So, I wanted to play Mekk-Knight, but I also wanted to play Orcust, and just so ahppened to wanna play Crusadia, So we play all 3 at the same time. kinda.
Game 1 we play Mekk-Knight Orcust, pretty fun and basic Mekk-Knight stuff with some Orcust combos on the side after youv'e made your Mekk plays thanks to Girsu.
Game 2 we side out
ALL the Orcust cards. This includes; World Wand, Knightmare, 2x GIrsu, Skele, Bombard, Crescendo, Return, Instant Fusion, Card Destruction, Winda, Dingirsu, Galatea. And we put in all the Crusadia cards.
Mekk-Crusadia is also pretty swell, basic Mekk-Knight stuff, with the capability to OTK thanks to the Crusadia cards.
Instant Fusion + Winda is actually very good for reasons other than Dingirsu, can use her for Link 2 material, bring her back with Succ for some bullying, but can also bring her back with Secrets as it grabs any level 5+ monster. Something very obvious but I figured it's worth mentioning anyway.
Some notes, Card Destruction is there because I needed a 15th card to side out and I thought it would be fun and dumb to include in the list, could probably find something more useful to have there like, literally any 1 off. Clara & Rushika is there for if you've bricked going second with only an Orcust normal summon and Mekk-Knights in hand, can use it in MP2 to make Mekk plays, not a good card should probably run Linkuriboh for the Girsu token but Linkuriboh isn't cute girls so it didn't make the cut
Also, the deck has next to no goign first plays. Unless you open Girsu or a Crusadia monster, you have 0 going first cards.