Orcust

Master I from on June 26th, 2025
cp-ur 1440 + cp-sr 540
60 cards

Notes & Combos

Gameplan is very simple: put enough bodies on the field, go into Moon for Fiendsmith then into Mermaid for Orcust, and win by sheer resource advantage and grinding.

The can play through multiple interruptions going first, and is surprisingly potent going second into half boards, so turn skip handtraps like Nibiru are very good, and you could play 3 Fuwalos.

P.U.N.K is full combo since it puts 2 bodies on the board, and also gives you Baronne access very early on in the combo with either the Kashtiras or if you get to Mermaid since Orcust Knightmare is a level 7, insulating your combos or forcing a premature Nibiru.

Other engines that put free link bodies on the board without locks like Horus, Snake-Eyes, Azamina, also work, but each come with their own downsides. I eventually settled on this selection of engines to play better into the meta and synergize with Orcust in particular.

Would not recommend playing Orcust at anything under 50 cards because the deck still runs a lot of soft garnets. Once support drops in MD things will be different however, though engine salad builds like this one would still be good with Mermaid legal.

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Replays

ID: 280-453-508

Last 3 replays are a good showcase for the deck.