
Enlilgirsu, the Orcust Mekk-Knight – #BLMM-EN052
2+ monsters, including an “Orcust” Link Monster
You can target 1 of your banished “Orcust” or “World Legacy” cards; add it to your hand, then you can shuffle 1 card from your hand into the Deck and take control of 1 face-up monster your opponent controls. During your Main Phase, if this card is in the GY because it was sent there from the Extra Monster Zone this turn: You can banish this card; send 1 card on the field to the GY. You can only use each effect of “Enlilgirsu, the Orcust Mekk-Knight” once per turn.
Date Reviewed: September 26th, 2025
Rating: 4.08
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Reviews Below:
King of
Lullaby
Hello Pojo Fans,
New form of the original Beckoned by the World Chalice finishes our week, highlighting his now form: Enlilgirsu, the Orcust Mekk-Knight.
Link-4 with arrows on both sides of him, top-right and bottom-left, Enlilgirsu, like the new Galatea, need an Orcust involved in their Link Summon, and for Enlilgirsu it is an Orcust Link Monster. This makes sense lore wise which is a nice touch. Enlilgirsu can add back a banished Orcust or World Legacy card, and then takes control of a face-up monster the opponent has. You do have to shuffle back a card from the hand into the Deck, but this is a two-for-one trade and it increases field advantage with a 2600 Link-4 of yours on the field. Any Orcust Galatea may banish to Special Summon herself from the grave can be retrieved with Enlilgirsu and then reused. Orcust banish themselves to activate extra effects in the grave, and with Orchestrated Babel on the field those effects can become Quick Effects. As for World Legacy cards, those getting banished are the Spell/Traps, though World Wand and World Chalice can banish themselves for grave effects as well. If you need a monster choice you’ll opt for Orcust, if you need a Spell/Trap, you’ll go for World Legacy.
Spot removal from the grave through banishing himself, Enlilgirsu doesn’t make it entirely easy to do this effect though. He must be sent during your Main Phase and you aren’t going to be giving up a Link-4 2600ATK unless you are Link Summoning a Link-5, using this for another card’s effect(s), or, are that desperate for spot removal. It avoids destruction protection and can be used alongside Babel during the opponent’s Main Phase, so that is a plus, but you are committing at least two monsters to this card’s summon, and it must be sent from the Extra Monster Zone to the grave that turn, otherwise you lose out on this effect.
You can argue that the original form was better as it had destruction protection from effects, could cycle back banished Machine-Type monsters, and monster removal using its Link Arrows (top-left, center), but this form can outright steal a monster while getting back an Orcust or World Legacy card from your banished area, even if it costs you something from your hand. You could Link-5 Summon using that stolen monster and this, then get rid of something with Enlilgirsu’s other effect. It gets you pieces more than gets rid of things on the board though both get you advantage for what you invest into it.
Advanced- 4/5 Art- 4/5
Until Next Time,
KingofLullaby
Crunch$G
We end the week off with an apology for Orcustron being a lackluster Link-4 for Orcust by having a replacement for it in Enlilgirsu, thte Orcust Mekk-Knight.
Enlilgirsu is a Link-4 DARK Machine with 2600 ATK and arrows pointing Upper Right, Right, Left, and Bottom Left. Solid ATK on a Link-4, DARK Machine is still great, and arrows are fine, though the typical odd Orcust arrows. Materials are any 2+ monsters, including an Orcust Link, so while being a Mekk-Knight by name, it’s mainly locked to Orcust since all of those also need Orcust monsters to summon. You can target one of your banished Orcust or World Legacy cards to add it back to your hand, then you can shuffle a card from the hand into the Deck to take control of a face-up monster the opponent controls. It’s nice recovery that doesn’t initially have a cost, then you get the bonus of returning a card to the Deck to steal an opponent’s monster without having to give it back, which is nice under Orcustrated Babel to make it a Quick Effect to disrupt the opponent while also being able to extend your plays on your turn with the opponent’s stuff. During your Main Phase, if this card is in the graveyard cause it was sent there from the Extra Monster Zone this turn, you can banish it from the grave to send a card on the field to the graveyard. Fine removal, if you use this as Link Material, since I imagine that’ll be the main way it’ll hit the grave on your turn unless the opponent uses their removal on this that puts it in the grave while you still have Main Phases. It does also work under Orcustrated Babel during the opponent’s turn, even if it says “your Main Phase” specifically, so you got the removal on the opponent’s turn. You won’t mind banishing it as well since you can return it to the Extra Deck with Galatea or Longirsu as well as summoning it back from the grave with Cymbal Skeleton if it stays there, or World Legacy – “World Wand” after banishing it. HOPT on each effect. Enlilgirsu is a strong Link-4 for the Deck that makes up for Orcustron not being able to satisify that niche well enough. You no longer have to rely specifically on Accesscode Talker or Borrelsword Dragon as your Link-4 go-to in Orcust since you’ll likely try to turbo this out now. Only need 1 as it’s very easy to recover once it leaves the field, but you’ll try to keep it on the field as much as you can.
Advanced Rating: 4.25/5
Art: 4.5/5 Longirsu got decked out.
Mighty
Vee
We’re going back to Orcust to end the week with Enlilgirsu, the Orcust Mekk-Knight, a Link 4 DARK Machine Link monster that’s yet another form of Girsu and the new boss monster for the Orcust archetype. It has left, right, down left, and up right arrows, not a setup you see every day but it’s fine for Orcust purposes. Enlilgirsu takes any 2 or more monsters, including an Orcust Link monster, which isn’t super difficult with Galatea-I, the Orcust Automaton enabling a decent number of bodies and being able to climb off of Longirsu, the Orcust Orchestrator. Enlilgirsu’s stats are still quite lacking, with only 2600 attack, so I’d advise not being too quick to get rid of it.
Enlilgirsu’s got 2 hard once per turn effects, nothing unusual for a boss monster. Remember, if Orcustrated Babel is active, they’re Quick Effects! The first effect is really 2 effects baked into one; it’ll let you target a banished Orcust or World Legacy card and recycle it back to your hand. Afterward, it’ll also let you shuffle a card from your hand into the deck to take control of one of your opponent’s face-up monsters. In true Orcust fashion, this is a terrific effect; it’s disruption, non-targeting removal, and recycling all baked into one effect, for some reason. Not that I’m complaining! Of course, you’ll need banished Orcust cards to use it, but with Galatea-I constantly reviving itself by banishing Orcust cards, this shouldn’t be a huge issue. Stealing a monster is also helpful for combos since you’ll be able to take back the World Legacy Token created by Girsu, the Orcust Mekk-Knight for more Link fodder. Enlilgirsu’s other effect is a bit more nuanced, featuring the obligatory Girsu removal we know and love. It can be used during the Main Phase during the same turn Enlilgirsu was sent from the Extra Monster Zone to the Graveyard, letting you banish Enlilgirsu from the Graveyard to send any card on the field to the Graveyard. It doesn’t target, so like the steal above, it’s great for getting rid of troublesome monsters with targeting protection. What makes it a little awkward as a disruption is the fact you can only use it the same turn it was sent to the Graveyard, so if you want to reliably use it during your opponent’s turn, you’ll have to destroy Enlilgirsu with NT8000 – SIRIUS or use I:P Masquerena to Link it off. Personally, I don’t think this is really worth losing the body; I prefer keeping it as a desperate middle finger if Enlilgirsu gets removed. In my experience, while making your first Enlilgirsu is pretty easy, making another copy is more annoying than you would expect, so you often rely on Orcust Cymbal Skeleton to revive it– that means it won’t get the Graveyard effect, so be careful! Despite not having too much staying power, Enlilgirsu is still a great new boss monster thanks to its loaded first effect, ladning it a bread and butter role in Orcust endboards.
As another side note, the newly-unveiled Genesys format is picking up a surprising amount of steam, so I’m going to start dusting off the legacy of Traditional by giving separate ratings for Genesys. Usually the rating won’t be too different, but it’s fun to do, no? Of course, Enlilgirsu gets a N/A by default, as Link monsters are banned in Genesys.
+Powerful pair of effects that accomplish a variety of roles
+Can easily get rid of annoying monsters with targeting protection
-Requires Orcustrated Babel and being in the Extra Monster Zone to make full use of its effects
-Lacks staying power and can be cumbersome to make a second copy
Advanced: 4/5
Genesys: N/A
Art: 4.25/5 The best Girsu drip yet, in my opinion!
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