Hey guys, I've been testing this deck for a while now
Since I still don't have time to write up a complete deck breakdown, and since it would take way too long to read, I'm just going to explain why I chose to play... Dark Hole! (Nani!? *music intensifies*)
Ok, so to make this short and simple, Lightning Storm is very powerful if you're going second. You could side it, and it would fit in well with this deck, but Dark Hole has been way more effective for me. I would have played 2 earlier and 1 Raigeki, but my perfectionism was getting in the way. Even in this meta, I've seen a surprising amount of second and third turns where you still have cards on the field, whether it be a fog blade, or a face-down Orcust Knightmare which you've tribute summoned... (What? Am I the only person who's been forced to do that?) Even though lightning storm hits spells and traps, too, I feel like the Dark Hole has still been more useful for me. So yeah. Fight me.
Combo 1: (Starting with
Girsu, the Orcust Mekk-Knight in hand)
- Normal Summon Girsu, send Orcust Knightmare from deck off his effect
- Since you don't control any other cards, activate Girsu's effect and create a token to both player's fields--I love this effect, because it shuts down PSY-Framegear Gamma, Evenly Matched, even Infinite Impermanence, since they now have something on their field
- Banish Orcust Knightmare from the GY, send World Legacy - "World Wand" from deck to GY. If you opened with Wand, send Orcust Cymbal Skeleton instead off this effect. Banish World Wand from GY to special summon your Banished Knightmare. Use Girsu and the token to link summon Galatea, the Orcust Automaton (if you sent Cymbal Skele instead, you'd summon Galatea first, then banish Cymbal Skele from GY to special summon Girsu)
- Activate Galatea's effect, shuffling the banished World Wand (or Cymbal Skeleton) into deck, then setting Orcustrated Babel (or really any Orcust spell/trap, depending on your playstyle)
- Use Galatea and Orcust Knightmare to Link summon The Phantom Knights of Rusty Bardiche, activating his effect to send The Phantom Knights of Ancient Cloak (or torn scales) to GY to set Phantom Knights' Fog Blade from deck; banish Ancient Cloak from GY to add another Fog Blade to hand, then set it.
That's the combo. yeah, I know, not very combo-y since you only end on 2 negates; you do have a loaded GY that you could potentially mess around with on your opponent's turn, but in truth and honesty the original combo I had in mind went down the drain when I realized
Gravity Controller can't be used as a link material first turn it's on the field. There are some alternations for this combo I'm still working on, so if anybody has suggestions, feel free to share them (and no, unban Harp does not count as a suggestion)
Alternations for this Combo (that do exist because yes)
- Normal Summon Girsu, send Orcust Knightmare to GY, then create your token
- Banish Knightmare to send Orcust Cymbal Skeleton to GY; use Girsu and your token to summon Galatea
- Banish Cymbal Skele from GY to special summon Girsu back from the grave.. Activate Galatea's effect, shuffling Knightmare into deck and getting out Orcustrated Babel
- Use Galatea to summon Dingirsu, Orcust of the Evening Star, using his effect on summon to equip the banished Cymbal Skeleton
- Use Dingirsu and Girsu to Link summon I:P Masquerena, then pass turn
--On your opponent's turn, you can banish Cymbal Skele form GY to special summon Dingirsu back from the GY, sending a card your opponent controls hopefully mid-combo. Then, after you've done that, you can use him and I:P to link summon Knightmare Unicorn, shuffling another card they control (hopefully also mid-combo)
Second Alternation: (if you open with Girsu and some other extender, like
The Phantom Knights of Shade Brigandine of
Fiend's Sanctuary)
- Normal summon Girsu; do the thing where you send Knightmare and create a token. Then summon your extender
- Use Girsu and your extender to link summon Galatea, the Orcust Automaton. Banish Knightmare from GY, send Cymbal Skele from deck to GY; banish Cymbal Skele from GY to revive your Girsu
- First, use Galatea's ability, shuffle the banished Orcust Knightmare into your deck, bringing out Orcustrated Babel from deck. Then use Galatea to summon Dingirsu, equipping your banished Orcust Cymbal Skeleton.
- Use Dingirsu, your token, and your revived Girsu to link summon The Phantom Knights of Rusty Bardiche, do the thing from the first combo to get 2 fog blades.
The difference between this and the original combo, is that now you have Dingirsu, along with Cymbal Skele in grave. Since you have Babel on field, you can activate Cymbal Skeleton on your opponent's turn, banishing him to special summon Dingirsu--use his other effect to send a card your opponent controls to the GY, plus since he's a dark XYZ monster, you can get an additional pop off of
The Phantom Knights of Rusty Bardiche if you summon Ding into a zone Rusty's pointing to. So 2 negates, 1 pop, and 1 non-targeting send.
Second Combo: (starting with
The Phantom Knights of Torn Scales in hand)
- Normal summon Torn Scales, activate it's effect, discarding a card to send The Phantom Knights of Ancient Cloak from deck to GY
- Use Torn Scales to link summon Salamangreat Almiraj; Banish Ancient Cloak from GY to add Silent Boots to hand--chain Torn Scales's ability to special summon him back from GY
- Since you control Torn Scales, special summon Silent Boots from hand. Use Silent Boots and Almiraj to link summon I:P Masquerena --simply because you need the Dark attribute-- then use I:P and Torn Scales to link summon The Phantom Knights of Rusty Bardiche
- Activate Rusty's effect, send Ancient Cloak from deck to GY to set Fog Blade from deck to field. Banish Silent Boots from GY to add a second Fog Blade to hand, then set it.
So yeah, it ends pretty similarly except now your Rusty can't be destroyed by your opponent's card effects. Not as rad as the last combo, in my opinion, but I'm still working on it--I'm sure there's some random PK card hidden in my collection that does something cool...
Third Combo: (starting with
Girsu, the Orcust Mekk-Knight and
The Phantom Knights of Torn Scales in hand)
- Normal summon Torn Scales, discard Girsu to send Ancient Cloak to GY
- Use Torn Scales to link summon Almiraj, banish Ancient Cloak to add Silent Boots; when Ancien Cloak is banished we can Reborn (Rebirth?) Torn Scales from grave
- Since you control Torn Scales now, special summon Silent Boots from hand; use him and Scales to link summon Cherubini in the zone Almiraj is pointing to. Activate Cherubini's effect, sending Cymbal Skeleton to the GY
- First (this is important) Banish Silent Boots from grave to add Shade Brigandine to hand, then set it under Almiraj's zone (this is also important) THEN you can banish Cymbal Skeleton to special summon Girsu from GY into the zone between Almiraj and the set Shade Brigandine; since it has two cards in its zone, it becomes a tuner. On summon, activate Girsu's effect and send Orcust Knightmare from deck, do the cycle (banish Knightmare from grave, send World Wand from deck, banish Wand to special summon Knightmare)
- Use Knightmare and Almiraj to link summon Galatea, shuffle the World Wand into deck to set, then activate Orcustrated Babel (<very important, I've forgotten before and it sucks) then use Galatea to xyz summon Dingirsu, equipping banished Cymbal Skeleton
- Use Dingirsu and Cherubini to link summon Rusty Bardiche; activate Rusty's effect sending any PK card to GY (I prefer Ancient Cloak, but it doesn't really matter at this point, since you've already activated Cloak, Boots, and Scales' abilities) then setting Fog Blade directly from your deck. ---(Credit to the many Orcust players before me:) on your opponent's turn, you can banish Cymbal Skeleton from GY (quick effect, because of Babel) to special summon Dingirsu to a zone Rusty Bardiche is pointing to, which allows you to both pop a card (Rusty) and send a card on the field (Dingirsu)---
- Then you activate the still face-down Shade Brigandine, using him and your Girsu to Synchro summon Borreload Savage. Equip Cherubini to him from your grave, giving him 2 negates and 250 additional attack--note, you could use Galatea to give him more attack, but unless you're playing dinosaurs or trains or something, it should be fine at that, in addition to the fact that Galatea is better to have in grave. Feel free to use her, though.
So we've got an omni negate, a monster negate, and two pops. Not ridiculously amazing, but should be able to shut down your opponent. Now yes, a nibiru or an ash, or even a ghost ogre could damage this, (i admit it) so chances of this combo going off are small. Even if they hit it partway through, though, it wouldn't be too hard to set up an acceptable end board (something similar to the first and second combo)
You could go into Dragoon if you're willing to play more bricks and take up a couple more extra deck slots (instead of Savage) but honestly I find myself drawing too many bricks already, not to mention the fact that I feel like a terrible person every time I summon him. On that same happy note, there's not really an excuse to play Mystic Mine in this deck since Babel's going to be taking up the field spell space, so there's still hope for your soul :)
--I've actually slowed down on the pure PK Orcust style, and started adding Shaddoll cards--being able to send
Reeshaddoll Wendi off of Cherubini is actually pretty broken, plus there are some sweet 2-card combos where you can end on Rusty and Winda. (I have a nasty tendency of turning any control deck into a combo one) Anyway, if any of y'all have suggestions for that, or just this deck, please feel free to say something.
Anyway, if you read all that I'd be very surprised. Peace out, lads