Ogdoadic Orcust May 2021
Deck Primer
The original video:https://www.youtube.com/watch?v=6sasLW7AenE
Hello everyone! Dig Benis here, and today, I come at you with a heavily unexplored variant of Ogdoadic which I feel needs a little bit of love. To sum up what this description is going to be, it essentially will tell you which version is better (with a little bias), one of it's combos, and of course the meaning of the engines played (as I'm a little too lazy to give a reason for every card in the deck), one more thing is in the end, I will suggest some cards you could play otherwise in the overall deck. And now, without further ado, lets start.
The Combo
So to start off, we will start with the combo. This combo will be a copy of Orcust Knightmare and a copy of Snake Rain. To start this off we will activate Snake Rain to go ahead and discard the copy of Knightmare to pitch Aleirtt, Keurse, Nunu, and Nauya. Then, with the effect of Nunu (since we control no monsters) we can special summon it. Then we will summon Keurse from the graveyard by tributing the Nunu (causing it to be banished via it's effect) and activating it's effect to bring back Nauya from the graveyard, which will use it's effect on summon to search for Water Lily from the deck. Next we will use Knightmare's effect to banish itself to send a copy of World Wand to the graveyard (the target doesn't matter, as we are going first and aiming to link away the monsters on field as of right now. And now we shall use World Wand to banish itself to bring back Knightmare. Next we will use Nauya and Knightmare for the summon of Galatea (Nauya will be banished because of Keurse), who will use her effect to shuffle away the World Wand to be able to set a copy of the field spell, Orcustrated Babel, from the deck to the field zone. We will (of course) activate the field spell, which will allow us to have a decent amount of disruption in the graveyard, which will bypass any Dark Ruler No More or Forbidden Droplets thrown at our board at the end of the combo. Now, using Galatea, we will be able to make Dingirsu without properly Xyz summoning it, and then tribute it for the summon of Aleirtt. Now we will use the effect of Aleirtt to return the banished cards into our graveyard, further putting more utility into the graveyard. Then you would either link them into an I:P or a Verte Anaconda. The Dragoon package is something I will further elaborate on later during the deck description. Now, to label the disruptions, we have Knightmare to send Skeleton, then Skeleton to revive Ding to non target send to the graveyard, which means any monster that either has protection from targeting or destruction, will just be sent. Making this a better board than the Invoked board (also more of that later on). Now, even if they out the board and we manage to survive, our follow up play is to activate the Water Lily we searched earlier in the combo, to send and special the Ogdoabyss Overlord man to nuke the board, which is nice, and in addition to that, we can do the plays with the snakes that we did earlier, again. Since Nunu can special itself even if we have a reptile on the board as opposed to the no monsters on the board.
The Comparisons and the Explanations
Now, we begin our next section. The comparisons. Now, we will be comparing this variant to the other two that have solidified itself. Invoked Ogdoadic, and the Ogdoadic FTK. Now right off the bat I can say without any hesitance that this variant is better than the FTK variant, as it is a deck that works game one, won't succeed in games two and three, as this deck has so many choke points, it's not funny. Another thing to bring up is how easy it is to disrupt the FTK since it's, well, and FTK. Next is a slightly harder comparison, the Invoked Ogdoadic version of the deck, I can say that it is better, since it provides the same follow up play, but better forms of disruption before, and it's semi-immunity to DRNM and Forbidden Drip. While anything with the Invoked engine is at least tier 3, it's just not that good, seeing as they also have a normal summon they could disrupt. And the combo we perform doesn't need a normal summon (something I just realized as I'm typing this bit). Anyway, lets move on the engines of this deck.
Orcust
I decided to play the Orcust engine for it's synergy with using the graveyard with the serpents. I also favor this engine as it allows us to have somewhat less linear plays than the other variants, and they provide disruption that although is weak to things such as D.D. Crow and Lancea, can be helpful when your board eats a going second card such as DRNM or Forbidden Drip. Overall, I like this engine a lot and definitely recommend this to any Ogdoadic player to try out.
Ogdoadic
I chose this engine to mix with Orcust as, stated before, the archetypes have synergy with themselves, seeing as both of them provide their plays in the graveyard, and are less linear than most strategies in my opinion. They have a fun boss monster that can nuke the board and are the first competent reptile archetype to take advantage of Snake Rain.
Shaddoll
I played the Shaddoll package as a way for this deck to play going second, as this deck isn't always guaranteed to go first (unless you're a god at winning the dice roll, in that case, teach me your ways) and provides neat interactions. Shaddoll Fusion is just a great card as it lets you send from deck to fulfill a fusion summon if your opponent controls a face up monster from the extra deck, something almost every deck in Yu-Gi-Oh usually ends on. Genius and Dragon are neat as well as since they were sent off of Fusion, which happens to be by card effect, they can negate the effects of a face up monster on their side (though if you play that card in this deck, then you better plan on making something else) and to pop a spell/trap on the field. The fusion you would be making is Apkallone, which has the effect to negate a face up card on the field, which can be helpful in some instances. Overall, I can say this engine has done me well, though you could possibly brick on the Shaddolls sometimes.
The Alternative Options
This will tell you alternatives for the cards throughout the deck (Main, Side, and Extra)
Girsu, The Orcust Mekk-Knight - Dark Grepher, Armageddon Knight, Reinforcement of the Army
I would recommend this as a budget alternative to this card, as these cards provide a similar role to it, that being the ability to access the normal summon that can send Orcust monsters from the deck to the graveyard. They do provide a better utility as with Dark Grepher can get rid of cards from your hand to provide a decent trade off. Armageddon Knight simply just sends a DARK monster from deck to grave, sweet and simple. Reinforcement of the Army allows you to add one of these cards from your deck to hand.
Forbidden Droplets - Dark Ruler No More
Dark Ruler does provide the same role as Droplets, though at the disadvantage due to you not being able to inflict damage after the card resolves, while Droplet sends cards from your hand to graveyard, which in this deck is super useful, since you want more cards in graveyards.
Accesscode Talker - Topologic Zeroboros
Zeroboros can provide a neat little disruption, the ability to banish the entire board. Something that Accesscode can't do. And its like Dingirsu and how it doesn't target or destroy anything, this time a little stronger as nothing hits the graveyard either. I genuinely wonder why this card hasn't been seeing play in a myriad of different decks for it's useful boardwipe-esque effect. It also can bring itself back in the following Standby Phase, and it gains attack for each banished card (x200) and starts off with a 3k body, which isn't even that bad.
Lightning Storm - Cosmic Cyclone, Twin Twisters, Harpie's Feather Duster, Hey Trunade!
They all remove backrow, Cosmic requires you to pay life points but it banishes the card instead of sending it to graveyard, therefore acting as a one for one. Twin Twisters can act as a two for two, requiring a discard (which this deck will take any day of the week) and hits two backrow, though they do go to the graveyard. Harpie's Feather Duster is the second effect of Lightning Storm and just destroys all backrow from your opponent's side of the board. Hey Trunade is my preferred pick as it bounces all set spells and traps to hand, easily winning you many backrow heavy matchups like Eldlich and Paleofrog. Unless they have the Solemn Judgement (every game I used this card, they have a Judgement...).
I:P, Unicorn, 2 Allures, and one Super Poly - Dragoon package
I don't like the Dragoon package in this deck, but you can run this if you want to make life harder for you to create the entire deck. This is more of a Budgetless Alternative as the package costs more than the cards it replaces. There is nothing really to say about this, since Dragoon is a towers negate that gains 1k each time it negates something, discards (something this deck is very fond of), and burns your opponent going second. Verte easily makes this at the cost of 2k life points and two monsters. Overall, don't be a meanie and play this engine.
Closing Thoughts
I would like to round out this deck with a question, a poll at the end if you will. The question being, What is your favorite version of a deck that you feel is unexplored and less recognized than the others? Any constructive criticism would be nice in the comments below.
Now on the overall deck, it could be better. It might not be the best variant in everyone's eyes, but I can see this variant peeping through the cracks of rouge and making a splash there. The consistency of the deck may be weaker than the Invoked variant but the end result of this combo it can pull off regularly is fantastic. I give this deck an 8.5/10, as it does have choke points, and loses against most graveyard disruptions (Crow, Abyss Dweller) and Lancea. Anyway, I think I have had your attention for a good enough portion of your day. Comment below what you might want to see me profile, and until next time.
Arriverderci~
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