Both Dragon Link and Orcust deck have similarity, like both are dark and even in your brickest hand, you can still push through while restricted to only can summon dark monsters because of Rokket Synchron, Tracer, and the Orcusts. Both have great GY interaction too. Rip TCG Harp Horror, now it's hard to splash orcust, i'm putting this in non-meta catergory.
Combo is simple but needs practice cus it has multiple ways to establish the board with different combination of extenders (esp when you have to play through handtraps), I will explain the most common 2 routes. Before starting, you have to manage your hand first, like the draw cards (should you use it first/not). Essentially, any draw cards should be used later after you are finished searching/ss your combo pieces so you can maximize your card advantage.
First route, you have to summon Romulus, add Ravine, dump cards from hand (Orcust) and deck (dragon), then manage your way to the Guardragon/s (Pisty isn't necessary, but it's a nice extender), then summon Borrelend using the Guardragons so you can continue to Orcust, and do the Orcust basic combo (not I:P, but the Galatea+Ding+Crescendo or Galatea+Babel+GY Ding and Cymbal). Extenders like GY Absorouter+Synchron and Destrudo (ss targetting cymbal, synchro with baby chaos dragons, Gateway, Grepher, or Harp) can be used to make Borreload Savage.
Second route is the harder route like if you open bad or have to play through handtraps. This route you have to go to Beat Cop/Dillingerous to do regular Dragon Link combo or just pure regular Orcust.
Cards played at 3 copies cus you wanna see it the most, while the 2 copies are either cus banlist and you wanna see it often but is hopt or dont wanna open doubles, one copy cus banlist or searchable.
The Dragon Links: 2 Absorouter (1 fo dump, 1 for extender), 1 Destrudo (tuner, extender), 3 Seyfert (main opener, searching, preferrably Collapserpent), Collapserpent and Wyverbuster (great dragon extenders), 1 or 2 Gateway Dragon (extender, great for going second), 2 Tracer and 2 Synchron (extender++ but locking to dark extra deck), 1 Boot Sector Launch (extender, great going second), and lastly, 3 Quick Launch (extender, not hopt).
The Orcusts: 2 Wand, 3 Knightmare, 1 Girsu, 1-2 Cymbal, 1 Brass (tuner, One for One target), 2 Return, 1 Babel, 1 Crescendo.
The Dumpers (what tie the deck together): Dark Grepher (extender using Absorouter, Destrudo, Wand, or Orcust Knightmare), Brotaur (searcher while dumping Orcust on hand, searchable with Elpy or One for One), Allure of Darkness (draw, banished orcust card can be summoned with Wand or recycled with Galatea), One for One (extender while dumping Orcust in hand), Foolish Burial, Dragon Shrine (dump dragon), Ravine (dump both dragon and Orcust).
Extra Deck: Combo pieces/end board targets. Some cards like Savage, Unicorn, Beat Cop, and Dillingerous can be replaced.
Side Deck: Matchup specific.
Cards to think of: Armageddon Knight (dumper but relies on normal summon), Curious (dumper but hard to make if restricted to dark or dragon), Cyberse Quantum (great lv7 dark synchro but not a dragon, you can switch it with Savage), Silverokket (or other rokkets with nice utility effect, cant act as extender except from Quick Launch or Boot Sector Launch), ...
TESTING
Expected 1st turn:
https://i.imgur.com/hIV8JGK.png
Going second:
https://i.imgur.com/iDT5N1s.png
Negated once with opponent's Borrelend.
Pros: Can play through single target disruptions/handtraps. Big monsters, multiple negations, and protections first turn board. Otk easily going second and able to play grindy game using Orcust or Rokket Synchron.
Cons: Super Poly and Ra Sphere Mode food. Need extra thinking to play against wide/global effects like Nibiru, Dimension Shifter, Topologics, etc. Bad hand can end on mediocre board (see 2nd pic opponent).