Notes & Combos
Orcust deck that uses Tearlament as its main engine, and because I don't know what to tech in this diverse meta I just add good stuffs until it's 60 cards
- Girsu summons a token into your opp's field which turns your Thrust live if they Ash it, would really love playing 3 copies of Girsu but it competes with Rhino for the normal summon
- Tearlament pairs really well with Orcust. pure Tear just doesn't have many good mills anymore which Orcust provide
- this deck lost to Bystial so hard and I think Bystial is good right now so I play it myself
- I really like Danger, especially Nessie. they just add more layer to break boards or deep drawing your engine
- ED is super tight, I'd love to add 5 more cards. Garura could be Mudragon instead but either way I rarely summoned it. Zeus really nice for follow-up (Orcust link - Dingirsu - attack - Zeus) and Talent. Linkuriboh for Girsu's token. Masq is your end board to summon Azalea or Zeroboros on opp's turn, could be Unicorn but I like Azalea going second too. Dharc is generally good. Curious in theory guarantee you to have access for your Orcust engine, but it never came up so I guess it's safe to cut.
- always summon Girsu's token in far right MMZ because it's the only zone Longirsu cannot send. also summon Galatea in left EMZ so if your opp placed their monster in middle zone, she cannot be destroyed by battle
- plan B if you got Shiftered is Orcust + extender (Bystial or Danger) to summon Galatea into Crescendo
- Masq secretly has 1600 attack because Orcust Knightmare secret effect, just don't get baited with BP. related to this, prioritize summoning Dingirsu in attack position
- Things I'd change: cut Curious for rank 4 dark monster (Redoer or Evilswarm Nightmare), something that somehow increase this deck consistency (I like Dark Grepher in the past but idk)