Combining the 2008 Meta with the modern one works better than I anticipated. Surely, this TeleDad Orcust is not as consistent as Junk Orcust, but it allows for more aggressive plays with DaD. I've decided to use Stardust Dragon as my Synchro monster, which is the classic choice for TeleDad, as it gives you a little more protection. Other viable choices are Scarlight Red Dragon Archfiend for a nuke-play and Borreload Savage Dragon if you plan to use emergency teleport in later game states, when you already have linkmonsters in your graveyard. Of course, you could also play multiple synchro monsters, but I've found that Extra Deck space is too sparce for that.
This deck has two perfect starting hands:
1: Dark Grepher; D-HERO Malicious; Emergency Teleport; Dark armed Dragon; Orcust Cymbal Skeleton. This Hand lets you go into a Dingirsu with one XYZ- Material, a Stardust Dragon, a Dark Armed Dragon and a D-HERO Malicious on your field in your first turn. So two proctections, three bodies and the Malicious can be used for a link play in your next turn. Personally, I recommend destroying one or more of your opponents cards with DaD first and then linking the DaD, Stardust Dragon and Malicious into a BLS - Soldier of Chaos in your second turn.
2: Orcust Brass Bombard; Orcust Cymbal Skeleton; Orcust Knightmare; Dark Grepher; The Phantom Knights' Rank-Up-Magic Launch. This Hand lets you set up your field for a True King of all Calamities summon in your opponents turn, which will lock them out of their Monster effects.
But as is common with Orcust Decks, most hands will let you end your turn on atleast a Dingirsu with one XYZ-material.
I've set up the side deck to deal with most currently relevant decks.