Orcust

Master I from on October 14th, 2025
cp-ur 900 + cp-sr 420
40 cards

Notes & Combos

Going first, opening any of your 16 starters will lead to an endboard that has more interruptions than cards in the opponent’s hand.

Going second, pray you open your turn ender hand trap or scoop it up.

Overall, this season's climbing has been frustrating. Dealing with Maxx C, Mulcharmy, and Lancea had taken a toll on my mental health, but hey, at least I can play FS Orcust with mermaid legal.

So it was not all bad.

Okay, for some stuff I want to point out..

Sirius: Sirius is something I did not expect to be performing well after I decided to try it out. Currently, pop removal has been good for the met, stopping Malice link climbing to stopping Brilliant fusion from resolving. It also put less pressure on me for not ending on i:p to get that enlil removal.

The two Baldrake: Baldrake is one of the few one-for-one handtraps that are able to completely stop Girsu's, since if they summoned the token, you can Baldrake the harp and Baldrake the token to banish Gala-ai, leaving them stranded with Girsu on the field.

Dingirsu: Leaving two material Ding has been really good against Mitsu since Ding completely negates the board wipe, which makes it difficult for the Mitsu player to break through your board.

Chaos Angle: has come up with breaking the board or having an un-outable tower against some deck.

Lancea: **** Maliss.

Droll: Polarizing as ****—either it does nothing or it's a FTK. Still run three since it is a soft Maxx c out.

Apollo: You can make five negate Apollo with I:P + Knightmare send Sirius or Wand.

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