Notes & Combos
I tested the Shining Sarc engine in Diamond. One advantage is that you can play Impulse, one of the best hand traps right now, since the entire deck is DARK. However, the ceiling and the ability to push through hand traps or disruption aren’t very impressive, and drawing multiple copies of the engine often feels brick-heavy. Dragoon, in my opinion, is mostly a win-more card and you don’t always have enough resources left to fuel him.
The deck really started performing better after switching to the Fiendsmith and Millennium engines. Both are strong going first or second thanks to board-breaking and recursion. Caesar feels back in its prime, forcing early responses and baiting interaction before starting Orcust combos.
Kewl Tune was just released, and I’m honestly really enjoying this matchup. I’ve won quite a lot of games going second. I know many players get annoyed when their Extra Deck cards get banished, but we have three Link monsters capable of recycling resources, so it’s not really a huge problem (unless they’re all gone xD). Try to make Dingirsu when going second, since its destruction protection is extremely valuable in this matchup, and you can summon it easily with two Level 8.
Other top decks, in my opinion, tend to end on boards that are harder to break and have more annoying disruption (I really hate decks with strong draw power), but their numbers seem to be dropping as more players switch to Kewl Tune.
Good luck everyone — Orcust best deck.







































