So I've always been a pretty big Orcust fan, and Ogdoadic at first aided the Deck pretty well. They were fun to play together and also pretty decently strong, even if they worked pretty separately with a similar strategy in the end and Aleirtt combined with them well. That however has now been fixed. I found the tie that connects the two decks' strategies together, and its pretty freaking insane what the Deck does now.
It's currently in the OCG as of the writing of this however I don't expect it to stay there for much longer. It's a Level 4 DARK Reptile Tuner that freely Summons itself from the hand if you control a DARK Reptile. Simple, but effective. The reason this card is so good however is it allows Ogdoadic an easy way to Synchro Summon thanks to King of the Feral Imps and Ogdoadic Water Lily getting access to it easily. But...what do you Synchro Summon then? What 1 Synchro could you possibly make to tie these two decks much better together.
Since it is a Level 8 you can actually overlay it with either a World Wand or an Ogdoadic to Xyz Summon Dingirsu normally, meaning it will go to the grave now. On top of that, even if it is banished, Aleirtt can return it to your Graveyard and get back a LIGHT Ogdoadic you banished for more banish fodder to revive it again. This is where it gets kind of hectic, because now, Chaos Ruler is able to be used every single turn for a free body and board presence, meaning the Deck has higher recovery.
On the note of recovery though, this Deck's recovery outclasses literally every Deck in the game. Even Eldlich cannot recover and grind to the same level as this Deck. (I tested against Eldlich incase you were wondering. Even if they got me into a grind game I just kept playing and playing and playing and eventually I overwhelmed them.) It does take a bit to set up sure but that's fine honestly. Especially since each piece to the Deck only needs 1 card in the opening hand to get going most of the time.
Another strength is actually how both Decks cover each others weaknesses. So what are those weaknesses then? For Orcust, its 3 main things. One of them is Lancea, another is any form of Extra Deck lock (so for example you get Scythed), and finally, handtraps. Let's go through how Ogdoadic manages to override all 3 of these problems for the Deck.
1. Lancea. As anybody knows, if Orcust cannot banish, they just do not work. And Lancea proves this perfectly, it seals our Orcusts away almost entirely, as well as Chaos Ruler's revival effect. But Ogdoadic in contrast, will punish your opponent for activating it as quickly as they can. Nunu can revive itself for free but banishes itself when it leaves the field, and whatever Keurse revives is also banished when it leaves the field. But due to Lancea...they won't get banished. Meaning if you Lancea the Deck, you are just allowing them to keep their Ogdoadic resources for next turn without needing to use Aliertt to get them back or needing to dump any more, plus the next turn will result in MASSIVE follow up. Plus, the Ogdoadics will give you that turn with their own board presence. Lancea still hurts for sure, but being able to flip it against them in some ways is not bad to see.
2. Extra Deck locks. Dragon Buster, Scythe, we all know that. And Orcust can't play without their Extra Deck, its their lifeline. No Galatea, no Dingirsu, not even Chaos Ruler, definitely it will hurt no matter what you do. But Ogdoadic again finds a way to counter and minimize the threat of it. Simply put it, Ogdoadic is not a Deck that actually needs its Extra Deck. It's more reliant on its Main Deck, and instead, you turn your Graveyard into your "Extra Deck", with bosses like Amunessia, Aron and Ogdoabyss. They can take care of pretty annoying stuff, not to mention Ogdoabyss can remove a Buster Lock often times (meaning your Extra Deck is free and you can go off).
3. Handtraps. Orcust eats them, and can get stuck without the right extenders. Normal Girsu, get Impermed, your turn might as well be over if you don't have very specific extension. And Ogdoadic yet again counters this well. Ogdoadic can just force out handtraps and isn't reliant on a Normal Summon. So it can clear the way for your Orcusts to go through, or punish your opponent for waiting for your Orcusts. The Deck uses Spells and hand monster effects to get their cards in grave, so handtraps hitting those leave room for Normal Summon options, not to mention you still paid cost so tossing Nunu or anything useful in grave off Snake Rain (like Knightmare) gives you advantage despite the attempted handtrap. And since they play from the grave, their effects are very difficult to hit without specific handtraps like Ghost Belle or Skull Meister. Now why did I say they "punish" your opponent for handtrapping the Orcusts? Well you tend to have Amunessia out in your boards, and if your opponent has been waiting for that Knightmare in Grave to be activated so they can Ash it, they're not going to like what happens after. Ashing or Meistering the Knightmare will let Amunessia revive a LIGHT or DARK Reptile from your grave (only DARK if you do get locked under Orcust lock, but if Knightmare was the first then that will be negated there), and you can revive Aliertt to return Knightmare to grave for next turn. Or if you already used Aliertt, use the Summoned monster and another Level 8 (Chaos Ruler?) for Dingirsu, attach Knightmare for next turn, and suddenly that handtrap isn't looking so good.
So what about Ogdoadic's weaknesses? Can Orcust fix them? Well there's some issues with Ogdoadic definitely that Orcust has ways to mitigate.
1. End Boards. Ogdoadic is...not incredibly impressive with its end boards. King and Queen and cool to see but that's not very effective on its own. They can board brake with Ogdoabyss well but turn 1 plays are kind of weird. On 1 hand you don't give your opponent back free advantage from Aliertt and Keurse, but on the other, you don't do anything really. Orcust fixes this to allow them to make actual end boards turn 1 that can sit alongside a Queen or King sometimes, and then use the strong follow up plays to grind the game out or just OTK from there, depending on the matchup and how they do trying to break your board. You can often end on a triple material Dingirsu, an I:P, a Queen or King (sometimes both), Orcustrated Babel, and sometimes Orcust Cresendo and Galatea. I say sometimes since it all depends on your hand and if you got enough extension to make those plays.
2. Board Presence. The Deck mounts great comebacks...if you can attain the board presence to make those happen. Water Lily is a great card with Ogdoabyss but its not going to always be enough, and sometimes you don't have it in hand and need to get Nauya to fetch it for you. But Girsu single handedly fixes that issue turn 1 anyway, and later on thanks to Babel you can put more bodies out from Cymbal Skeleton on your opponent's turn to use for both disruption (Dingirsu send) and Tribute fodder for the Ogdoadics on your next turn. The board presence also means Amunessia is easier to Summon, don't forget she is DARK so you can still have her Special Summon herself (in a Graveyard Link Summon kind of thing, that's how I like to think of it) under your Orcust lockdown effects. Also Chaos Ruler fixes the issue too since it revives itself for free every single turn, even if you are locked by Orcust effects.
It's fun, crazy, works together well, and is the all around most insane graveyard deck you'll ever find. Well...until you get Abyss Dwellered and it comes back to bite you lol. (The Deck dies so hard if your opponent manages to dweller you.) But yeah, regardless, that's the thoughts on the Deck and how it all works, list is down below. Seriously, try it out and experiment with the combos, you won't regret it. Have fun!
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