Orcust has been practically doing nothing these days, especially with Harp being banned. Superheavy isn't doing too much these days either with Scarecrow being banned. However, with Duelist Nexus having been just released in the West, you now have access to Crimson Dragon who gives you the ability to Summon a Dragon Synchro from your Extra Deck ignoring its Summoning Conditions on your opponent's turn which is treated as a Synchro Summon. This gives you access to Hot Red Dragon Archfiend King Calamity on your opponent's turn, and because this is treated as a Synchro Summon, it locks your opponent from activing cards or effects for the rest of the turn. You don't need Orcust cards to do this as pure Superheavy is enough to do this already, but you don't need to end with the Crimson Dragon King Calamity set-up. With the Orcust cards, you can just make a normal board of interruptions and end on either Orcust Crescendo for what is pretty much an omni-negate or end on a Dingirsu for destruction protection or even both.
For Superheavies, we are playing 2 Superheavy Samurai Monk Big Benkei and 3 Superheavy Samurai Prodigy Wakaushi. We are pretty much only using Monk Benkei for its scale effect which adds a Superheavy Samurai Soul from Deck to hand if you control a Superheavy. Wakaushi's scale effect places a Superheavy Pend Monster from Dekc in your Pend Zone if you have no Spell/Traps in GY and Special Summons itself. And when its used as Synchro material and added to the ED face-up, it can scale itself. It's other effect locks you into Superheavies, so we are not using it in this Deck. 3 Superheavy Samurai Wagon which can change it from face-up Defense Position to Attack Position to add a Superheavy Samurai Soul from Deck. This can get you a Soulpiercer for a Superheavy search or Soulpeacemaker to get Scales from Deck. Speaking of, 1 Superheavy Samurai Scales. It can Special a Level 4 or lower Superheavy from GY on Normal or Special Summon which helps extending plays. 1 Superheavy Samurai Soulgaia Booster which can equip itself from hand or field to a Superheavy you control and it can Special itself when equipped. This gets you a Level 4 body on field to do something like Sync with Wakaushi for Accel Synchro Stardust or Overlay with said Wakaushi or someother Level 4 for Gear Gigant. 3 Superheavy Samurai Soulpiercer which can equip to a Superheavy from field or hand and adds a Superheavy from Deck if its sent from field to GY. These effects are not once per turn, so multiple copies can allow you to keep searching for extenders or bodies to Pend Summon. 3 Superheavy Samurai Bike which can discard itself when you have no Spell/Traps in GY to add a Superheavy from Deck. You can also target a Machine you control to increase its Level by 2 which means you can make it a 4 when you Summon it back with Accel Stardust to make Crimson Dragon or Masurawo OR you can make it a Level 4 for Gigant. 1 Superheavy Samurai Soulpeacemaker which can equip to a Superheavy from hand or field and it can Tribute the equipped monster to Special a Superheavy from Deck. This can get you Scales for extension, Wakaushi or Bike for a Tuner, or Wagon or Soulpiercer for searches. For Orcusts: 3 Girsu, the Orcust Mekk-Knight which sends an Orcust or World Legacy card from Deck to GY, and it can Summon a Token to both player's field if you control no other cards. It's pretty easy to get this card on the field. Its searchable off of Gear Gigant and you can just Pend Summon it if you want. 2 Orcust Symbal Skeleton which banish itself from GY to Summon a Orcust from GY which then DARK locks you. You usually do this at the end of your combo to get an Orcust on field for Galatea (or another Galatea for Dingirsu) or you can get Girsu from GY to Sync with a leftover Wakaushi for Draco Berserker. 1 Orcust Knightmare which can banish itself from GY to send a DARK Machine from Deck to GY which also DARK locks you. This sends World Legacy - "World Wand" which you can banish from GY to Summon 1 of your banished Orcust monsters which also DARK locks you. You want to do your Orcust plays at the end of your combo so that you can play around the DARK lock on Skeleton, Knighmare, and World Wand. 3 Revolution Synchron which can Synch using itself in hand for a Level 7 or 8 Dragon Synchro and it can Special Summon itself from GY as a Level 1 Tuner if you control a Level 7 or higher Synchro which is once per turn. 3 Kashtira Fenrir as a free Summon from hand if you control no monsters which can add another one of itself from Deck for a play next turn. 2 Bystial Magnamhut and 1 Bystial Druiswurm. 3 Ash Blossom & Joyous Spring and 3 Ghost Ogre & Snow Rabbit.
For Spell/Traps, just the 1 Orcust Crescendo which is a Counter Trap which can negate the activation of a Spell/Trap Card or monster effect if you control a Orcust Link. I don't believe in playing Orucustrated Babel in this Deck as you really don't have anything to do with your Orcust cards on your opponent's turn. Sure, you can maybe Summon back Dingirsu for a send on your opponent's turn, but we aren't playing Longirsu or anything else relevant enough to warrant playing Babel.
For the Extra Deck: 1 Superheavy Samurai Brave Masurawo which can destroy a Superheavy Samurai card you control instead if a Superheavy Samurai monster(s) you control would be destroyed. Also, once per turn, if your opponent activates a Spell/Trap card or effect, you can draw until you have 3 cards in hand. This is a neat way to get resources for next turn, but it also is a Level 12 for Crimson Dragon. 1 Crimson Dragon which is a Quick Effect to target another Synchro you control to return itself to the Extra Deck and Special a Dragon Synchro from your Extra Deck with the same Level as the monster you Tributed and this is treated as a Synchro Summon. If you target the Level 12 Masurawo, you can Summon your 1 Hot Red Dragon Archfiend King Calamity. And because its treated as a Synchro Summon, you can prevent your opponent from activating cards or effects for the rest of the turn. And the activation of this effect cannot be responded to by your opponent. So Crimson Dragon and a Level 12 (Masurawo in this case) is basically a turn skip. 1 Baronne de Fleur. 1 Tilting Entrainment which can Special a Level 4 or Lower Pend Monster from hand or face-up Extra Deck when its Synchro Summoned. This can get you Wakaushi which is a Level 4 Tuner which gives you access to either Crimson Dragon or Masurawo. 1 Draco Berserker of the Tenyi. 1 Accel Synchro Stardust Dragon. 1 Odd-Eyes Meteorburst Dragon which Summons a Pend Monster that is scaled when you Special Summon it. Also, since its a Level 7 Dragon Synchro, you can make this card with a Level 4 and Revolution Synchron in hand. This then gets you Benkei or Wakaushi from your scales, Rev Synchron Summons itself back as a Level 1, you Sync into Tilting Entrainment, and that gets Wakaushi from face-up Extra which is then a Level 12 Synchro. 1 Dingirsu, the Orcust of the Evening Star which can be made with an Orcust Link and it can detach 1 to prevent battle or effect destruction and it can send a card your opponent controls to GY or attach a banished Machine when its Summoned. 1 Gear Gigant X which can add a level 4 or Lower Machine from Deck or GY which can be Girsu, Rev Synchron, Soulpiercer, Soulpeacemaker, or whatever. 1 Abyss Dweller. 1 Borrelsword Dragon. We aren't playing enough Links for Accesscode. 2 Galatea, the Orcust Automaton which can shuffle a banished Machine into Deck to set Crescendo from Deck. 1 Barricadeborg Blocker as a way to discard a card, preferrably to get an Orcust out of hand.
Side Deck: 2 Nibiru, the Primal Being, 1 Dinowrestler Pankratops, 3 Denko Sekka for backrow Decks, 3 Archfiend Eccentric whose scale effect can pop a Spell/Trap and whose monster effect can Tribute itself to pop a monster. 2 Ghost Mourner & Moonlit Chill, 2 Kurikara Divincarnate, and 2 Effect Veiler.