Notes & Combos
I honestly thought that after the arrival of Dracoctail, the Orcust deck wouldn't be able to compete with the new meta. To my surprise, Orcust gifted me a series of consecutive victories, allowing me to finish this DC in less than a week. Speaking of the deck, it's not very different from any decklist you've seen from when Orcust was at its peak, but I've removed two cards (Impermanence and Nibiru) to add two spell/trap disruptors because I feel that the final boards of meta decks include spells and traps to consider (Radiant Typhoon only made that more obvious), and the Orcust deck doesn't have a way to play around those cards. This deck can use its various engines as bait for the opponent's negation or disruptors and can deal very well with their boss monsters. However, the deck can't handle everything, and there are some decks that Orcust can't beat, like Lunalight. If you want to avoid that, you can replace some cards that aren't strictly necessary with others that can deal with high-attack or unaffected monsters (Santa Claws, Gorgon, Underworld Goddess, etc.). Putting aside my fandom for the World Legacy storyline, I like the Orcust deck because, despite its restriction to DARK monsters, its two engine cards can lead you to Orcust cards and vice versa. It can deal with boss monsters because of its ability to draw them without targeting and its immunity to hand traps like Droll.
Replays
I didn't save any duels because there weren't any interesting ones; the vast majority surrendered or were just waiting to lose their LP.










































