Orcust

Master I from on February 24th, 2025
cp-ur 1290 + cp-sr 300
48 cards

Notes & Combos

The main goal of the deck is to get 6 mat before using the Orcust in grave to end on Apo, I:P and Galatea or Dingirsu:

---

With SE

  • Ash -> Poplar -> Linkuri -> Ash for Flamberge -> OSS for Oak, revive 1
  • 4 mat Apo + Flamberge revive 2 for Mermaid.

---

With Tomahawk:

  • 2 Seven -> Tomahawk 5 tokens -> Mermaid
  • Mermaid, Knightmare, 4 tokens

Or

  • 1 Seven, 2 monster -> Mermaid, Knightmare + Seven -> Tomahawk
  • Mermaid, Tomahawk, 4 tokens

Then

  • 2 tokens -> S:P + Mermaid + Tomahawk or Knightmare -> Apo
  • 2 tokens -> S:P 2

---

Using the Knightmare in grave:

  • Knightmare -> Harp -> Girsu -> Wand -> Harp/Knightmare + Girsu
  • Galatea + Crescendo or Galatea -> Dingirsu + Babel or S:P or Borrel Savage

---

After SE, Galatea is already on the field so it is either S:P or Borrel Savage. After Tomahawk, S:P is already on the field so it is either Crescendo or Dingirsu.

Crescendo or Dingirsu is often a dilemma, Crescendo is the only way to beat Droplet but otherwise Dingirsu is almost always better, as it gives better follow up, protects from other board break, protects Apo and I:P from battle, and Babel gives an additional negate to Apo or revives Ding for a non-target send after using S:P.

---

Both Azamina and Kashtira are extender and add additional interaction to the end board. Don't forget to use birth to revive unicorn before using the Orcusts.

Handtraps:

  • The Tomahawk line works under Droll, so self-Droll comes up from time to time.
  • Hard loses to Maxx C, Fuwa, Purulia and D shifter.
  • Retaliating "C" Aza before Apo is death. On OSS it's fine (Linkuriboh + any -> S:P -> 3 mat Apo, is still 2 SE in grave for flamberge).
  • With a good hand it can handle non-floodgate handtraps very well, sometimes loosing access to Apo but setting up Cresendo + Borrel Savage.
Show more