Orcust

Theme Chronicle from on January 16th, 2025
cp-ur 1050 + cp-sr 300
41 cards

Notes & Combos

With plant and Orcust being the strongest decks in this event unfortunately you just need to play as many handtraps as possible. This deck has the advantage of being able to run 3 Fuwalos without it being a completely useless card going first because it can be used as discard fodder. Same thing for Nib, it conflicts with your Orcust effects but I like it better than Droll/Crow because it's good into both plant and the mirror.

You never need Crescendo turn 1 unless you draw Babel. It's application is actually more for your grind game in turn 3. It's fine to run because you can discard it off Mermaid but it's not necessary. It's kind of funny to me that everyone just automatically includes that card.

3 Harp Horror because that's the card that you want to pitch off of Mermaid. It's definitely a card that you want to hard draw. If you only rely on Mermaid to access your Orcust engine, it's too easy to stop.

Second I:P for your turn 3. If you play this deck for a couple games you'll know. Same idea as Crescendo but it just doesn't take up a main deck slot. You most likely can't kill after you stop your opponent in turn 2 so you need to set up to try to stop your opponent again.

Zone placement tip: If you have enough materials to end on I:P + Dingirsu + Longirsu, put the Longirsu in the right EMZ and Dingirsu in zone 1 (or Longirsu in the left EMZ and Dingirsu in zone 3). This way, no matter where your opponent summons a Galatea, it will always be linked and you can get rid of it with Longirsu.

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