton
                  Galatea, the Orcust Automaton
                  Galatea, the Orcust Automaton
                  DARK
                  Galatea, the Orcust Automaton
                  • ATK:

                  • 1800

                  • LINK-2

                  Link Arrow:

                  Top-Right

                  Bottom-Left


                  2 Effect Monsters, including an "Orcust" monster This linked card cannot be destroyed by battle. You can target 1 of your banished Machine monsters; shuffle it into the Deck, then you can Set 1 "Orcust" Spell/Trap directly from your Deck. You can only use this effect of "Galatea, the Orcust Automaton" once per turn.

                  I:P Masquerena
                  I:P Masquerena
                  I:P Masquerena
                  DARK
                  I:P Masquerena
                  • ATK:

                  • 800

                  • LINK-2

                  Link Arrow:

                  Bottom-Left

                  Bottom-Right


                  2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.

                  Longirsu, the Orcust Orchestrator
                  Longirsu, the Orcust Orchestrator
                  Longirsu, the Orcust Orchestrator
                  DARK
                  Longirsu, the Orcust Orchestrator
                  • ATK:

                  • 2500

                  • LINK-3

                  Link Arrow:

                  Top-Left

                  Top

                  Bottom-Right


                  2+ Effect Monsters, including an "Orcust" monster This linked card cannot be destroyed by card effects. You can target 2 of your banished Machine monsters; shuffle them into the Deck, then you can send 1 linked monster your opponent controls to the GY. This card cannot attack the turn you activate this effect. You can only use this effect of "Longirsu, the Orcust Orchestrator" once per turn.

                  S:P Little Knight
                  S:P Little Knight
                  S:P Little Knight
                  DARK
                  S:P Little Knight
                  • ATK:

                  • 1600

                  • LINK-2

                  Link Arrow:

                  Left

                  Right


                  2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.

                  Dingirsu, the Orcust of the Evening Star
                  Dingirsu, the Orcust of the Evening Star
                  Dingirsu, the Orcust of the Evening Star
                  DARK
                  Dingirsu, the Orcust of the Evening Star
                  • ATK:

                  • 2600

                  • DEF:

                  • 2100


                  2 Level 8 monsters You can only Special Summon "Dingirsu, the Orcust of the Evening Star(s)" once per turn. You can also Xyz Summon this card by using an "Orcust" Link Monster you control as material. If a card(s) you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this card is Special Summoned: You can activate 1 of these effects; ● Send 1 card your opponent controls to the GY. ● Attach 1 of your banished Machine monsters to this card as material.

                  Main: 41 Extra: 12

                  3 cardGirsu, the Orcust Mekk-Knight 3 cardGirsu, the Orcust Mekk-Knight
                  Girsu, the Orcust Mekk-Knight
                  DARK 4
                  Girsu, the Orcust Mekk-Knight
                  • ATK:

                  • 1800

                  • DEF:

                  • 0


                  If this card is Normal or Special Summoned: You can send 1 "Orcust" or "World Legacy" card from your Deck to the GY, then, if there are 2 or more other cards in this card's column, treat this card as a Tuner this turn. If you control no other monsters: You can Special Summon 1 "World Legacy Token" (Machine/DARK/Level 1/ATK 0/DEF 0) to both players' fields in Defense Position. You can only use each effect of "Girsu, the Orcust Mekk-Knight" once per turn.


                  3 cardGolem that Guards the Millennium Treasures
                  3 cardGolem that Guards the Millennium Treasures
                  Golem that Guards the Millennium Treasures
                  EARTH 6
                  Golem that Guards the Millennium Treasures
                  • ATK:

                  • 2000

                  • DEF:

                  • 2200


                  The activation of your "Millennium Ankh" cannot be negated. You can only use each of the following effects of "Golem that Guards the Millennium Treasures" once per turn. If this card is in your hand: You can place it in your Spell & Trap Zone as a face-up Continuous Spell. While this card is a Continuous Spell: You can either pay 2000 LP, or reveal 1 "Millennium Ankh" in your hand; Special Summon this card, then you can add 1 "Wedju Temple" from your Deck to your hand.


                  1 cardMaxx "C"
                  1 cardMaxx "C"
                  Maxx "C"
                  EARTH 2
                  Maxx "C"
                  • ATK:

                  • 500

                  • DEF:

                  • 200


                  During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


                  2 cardMulcharmy Fuwalos 2 cardMulcharmy Fuwalos
                  Mulcharmy Fuwalos
                  WIND 4
                  Mulcharmy Fuwalos
                  • ATK:

                  • 100

                  • DEF:

                  • 600


                  If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the Deck and/or Extra Deck, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.


                  2 cardMulcharmy Purulia 2 cardMulcharmy Purulia
                  Mulcharmy Purulia
                  WATER 4
                  Mulcharmy Purulia
                  • ATK:

                  • 100

                  • DEF:

                  • 600


                  If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Normal or Special Summons a monster(s) from the hand, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.


                  1 cardNibiru, the Primal Being 1 cardNibiru, the Primal Being
                  Nibiru, the Primal Being
                  LIGHT 11
                  Nibiru, the Primal Being
                  • ATK:

                  • 3000

                  • DEF:

                  • 600


                  During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


                  2 cardOrcust Cymbal Skeleton 2 cardOrcust Cymbal Skeleton
                  Orcust Cymbal Skeleton
                  DARK 3
                  Orcust Cymbal Skeleton
                  • ATK:

                  • 1200

                  • DEF:

                  • 1500


                  You can banish this card from your GY, then target 1 "Orcust" monster in your GY, except "Orcust Cymbal Skeleton"; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters. You can only use this effect of "Orcust Cymbal Skeleton" once per turn.


                  3 cardOrcust Harp Horror
                  3 cardOrcust Harp Horror
                  Orcust Harp Horror
                  DARK 4
                  Orcust Harp Horror
                  • ATK:

                  • 1700

                  • DEF:

                  • 1400


                  You can banish this card from your GY; Special Summon 1 "Orcust" monster from your Deck, except "Orcust Harp Horror", also you cannot Special Summon monsters for the rest of this turn, except DARK monsters. You can only use this effect of "Orcust Harp Horror" once per turn.


                  2 cardOrcust Knightmare
                  2 cardOrcust Knightmare
                  Orcust Knightmare
                  DARK 7
                  Orcust Knightmare
                  • ATK:

                  • 100

                  • DEF:

                  • 2000


                  Cannot be destroyed by battle with a Link Monster. You can banish this card from your GY, then target 1 face-up monster on the field; you cannot Special Summon monsters, except DARK monsters, for the rest of this turn, also send 1 DARK Machine monster from your Deck to the GY, except "Orcust Knightmare", and if you do, the targeted monster gains ATK equal to the Level of the monster sent to the GY x 100, until the end of this turn. You can only use this effect of "Orcust Knightmare" once per turn.


                  3 cardSengenjin Wakes from a Millennium 3 cardSengenjin Wakes from a Millennium
                  Sengenjin Wakes from a Millennium
                  EARTH 8
                  Sengenjin Wakes from a Millennium
                  • ATK:

                  • 2750

                  • DEF:

                  • 2500


                  Cannot be destroyed by monster effects. You can only use each of the following effects of "Sengenjin Wakes from a Millennium" once per turn. If this card is in your hand: You can place it in your Spell & Trap Zone as a face-up Continuous Spell. While this card is a Continuous Spell: You can either pay 2000 LP, or reveal 1 "Millennium Ankh" in your hand; Special Summon this card, then you can add 1 "Millennium" monster from your Deck to your hand.


                  1 cardShield of the Millennium Dynasty 1 cardShield of the Millennium Dynasty
                  Shield of the Millennium Dynasty
                  EARTH 5
                  Shield of the Millennium Dynasty
                  • ATK:

                  • 0

                  • DEF:

                  • 3000


                  Cannot be destroyed by Spell/Trap effects. You can only use each of the following effects of "Shield of the Millennium Dynasty" once per turn. If this card is in your hand: You can place it in your Spell & Trap Zone as a face-up Continuous Spell. While this card is a Continuous Spell: You can either pay 2000 LP, or reveal 1 "Millennium Ankh" in your hand; Special Summon this card, then you can add 1 "Millennium Ankh" from your Deck to your hand.


                  1 cardWorld Legacy - "World Crown" 1 cardWorld Legacy - "World Crown"
                  World Legacy - "World Crown"
                  DARK 6
                  World Legacy - "World Crown"
                  • ATK:

                  • 2000

                  • DEF:

                  • 2000


                  You can Special Summon this card (from your hand) in Defense Position to your zone a Link Monster points to. You can only Special Summon "World Legacy - "World Crown"" once per turn this way. When a monster on the field that was Special Summoned from the Extra Deck activates its effect (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy it. If this Normal Summoned/Set card is Tributed: You can add 1 "World Legacy" Spell/Trap from your Deck to your hand. You can only use this effect of "World Legacy - "World Crown"" once per turn.


                  1 cardWorld Legacy - "World Wand" 1 cardWorld Legacy - "World Wand"
                  World Legacy - "World Wand"
                  DARK 8
                  World Legacy - "World Wand"
                  • ATK:

                  • 500

                  • DEF:

                  • 2500


                  This Normal Summoned/Set card cannot be destroyed by battle with a monster Special Summoned from the Extra Deck. You can only use each of the following effects of "World Legacy - "World Wand"" once per turn. ● If this card is sent to the GY: You can Special Summon 1 "World Legacy" monster from your hand. ● You can banish this card from your GY, then target 1 of your banished "Orcust" monsters; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters.


                  2 cardAsh Blossom & Joyous Spring
                  2 cardAsh Blossom & Joyous Spring
                  Ash Blossom & Joyous Spring
                  FIRE 3
                  Ash Blossom & Joyous Spring
                  • ATK:

                  • 0

                  • DEF:

                  • 1800


                  When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


                  1 cardCalled by the Grave
                  1 cardCalled by the Grave
                  Called by the Grave
                  Spell Quick
                  Called by the Grave

                    Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




                    Tag(s):

                    1 cardCrossout Designator
                    1 cardCrossout Designator
                    Crossout Designator
                    Spell Quick
                    Crossout Designator

                      Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.




                      Tag(s):

                      1 cardFoolish Burial
                      1 cardFoolish Burial
                      Foolish Burial
                      Spell Normal
                      Foolish Burial

                        Send 1 monster from your Deck to the GY.




                        Tag(s):

                        2 cardFoolish Burial Goods
                        2 cardFoolish Burial Goods
                        Foolish Burial Goods
                        Spell Normal
                        Foolish Burial Goods

                          Send 1 Spell/Trap from your Deck to the GY. You can only activate 1 "Foolish Burial Goods" per turn.


                          1 cardOrcustrated Babel 1 cardOrcustrated Babel
                          Orcustrated Babel
                          Spell Field
                          Orcustrated Babel

                            You can activate the effects of "Orcust" monsters in your GY, or of Link Monsters you control with "Orcust" in their original names, as Quick Effects. During your Main Phase, if this card is in your GY, except the turn it was sent to the GY: You can send 1 card from your hand to the GY; add this card to your hand.


                            1 cardPot of Prosperity
                            1 cardPot of Prosperity
                            Pot of Prosperity
                            Spell Normal
                            Pot of Prosperity

                              Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card.




                              Tag(s):

                              3 cardWedju Temple 3 cardWedju Temple
                              Wedju Temple
                              Spell Field
                              Wedju Temple

                                During your Main Phase: You can place 1 monster from your hand in your Spell & Trap Zone as a face-up Continuous Spell, then place 1 "Millennium" monster from your Deck in your Spell & Trap Zone as a face-up Continuous Spell. You can only use this effect of "Wedju Temple" once per turn. If a face-up "Millennium" monster(s) you control is destroyed by battle or card effect, you can place it in your Spell & Trap Zone as a face-up Continuous Spell, instead of sending it to the GY.


                                2 cardInfinite Impermanence 2 cardInfinite Impermanence
                                Infinite Impermanence
                                Trap Normal
                                Infinite Impermanence

                                  Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                                  2 cardOrcust Crescendo 2 cardOrcust Crescendo
                                  Orcust Crescendo
                                  Trap Counter
                                  Orcust Crescendo

                                    When a Spell/Trap Card, or monster effect, is activated while you control an "Orcust" Link Monster: Negate the activation, and if you do, banish that card. You can banish this card from your GY; add to your hand 1 of your DARK Machine monsters that is banished or in your Deck. You cannot Special Summon monsters the turn you activate this effect, except DARK Machine monsters. You can only use 1 "Orcust Crescendo" effect per turn, and only once that turn.


                                    1 cardSnake-Eyes Doomed Dragon 1 cardSnake-Eyes Doomed Dragon
                                    Snake-Eyes Doomed Dragon
                                    FIRE 8
                                    Snake-Eyes Doomed Dragon
                                    • ATK:

                                    • 3000

                                    • DEF:

                                    • 2500


                                    1 "Snake-Eye" monster + 1 Illusion monster Must be either Fusion Summoned, or Special Summoned by sending 2 face-up Monster Cards from your Spell & Trap Zone to the GY. If this card is Special Summoned: You can target 1 face-up monster on the field; place it face-up in its owner's Spell & Trap Zone as a Continuous Spell. You can only use this effect of "Snake-Eyes Doomed Dragon" once per turn.


                                    1 cardCurious, the Lightsworn Dominion
                                    1 cardCurious, the Lightsworn Dominion
                                    Curious, the Lightsworn Dominion
                                    LIGHT
                                    Curious, the Lightsworn Dominion
                                    • ATK:

                                    • 2400

                                    • LINK-3

                                    Link Arrow:

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                                    3 monsters with the same Attribute but different Types If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can target 1 card in your GY; add it to your hand. You can only use each of the following effects of "Curious, the Lightsworn Dominion" once per turn. ● If this card is Link Summoned: You can send 1 card from your Deck to the GY. ● If a card(s) is sent from your Deck to the GY by an effect: Send the top 3 cards of your Deck to the GY.


                                    2 cardEnlilgirsu, the Orcust Mekk-Knight 2 cardEnlilgirsu, the Orcust Mekk-Knight
                                    Enlilgirsu, the Orcust Mekk-Knight
                                    DARK
                                    Enlilgirsu, the Orcust Mekk-Knight
                                    • ATK:

                                    • 2600

                                    • LINK-4

                                    Link Arrow:

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                                    Left

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                                    2+ monsters, including an "Orcust" Link Monster You can target 1 of your banished "Orcust" or "World Legacy" cards; add it to your hand, then you can shuffle 1 card from your hand into the Deck and take control of 1 face-up monster your opponent controls. During your Main Phase, if this card is in the GY because it was sent there from the Extra Monster Zone this turn: You can banish this card; send 1 card on the field to the GY. You can only use each effect of "Enlilgirsu, the Orcust Mekk-Knight" once per turn.


                                    2 cardGalatea-I, the Orcust Automaton 2 cardGalatea-I, the Orcust Automaton
                                    Galatea-I, the Orcust Automaton
                                    DARK
                                    Galatea-I, the Orcust Automaton
                                    • ATK:

                                    • 0

                                    • LINK-1

                                    Link Arrow:

                                    Bottom-Left


                                    1 "Orcust" or "World Legacy" monster You can only Link Summon "Galatea-I, the Orcust Automaton" once per turn. Cannot be used as material for an Xyz Summon. You can send 1 card from your hand to the GY; add 1 "World Legacy" monster or 1 "Orcustrated Babel" from your Deck or GY to your hand. If this card is in your GY: You can banish 1 other "Orcust" card from your GY; Special Summon this card. You can only use each effect of "Galatea-I, the Orcust Automaton" once per turn.


                                    2 cardGalatea, the Orcust Automaton 2 cardGalatea, the Orcust Automaton
                                    Galatea, the Orcust Automaton
                                    DARK
                                    Galatea, the Orcust Automaton
                                    • ATK:

                                    • 1800

                                    • LINK-2

                                    Link Arrow:

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                                    2 Effect Monsters, including an "Orcust" monster This linked card cannot be destroyed by battle. You can target 1 of your banished Machine monsters; shuffle it into the Deck, then you can Set 1 "Orcust" Spell/Trap directly from your Deck. You can only use this effect of "Galatea, the Orcust Automaton" once per turn.


                                    1 cardI:P Masquerena 1 cardI:P Masquerena
                                    I:P Masquerena
                                    DARK
                                    I:P Masquerena
                                    • ATK:

                                    • 800

                                    • LINK-2

                                    Link Arrow:

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                                    2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


                                    1 cardS:P Little Knight
                                    1 cardS:P Little Knight
                                    S:P Little Knight
                                    DARK
                                    S:P Little Knight
                                    • ATK:

                                    • 1600

                                    • LINK-2

                                    Link Arrow:

                                    Left

                                    Right


                                    2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.


                                    1 cardDingirsu, the Orcust of the Evening Star 1 cardDingirsu, the Orcust of the Evening Star
                                    Dingirsu, the Orcust of the Evening Star
                                    DARK
                                    Dingirsu, the Orcust of the Evening Star
                                    • ATK:

                                    • 2600

                                    • DEF:

                                    • 2100


                                    2 Level 8 monsters You can only Special Summon "Dingirsu, the Orcust of the Evening Star(s)" once per turn. You can also Xyz Summon this card by using an "Orcust" Link Monster you control as material. If a card(s) you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this card is Special Summoned: You can activate 1 of these effects; ● Send 1 card your opponent controls to the GY. ● Attach 1 of your banished Machine monsters to this card as material.


                                    1 cardNumber 38: Hope Harbinger Dragon Titanic Galaxy 1 cardNumber 38: Hope Harbinger Dragon Titanic Galaxy
                                    Number 38: Hope Harbinger Dragon Titanic Galaxy
                                    LIGHT
                                    Number 38: Hope Harbinger Dragon Titanic Galaxy
                                    • ATK:

                                    • 3000

                                    • DEF:

                                    • 2500


                                    2 Level 8 monsters Once per turn, when a Spell Card or effect is activated on the field (Quick Effect): You can negate that effect, and if you do, attach that card to this card as material. When an opponent's monster declares an attack: You can detach 1 material from this card; change the attack target to this card and perform damage calculation. If a face-up Xyz Monster(s) you control is destroyed by battle or card effect: You can target 1 face-up Xyz Monster you control; it gains ATK equal to 1 of those destroyed monster's original ATK.


                                    ocg
                                    Orcust
                                    5







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