Orcust Knightmare
Orcust Knightmare

Orcust Knightmare
– #SAST-EN021

Cannot be destroyed by battle with a Link Monster. You can banish this card from your GY, then target 1 face-up monster on the field; you cannot Special Summon monsters, except DARK monsters, for the rest of this turn, also send 1 DARK Machine monster from your Deck to the GY, except “Orcust Knightmare”, and if you do, the targeted monster gains ATK equal to the Level of the monster sent to the GY x 100, until the end of this turn. You can only use this effect of “Orcust Knightmare” once per turn.


Date Reviewed: 
July 1, 2019

Rating: 4.08

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

Crunch$G Avatar

Orcust is an archetype I would of liked to look at a while ago, but we never got around with it, but with new support we got an excuse to take a look at this archetype, so we’ll start off with one of the most important cards in the main deck, Orcust Knightmare.

Orcust Knightmare is a Level 7 DARK Machine with 100 ATK and 2000 DEF. Stats are poor for a Level 7, but Machine Duplication at least, DARK and Machine are something I love though. Before I get into anything, just off name alone, this card is amazing. Being a Knightmare monster allows you to use Knightmare Mermaid to get this out of the deck with any two monsters you can use to summon a Knightmare, and being an Orcust allows for all your Orcust plays that result in insane card advantage. Orcust Knightmare cannot be destroyed in battle with Link Monsters, which is fine if literally anything else couldn’t kill it. You can banish Orcust Knightmare from the graveyard to target a monster on the field and send a DARK Machine from your deck to the graveyard that isn’t another Orcust Knightmare to boost the targeted monster by the sent monster’s level times 100. The boost is pretty small, but fine, the important part is the sending to the grave to get something like Harp Horror or Cymbal Skeleton to the grave to summon an Orcust from your deck or graveyard, or maybe World Scepter to summon a banished DARK Machine. You got the downside where you’re locked to Special Summoning DARK monsters for the rest of the turn, but that isn’t a real downside since there’s so many good DARK Monsters you can Special Summon. It helps extend your plays into Rusty Bardiche and your Orcust Links and Xyz, so it’s fitting that this effect is a hard once per turn. Name alone makes it good, the effect is a great bonus.

Advanced Rating: 4.25/5

Art: 3.5/5 There’s a lot going on here to try and comprehend, but I like it somewhat.

Dark Paladin's Avatar

Orcrust Knightmare kicks things off this week.  At a glance, this card seems rather unremarkable, being a Level 7 Monster with 100 attack and 2000 defense.  Something can be salvaged from Dark and Machine though.  Machine Duplication makes sweet love to this card, easily bringing out a Rank 7 XYZ of your choice, depending on what you’re doing with your Deck, just as a thought.  So that Level 7 can be a big advantage.

Let’s see what else…Battle Immunity from Battles involving Link Monsters.  Something is better than nothing, but I don’t see that being the most useful of effects.  The next effect lets you remove this card from your Graveyard (locking you into only Dark Special Summons for the turn, which shouldn’t be an issue) to dump a Dark/Machine from your Deck to the Graveyard.

A Monster you Targeted via this effect gains attack equal to the dumped Monster’s Level x100.  The attack boost there in negligible at best, but as most combo cards are, the gold in this effect is in the dump.  On its own, this card is rather meh.  But it’s quick, and opens up about any combo you need based on what you have/dump, and the XYZs you play (or don’t I suppose) with the Deck.

Rating:  3.5/5

Art:  4/5  There’s a lot going on, and a lot of detail in this picture.  Clearly mechanical blades as body parts, the purple hair matches the blue/black in the sky nicely, and the bit of color, which I’m assuming to be a fire, in the bottom background is fun too.

KoL's Avatar
King of

Hello Pojo Fans,

Orcust week starts off July on Pojo.com, and we start off with one of the monsters seeing a lot of play currently in the meta: Orcust Knightmare.

Weak stats really don’t mean anything for this card as it is a wall that can’t be destroyed by link monsters. Knightmare has more use though in the grave as a Level 7 monster with 100ATK needs a constructive way to hit the field (Pendulums, revival card, Mystic Tomato). If you activate its grave effect you get a free Foolish Burial for a DARK Machine and then give a monster of yours an ATK boost via the recently sent to the grave monster. Sure, it’s only by the level x 100, but that can be a good bump in ATK depending on the deck. Kozmo and Gimmick Puppet decks have huge beaters that will give from 800-1000ATK boost, but let’s be honest, you just want that free Foolish Burial to use more grave effects. This helps the Gimmick Puppet deck out a lot, giving you access in the grave to your big Gimmick Puppet monsters that have grave effects. Knightmare has been splashed into decks as an extender for those who run a few DARK Machine monsters like the other Orcust cards, as well as those previously mentioned.

The locking you out of anything but DARK monsters for the turn doesn’t matter, as the decks using this are based around DARK monsters. Most decks would love a monster that gives you another Foolish Burial essentially for free.

Advanced-4.5/5     Art-3/5

Until Next Time

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