Notes & Combos
Just seemed like the most well-rounded deck I could think of, and the only UR craft I needed was 1 Girsu so I thought it would be worth my investment, and it sure pays off now that I have a working Orcust deck that I can modify if I want to play it on ranked or against friends.
In terms of starters, Girsu is the best since it blocks Lightning Storm / Top-deck Imperm with extra material to work with. Scrap/Armageddon fill the exact same role, one being searchable off of ROTA. Dark Grephor can help play through handtraps by extending and discarding darks as cost. Foolish burial can also start the deck on its own assuming you have Girsu in the deck.
Decided to play 8 "Orcust engine" monsters for the engine to work with triple Return and it's also good for Dark Grephor/Droplet/Knightmare/etc. Wand is the worst since it's not an Orcust name which means it's not a quick effect under Babel, but still great to help keep the deck running. I only had 1 Dingirsu, and didn't miss the 2nd copy.
I played 2 Imperm 2 Veiler 1 Nibiru because Crossout, but never resolved Nibiru and getting Nib'd didn't hurt enough to lose.
The typical endboard was just simply I:P on board with Ding in the GY with Babel + Knightmare/Cymbal Skeleton to revive it and then develop from there. Deck doesn't die to LS/HFD and if you need there's counterplay built-in, nor does a Kaiju screw over the deck too much, so Crusadia was an easy matchup with many ways to survive and dismantle them on the crackback.