For the Harp horror combo there is a better line who does'nt need you to discard : - Normal harp make link 1 - Banish harp ss girsu, girsu send crescendo - Banish crescendo add nightmare - Link 1 discard nightmare add crown - Link 1 + girsu into galatea - Go dingirsu on top of galatea and reattach harp - Banish girsu to reborn link 1 - Link 1 + dingirsu into any link 2 dark machine (blocker or azalea or another galatea) - Nighmare send skeleton, skeleton reborn galatea - Galatea shuffle back skeleton to set babel - Galatea + the other link 2 into link 4 - Link 4 add back crescendo to hand - Set crescendo then ss crown and pass With this you have the same 4 interrupts (harp ss girsu who send skeleton who reborn dingirsu + crescendo + crown + link 4 take control) but you just needed to normal summon harp also crown is already on the field you don't have to do shenanigans on opp turn with the link 1 to have it
orcust best deck. But you can also play world legacy succession in your main and lib in your extra deck making skeleton a 1 card combo ending on Enlil and world legacy crown
I'll double check, but I think Skeleton ends on Link 4 + Counter Trap even without Lib. When I tested the Lib package it always seemed like I had to go out of my way to summon her. I do think shes a good extension option though
@@earthteamjordan oh I've never seen the skeleton combo without lib but link 4 + trap for playing 2 cards less sounds defently better thanks for checking 🫶
@@earthteamjordan it does end on link 4 and counter trap, but isnt the link 4 basically a vanilla without babel? unless theres a way to also get babel off of 1 skeleton
do you feel like the deck lack consistency , since I feel like even with foolish burial goods I find myself some time bricking since I don't draw my starters:(
No one is going to instantly nib on summon 5 Orcust doesnt put up omni negates so they can just wait until you full combo and drop it at end of main. The IP + ding + cres is way safer into main bc the link 1 can ss itself on endphase keeping out of nib and making the trap live. Girsu + impulse also outs nib bc they control the token you give them, which is an absolute must
The problem is Bystials still really hurt this deck unless you hard draw babel. That’s why I think we need some way to recur from banish like d.d.r. or dis pater
If I were to play any other engines I'd probably go with Trap Orcust with a small Paleo Engine and Rollback Tactics, its plays better than you'd think lol. Otherwise, I recommend you keep it pure. *DECKLIST* Main Deck: World Legacy - "World Wand" x1 Orcust Knightmare x1 Bystial Druiswurm x2 Bystial Magnamhut x1 World Legacy - "World Crown" x1 Girsu, the Orcust Mekk-Knight x3 Orcust Harp Horror x3 Mulcharmy Fuwalos x3 Orcust Cymbal Skeleton x2 Ash Blossom & Joyous Spring x3 Triple Tactics Talent x3 Foolish Burial Goods x2 Foolish Burial x1 Called by the Grave x1 Forbidden Droplet x3 Orcustrated Babel x1 Infinite Impermanence x3 Dominus Impulse x3 The Black Goat Laughs x1 Orcust Crescendo x2 Extra Deck: Chaos Angel x1 Super Starslayer TY-PHON - Sky Crisis x1 Dingirsu, the Orcust of the Evening Star x2 Enlilgirsu, the Orcust Mekk-Knight x1 Accesscode Talker x1 Longirsu, the Orcust Orchestrator x1 Dharc the Dark Charmer, Gloomy x1 Galatea, the Orcust Automaton x2 S:P Little Knight x1 Barricadeborg Blocker x1 I:P Masquerena x1 Galatea-i, the Orcust Automaton x2 Side Deck: Nibiru, the Primal Being x2 Mulcharmy Purulia x3 Harpie's Feather Duster x1 Dark Ruler No More x3 Swords of Concealing Light x2 Evenly Matched x3 Eradicator Epidemic Virus x1
I wouldn't play it personally. It gives you a draw and GY set up, but I would consider Orcustrated Return in that case before Dark World Dealings. Also, in Orcust you really don't want to give your opponent a free draw + discard, since your win condition is basically card advantage.
@@ipkmix2813 I'm still working on it but for now I only run the standard Witch and Deception engine and it's up to you what ratios of Orcust you want to play and how many non engine cards Is hard to explain the synergy here
I've been testing this for a few days. I've been trying to get more advantage off of it but it's been great as a board breaker draw and extension. I think the key to making it work is to remember it's a orcust deck first after that things really statt opening up
@@edcatallanpoe2152 crazy. I’ve been thinking about running an all gas no handtraps version and adding a smal fiend-smith engine but with only the azamina engine it’s really smooth
If had to choose I would choose Orcust personally. Its overall more solid and plays better thru hand traps. New Dinos have a much higher power ceiling though, and is more combo oriented. Orcust plays more like a control Deck
@earthteamjordan love the honesty man.....I just see orcust has sooo many counters including that new mulcharmy. Can see just wiping the board over and over. Other thing i was looking at was a eldlich Zombie variant with all the stuff they got
Ok, I see this all the time with people saying anti-Nibiru stuff, but I feel like you have to look at the worst moment to be hit with Nibiru. Obviously not at a point when you still would have something in grave to combo more, but either when all grave effects are gone (like right before summoning ding in combo 1), or just at the end of the board to get rid of as much as possible. Knowing that Orcust doesn’t make an immediate monster negate also makes it easier to look out for that stuff.
If they wait until you finish your combo to Nibiru that's not good for them. All your Orcusts can activate in the GY on your opponents turn if you have the field spell. You'll still be able to revive the Link-1 to search, and you'll have Skeleton in GY to revive the Link-4 or Dingirsu, and you'll have the Counter Trap at the very least.
@@earthteamjordan it still seems better than having the Nibiru taken on your turn, gives an extra body on board and threatens the link 4 immediately in the battle phase. Also, using Nibiru after bringing back Galatea in combo 1 will still get rid of most interruptions the same way, especially if you take the token first
For the Harp horror combo there is a better line who does'nt need you to discard :
- Normal harp make link 1
- Banish harp ss girsu, girsu send crescendo
- Banish crescendo add nightmare
- Link 1 discard nightmare add crown
- Link 1 + girsu into galatea
- Go dingirsu on top of galatea and reattach harp
- Banish girsu to reborn link 1
- Link 1 + dingirsu into any link 2 dark machine (blocker or azalea or another galatea)
- Nighmare send skeleton, skeleton reborn galatea
- Galatea shuffle back skeleton to set babel
- Galatea + the other link 2 into link 4
- Link 4 add back crescendo to hand
- Set crescendo then ss crown and pass
With this you have the same 4 interrupts (harp ss girsu who send skeleton who reborn dingirsu + crescendo + crown + link 4 take control) but you just needed to normal summon harp also crown is already on the field you don't have to do shenanigans on opp turn with the link 1 to have it
orcust best deck. But you can also play world legacy succession in your main and lib in your extra deck making skeleton a 1 card combo ending on Enlil and world legacy crown
I'll double check, but I think Skeleton ends on Link 4 + Counter Trap even without Lib. When I tested the Lib package it always seemed like I had to go out of my way to summon her. I do think shes a good extension option though
@@earthteamjordan oh I've never seen the skeleton combo without lib but link 4 + trap for playing 2 cards less sounds defently better thanks for checking 🫶
@@earthteamjordan I've never seen the combo without lib before but thanks for checking 🫶
@@earthteamjordan it does end on link 4 and counter trap, but isnt the link 4 basically a vanilla without babel? unless theres a way to also get babel off of 1 skeleton
do you feel like the deck lack consistency , since I feel like even with foolish burial goods I find myself some time bricking since I don't draw my starters:(
You are just so underrated man, keep up the good work.
15:45 couldn't the opponent just wait to nib at the end of the combo since we dont build a monster negate anyway?
No one is going to instantly nib on summon 5
Orcust doesnt put up omni negates so they can just wait until you full combo and drop it at end of main. The IP + ding + cres is way safer into main bc the link 1 can ss itself on endphase keeping out of nib and making the trap live.
Girsu + impulse also outs nib bc they control the token you give them, which is an absolute must
Just nibiru them when already use all of their gy effect, that easy
I think I want to try mixing Orcust with a lot of Sky Strikers cards just to relive the old days.
The problem is Bystials still really hurt this deck unless you hard draw babel. That’s why I think we need some way to recur from banish like d.d.r. or dis pater
If I were to play any other engines I'd probably go with Trap Orcust with a small Paleo Engine and Rollback Tactics, its plays better than you'd think lol. Otherwise, I recommend you keep it pure.
*DECKLIST*
Main Deck:
World Legacy - "World Wand" x1
Orcust Knightmare x1
Bystial Druiswurm x2
Bystial Magnamhut x1
World Legacy - "World Crown" x1
Girsu, the Orcust Mekk-Knight x3
Orcust Harp Horror x3
Mulcharmy Fuwalos x3
Orcust Cymbal Skeleton x2
Ash Blossom & Joyous Spring x3
Triple Tactics Talent x3
Foolish Burial Goods x2
Foolish Burial x1
Called by the Grave x1
Forbidden Droplet x3
Orcustrated Babel x1
Infinite Impermanence x3
Dominus Impulse x3
The Black Goat Laughs x1
Orcust Crescendo x2
Extra Deck:
Chaos Angel x1
Super Starslayer TY-PHON - Sky Crisis x1
Dingirsu, the Orcust of the Evening Star x2
Enlilgirsu, the Orcust Mekk-Knight x1
Accesscode Talker x1
Longirsu, the Orcust Orchestrator x1
Dharc the Dark Charmer, Gloomy x1
Galatea, the Orcust Automaton x2
S:P Little Knight x1
Barricadeborg Blocker x1
I:P Masquerena x1
Galatea-i, the Orcust Automaton x2
Side Deck:
Nibiru, the Primal Being x2
Mulcharmy Purulia x3
Harpie's Feather Duster x1
Dark Ruler No More x3
Swords of Concealing Light x2
Evenly Matched x3
Eradicator Epidemic Virus x1
Do you think dark world dealing can perform well with this deck ???
I wouldn't play it personally. It gives you a draw and GY set up, but I would consider Orcustrated Return in that case before Dark World Dealings. Also, in Orcust you really don't want to give your opponent a free draw + discard, since your win condition is basically card advantage.
Azamina package is way too good in this deck for extension/discard knightmare plus the omni negate and a free draw
Do u have a decklist of Orcust Azamina?
@@ipkmix2813 I'm still working on it but for now I only run the standard Witch and Deception engine and it's up to you what ratios of Orcust you want to play and how many non engine cards
Is hard to explain the synergy here
I've been testing this for a few days. I've been trying to get more advantage off of it but it's been great as a board breaker draw and extension. I think the key to making it work is to remember it's a orcust deck first after that things really statt opening up
@@Chi11FamTCG Any Azamina extender + Skeleton is full combo Babel and Crescendo set
@@edcatallanpoe2152 crazy. I’ve been thinking about running an all gas no handtraps version and adding a smal fiend-smith engine but with only the azamina engine it’s really smooth
More quality content! You do a great job on your combo guides
The best part is that the combos work like music, meaning it's lore accurate. hahahahahahaha
Nice video.....this or dinos with jurrac new support if you were to choose?
If had to choose I would choose Orcust personally. Its overall more solid and plays better thru hand traps. New Dinos have a much higher power ceiling though, and is more combo oriented. Orcust plays more like a control Deck
@earthteamjordan love the honesty man.....I just see orcust has sooo many counters including that new mulcharmy. Can see just wiping the board over and over. Other thing i was looking at was a eldlich Zombie variant with all the stuff they got
We need knightmare mermaid. It’s so good.
Ok, I see this all the time with people saying anti-Nibiru stuff, but I feel like you have to look at the worst moment to be hit with Nibiru. Obviously not at a point when you still would have something in grave to combo more, but either when all grave effects are gone (like right before summoning ding in combo 1), or just at the end of the board to get rid of as much as possible. Knowing that Orcust doesn’t make an immediate monster negate also makes it easier to look out for that stuff.
If they wait until you finish your combo to Nibiru that's not good for them. All your Orcusts can activate in the GY on your opponents turn if you have the field spell. You'll still be able to revive the Link-1 to search, and you'll have Skeleton in GY to revive the Link-4 or Dingirsu, and you'll have the Counter Trap at the very least.
@@earthteamjordan it still seems better than having the Nibiru taken on your turn, gives an extra body on board and threatens the link 4 immediately in the battle phase. Also, using Nibiru after bringing back Galatea in combo 1 will still get rid of most interruptions the same way, especially if you take the token first
i love it
I’m playing it a azamina
I only see hand traps...
Azmina is to strong with this
really interesting, love your stuff but the way you talk is so distracting