I think the mekk knight cards are underutilized. MK yellow star, MK red moon, MK indigo eclipse, MK of the morning star and WL secret all atleast deserve some consideration. I know that some people might already know what these cards do, but still, i will explain how they would function. red moon and yellow star are searchable back row/monster removal. they may seem irrelevant going first, but going second, they can help remove problematic monsters and unknown backrow, where tech removal cards such as lightning storm would be unavailable. even if they are made redundant by said tech cards, they can still be a body on the field, where those tech cards become "do nothing" cards in some cases. they also make use of dead mekk-knights in the GY, such as blue sky. Indigo Eclipse + WL Secret is more disruption. WL secret negates monster effects that activate in the same column as a Mekk-Knight monster. being a world legacy card, it is also searchable with Lib and Morning Star. Morning Stars discarding cost might be specific, but come on, blue sky can search up to 3 Mekk-Knights. I would say its still worth having that option available. Morning Star is also a card that many opponents will have to read, because it prevents all Mekk-Knights from being destroyed by battle with a monster in a different column. now all of the column based-things might be easy to play around for players who know what they are doing, but that is just one layer. A Mekk-Knight Orcust deck can in theory utilize this to make it easy for opponents to misplay, because they not only have to consider a grind game with the Orcust cards, but also with the Mekk-Knight cards. once set up, both aspects of the deck can be used to overwhelm the opponent. for example, in order to use a monsters effect on the field, the opponent might try to put it in the same column as a Dingirsu in the main monster zone so that WL secret cant get to it. but now they just lost 1 place where monster effects are not negated, and that is not considering a possible set crescendo. Not only that, but it is arguably an advantage, in that you made them think about where they are putting things, thus affording you more control over the game state.
Maybe you could try playing Vishuda (Tenyi), which can out problematic monsters, force negates and you get 1 additional monster on board to go into Galatea if you just normal any Orcust. (Unfortunately it doesn't out Winda but the Mekk-Knights can deal with her anyways)
Hey there bro, really appreciate your work! I have the exact same deck IRL and I was wondering what your opinions are on how it would fair against decks like Salamangreat, Eldlich and Altergeist. Do you think it stands a chance? Would really appreciate your feedback!
Hey, so I think the deck does really well at applying pressure against Salamangreat just because the Mekk-Knights are so big. Eldlich Synchro can be tough because DRNM does nothing to the back row and Haquero is a problem for the Orcust engine. Overall, I'd stick to a more control based version right now, especially because there's an FTK floating around!
Hi Terry, in all territories excluding KDE-NA and OCG territories, the requirement to use a trigger effect is simply that the trigger is met. In the case of scrap recycler the trigger is it being summoned. In NA, and more recently in an update to OCG, the requirement is that cards be where they trigger when the previous chain ends. In our example, wyvern's effect takes recycler off the field before the chain resolves. Another example is discarding Danger!? Tsuchinoko? through the cost of Melody of the Awakening Dragons: if melody is cl1 and D.D. Crow is cl2 targeting the tsuchinoko then when this chain resolves, tsuchinoko is no longer in the GY. In this case, NA and now OCG will rule that it cannot trigger, but here in the EU you are free to trigger it's effect. Hope this helps!
YuGiJoe does it not miss timing it’s a when effect and scrap destroys a cards with the summon of recycler? That was my understanding but if scrap recycler triggers that’s really good for my scrap orcust deck😅
@@terryterry8744 ah my apologies! You're quite right actually. As this is a When... You can... Effect rather than an If... you can... Effect, it will not be able to trigger unless the last thing to happen was it's summon and very true that if it gets destroyed the last thing to happen was not the summon - sorry, my mistake!
Do you think the mekk knight variant is going to be stronger than the going first danger variant? I mean I know mekk knights allow for some good combos, though it seems like it might just be easier to go first than to try to play through all their interruptions. With girsu now a thing return is live more often as well.
It is quite dependent on the rest of the meta. If there are loads of combo decks but they lose to cards like evenly and DRNM then I'd play the Mekk knight go second build, but otherwise the go first girsu build should be better - it's a little more versatile. If you're interested, I might do a profile soon on the pure version
@@YuGiJoe1 I would totally be interested. I've been working on a danger variant currently and It has proved to be pretty consistent. I'm making use of dragon buster to lock my opponent out of the extra deck.
You should play o lion for recycler... It makes the scrap wyvern combo always alive But I really like your profile... I didn't think of carrier before, but it's a good way to deal with bricks And you don't play handtraps? Impermanence is a really strong card especially for the mekk knights
Thanks for the tip! For this build, I think where is matters you'll always have a card in hand anyway - you're really trying to break boards and set up, rather than to outgrind an opponent over more turns. Since most handtraps are low value ATM, I wouldn't play them. Imperm for example is dead Vs eldlich and doesn't do enough Vs Adamancipator. Nibiru and crow are the safest options, but for this build you just want to break an existing board
Try world legacy memory it gives you consistency with your mekk knight monster like girsu and purple and in my orcust deck I play hack worm going first
I am going to build a mekk knights deck. Debating if I wanna run pure or orcust... question why don't you run the other mekk knights cards red yellow orange green?
Thanks for checking out the video! So the Mekk-Knights are really a consistency engine here making Girsu more accessible. The removal provided by all of the other Mekk-Knights is already in the deck through cards like Dingirsu and Longirsu anyway. Mekk-Knights can often be the worst cards in your hand if they don't enable your combos, so all of the other ones just put a body onto the field in most scenarios, whereas the 6 I've included do everything you need in terms of giving access to your Orcust engine, hope this helps to explain the choice for a slimmer Mekk lineup!
Hi masterdan39, in this list I've reduced the number of bricks as much as possible while still allowing you to make some busted boards. Adding in multiple world legacy cards can be fun, but this deck is not about attempting to do a pseudo FTK, and I'd rather not run loads of world legacy cards which contribute to awkward hands. Hope that makes sense!
Deck really isn't that consistent, sometimes you'd brick. I also seeing it best going second rather than first. Has potential though, just needs fixing to make it more consistent.
Definitely, this is a going second list and I'd honestly cut Golem and two more cards to include Armageddon and Grepher but since you are going second you already have 14 starter cards which is quite nice
Hi, so the big reason why it's important to play a dark Kaiju is that Shaddoll can summon Winda on your turn. They almost always do this after you have used an Orcust effect, meaning that the only kaiju which is useful here is radian. Hope this explains the choice!
Deck is quite nice but i doubt it'll win something this format. It could top events but i dont think it can win one, there are few better decks to pick for this fornat like invoked shaddol wish would be this decks nightmare and/or salads
It's interesting that you say that because I've been testing against shaddoll and find that matchup almost entirely free for this deck thanks to evenly and DRNM making your board removal very potent. Plus there's less reliance on the grave so dweller is less of an issue
Hi, in the OCG players still have access to Harp Horror so their deck lists function very differently. Additionally, we don't typically see much out of the OCG in the way of go 2nd deck lists. There's usually a preference for go 1st combo/control lists over there. Hope this helps!
Also, just checked the latest lists on ygorganization and it looks like Orcust was a pretty strong deck as of end of March tournaments, lots of Orcust profiles but as I said, most are going first decks, and they can afford to be purer with Harp in the deck
I subscribed for your introduction and graphics alone. Am pleased to see an understated delivery method and well-reasoned analysis.
I think the mekk knight cards are underutilized. MK yellow star, MK red moon, MK indigo eclipse, MK of the morning star and WL secret all atleast deserve some consideration. I know that some people might already know what these cards do, but still, i will explain how they would function.
red moon and yellow star are searchable back row/monster removal. they may seem irrelevant going first, but going second, they can help remove problematic monsters and unknown backrow, where tech removal cards such as lightning storm would be unavailable. even if they are made redundant by said tech cards, they can still be a body on the field, where those tech cards become "do nothing" cards in some cases. they also make use of dead mekk-knights in the GY, such as blue sky.
Indigo Eclipse + WL Secret is more disruption. WL secret negates monster effects that activate in the same column as a Mekk-Knight monster. being a world legacy card, it is also searchable with Lib and Morning Star. Morning Stars discarding cost might be specific, but come on, blue sky can search up to 3 Mekk-Knights. I would say its still worth having that option available. Morning Star is also a card that many opponents will have to read, because it prevents all Mekk-Knights from being destroyed by battle with a monster in a different column.
now all of the column based-things might be easy to play around for players who know what they are doing, but that is just one layer. A Mekk-Knight Orcust deck can in theory utilize this to make it easy for opponents to misplay, because they not only have to consider a grind game with the Orcust cards, but also with the Mekk-Knight cards. once set up, both aspects of the deck can be used to overwhelm the opponent. for example, in order to use a monsters effect on the field, the opponent might try to put it in the same column as a Dingirsu in the main monster zone so that WL secret cant get to it. but now they just lost 1 place where monster effects are not negated, and that is not considering a possible set crescendo. Not only that, but it is arguably an advantage, in that you made them think about where they are putting things, thus affording you more control over the game state.
try playing Avramax in that deck
Hi everyone, I've uploaded a full combo guide for this deck now - check it out on the channel!
I love the intro x
That actually took the longest out of the whole video, was good fun 😅
Maybe you could try playing Vishuda (Tenyi), which can out problematic monsters, force negates and you get 1 additional monster on board to go into Galatea if you just normal any Orcust. (Unfortunately it doesn't out Winda but the Mekk-Knights can deal with her anyways)
It's a nice suggestion! I originally didn't include it because of the lack of extra deck space, but if I can make some then it's certainly an option
How does girsu as a tuner benifit halafrax
That intro was 👌🔥
Thanks very much! :D
In the first combo you can finish with IP, babel on field and dingirsu, skeleton and Galatea in gy
Absolutely! Check out my combo video to see this and many more advanced combos
Hey there bro, really appreciate your work!
I have the exact same deck IRL and I was wondering what your opinions are on how it would fair against decks like Salamangreat, Eldlich and Altergeist. Do you think it stands a chance? Would really appreciate your feedback!
Hey, so I think the deck does really well at applying pressure against Salamangreat just because the Mekk-Knights are so big. Eldlich Synchro can be tough because DRNM does nothing to the back row and Haquero is a problem for the Orcust engine.
Overall, I'd stick to a more control based version right now, especially because there's an FTK floating around!
@@YuGiJoe1 thank you for your input, much appreciated!
Can you explain why in EU territories you can trigger recycler, I did not realize it was ruled that way are you sure?
Hi Terry, in all territories excluding KDE-NA and OCG territories, the requirement to use a trigger effect is simply that the trigger is met. In the case of scrap recycler the trigger is it being summoned. In NA, and more recently in an update to OCG, the requirement is that cards be where they trigger when the previous chain ends. In our example, wyvern's effect takes recycler off the field before the chain resolves. Another example is discarding Danger!? Tsuchinoko? through the cost of Melody of the Awakening Dragons: if melody is cl1 and D.D. Crow is cl2 targeting the tsuchinoko then when this chain resolves, tsuchinoko is no longer in the GY. In this case, NA and now OCG will rule that it cannot trigger, but here in the EU you are free to trigger it's effect. Hope this helps!
YuGiJoe does it not miss timing it’s a when effect and scrap destroys a cards with the summon of recycler? That was my understanding but if scrap recycler triggers that’s really good for my scrap orcust deck😅
@@terryterry8744 ah my apologies! You're quite right actually. As this is a When... You can... Effect rather than an If... you can... Effect, it will not be able to trigger unless the last thing to happen was it's summon and very true that if it gets destroyed the last thing to happen was not the summon - sorry, my mistake!
Dang this man proxying the whole deck lol
Haha, unfortunately necessary as it's no longer safe to buy/trade 😢
Do you think the mekk knight variant is going to be stronger than the going first danger variant? I mean I know mekk knights allow for some good combos, though it seems like it might just be easier to go first than to try to play through all their interruptions. With girsu now a thing return is live more often as well.
It is quite dependent on the rest of the meta. If there are loads of combo decks but they lose to cards like evenly and DRNM then I'd play the Mekk knight go second build, but otherwise the go first girsu build should be better - it's a little more versatile. If you're interested, I might do a profile soon on the pure version
@@YuGiJoe1 I would totally be interested. I've been working on a danger variant currently and It has proved to be pretty consistent. I'm making use of dragon buster to lock my opponent out of the extra deck.
You should play o lion for recycler... It makes the scrap wyvern combo always alive
But I really like your profile... I didn't think of carrier before, but it's a good way to deal with bricks
And you don't play handtraps? Impermanence is a really strong card especially for the mekk knights
Thanks for the tip! For this build, I think where is matters you'll always have a card in hand anyway - you're really trying to break boards and set up, rather than to outgrind an opponent over more turns.
Since most handtraps are low value ATM, I wouldn't play them. Imperm for example is dead Vs eldlich and doesn't do enough Vs Adamancipator. Nibiru and crow are the safest options, but for this build you just want to break an existing board
Try world legacy memory it gives you consistency with your mekk knight monster like girsu and purple and in my orcust deck I play hack worm going first
I am going to build a mekk knights deck. Debating if I wanna run pure or orcust... question why don't you run the other mekk knights cards red yellow orange green?
Thanks for checking out the video! So the Mekk-Knights are really a consistency engine here making Girsu more accessible. The removal provided by all of the other Mekk-Knights is already in the deck through cards like Dingirsu and Longirsu anyway. Mekk-Knights can often be the worst cards in your hand if they don't enable your combos, so all of the other ones just put a body onto the field in most scenarios, whereas the 6 I've included do everything you need in terms of giving access to your Orcust engine, hope this helps to explain the choice for a slimmer Mekk lineup!
How come you don’t run the hand+extra deck loop version?
Hi masterdan39, in this list I've reduced the number of bricks as much as possible while still allowing you to make some busted boards. Adding in multiple world legacy cards can be fun, but this deck is not about attempting to do a pseudo FTK, and I'd rather not run loads of world legacy cards which contribute to awkward hands. Hope that makes sense!
Deck really isn't that consistent, sometimes you'd brick. I also seeing it best going second rather than first. Has potential though, just needs fixing to make it more consistent.
Definitely, this is a going second list and I'd honestly cut Golem and two more cards to include Armageddon and Grepher but since you are going second you already have 14 starter cards which is quite nice
Where did you get your MKO Girsu proxy? It looks great!
I actually printed these used Duelingbook as the provider of the card and text
YuGiJoe impressive work! :)
Have you had any thoughts of splashing the Dragun engine in here?
why does it matter if kaiju is dark u said u dont run allure
Hi, so the big reason why it's important to play a dark Kaiju is that Shaddoll can summon Winda on your turn. They almost always do this after you have used an Orcust effect, meaning that the only kaiju which is useful here is radian. Hope this explains the choice!
@@YuGiJoe1 ya just with cards like that I tend to run allure so not dead
Radian being dark doesn't matter if you don't play allure
It does matter if your opponent summons a Winda in your turn but you've already used an Orcust effect 🤷♂️
YUGIJOOOOOOOOOOOOE
Deck is quite nice but i doubt it'll win something this format. It could top events but i dont think it can win one, there are few better decks to pick for this fornat like invoked shaddol wish would be this decks nightmare and/or salads
It's interesting that you say that because I've been testing against shaddoll and find that matchup almost entirely free for this deck thanks to evenly and DRNM making your board removal very potent. Plus there's less reliance on the grave so dweller is less of an issue
Why isn’t the deck doing better in the OCG
Hi, in the OCG players still have access to Harp Horror so their deck lists function very differently. Additionally, we don't typically see much out of the OCG in the way of go 2nd deck lists. There's usually a preference for go 1st combo/control lists over there. Hope this helps!
Also, just checked the latest lists on ygorganization and it looks like Orcust was a pretty strong deck as of end of March tournaments, lots of Orcust profiles but as I said, most are going first decks, and they can afford to be purer with Harp in the deck
YuGiJoe makes sense