I personally like decks, which build a good board very consistently and reliably with few means.
The current format with stupid combo decks and 1-card starters which take you completely out of the game is not for my taste.
That's why I chose Orcust. I find that this deck currently has the best matchup against T1 or T0 decks.
The main idea of this deck is to setup a decent turn 1 board with additional plays in your opponents turn.
I dont play s*** like Scrap Recycler and Halqifibrax, bc i dont want my turn to take 20 min and loose to NIBIRU!
In order to make a consistent turn 1 board I decided to play Iblee (and cynet mining) instead of Scrap b***s***.
The idea behind it is to protect myself as much as possible from opposing handtraps so that I can ensure that my plays work. Iblee protects you from handtraps like: Nibiru, Phantazmay, PSI Gamma, Impermanence, and other (off meta) handtraps. For Ash, veiler, etc. you play Called by the grave. This covers most of the time 100% of meta handtraps. And you are not reliant on your NS, bc I play the Mekk-Knights. Legit this version of the deck is actually insanely consistent.
Some stats - (Out of 100 starting hands):
1. Full combo with protection against (most) Meta handtraps: 3 card combo
Iblee (or cynet mining), any mekk-knight purple/blue, any Orcust monster
- 26 out of 100 hands - NUTTY!!!
2. Full combo without protection against handtraps: 2 card combo
Girsu, any mekk-knight purple/blue
3. Standard orcust combo: 1 or 2 card combo
Girsu (or armageddon), grepher + knightmare, orcustrated return + orcust cards, or like multiple ways to get orcust stuff in grave with 1 NS or 1 SS
4. Dead hands
Sadge. BUT STILL Imperm, Called by the grave, Ash -> enough against s*** T3/rogue decks
- 10 out of 100 hands - Thats INSANE!
I can explain the card choices in more detail aswell as some combos, but then this would be too long.
Can update if necessary!