Mathmech

Master V from on February 17th, 2025
cp-ur 690 + cp-sr 420
40 cards

Notes & Combos

Mathmech is an explosive and easy to learn deck that can play through many hand traps. Your main goal is to get Circular on the field and build your plays from there.

  • Priority #1: Bait out hand traps and negations on anything except Circular. Even if it gets negated, as long as you have two monsters on the field, you're still in a good spot.
  • Against Maxx "C": If you're going second and your opponent activates Maxx "C", focus on getting Terrahertz on the field. Once it's there, send Multiplication and go for the OTK.
  • Managing Diameter: Always keep Diameter available for Superfactorial or to make an XYZ and protect Terrahertz when going second.

Adjustments from previous version.

  • Playing Nabla: Nabla is great when you don't open Circular. If you search Circular with Alembertian, there is usually a monster in the extra monster zone, so sending Sigma is useless, but Nabla lets you revive it with Alembertian, bring Diameter, and send an extra magic negate instead of needing Terrahertz to send Diameter.
  • Deck Adjustments: You can cut the small Firewall Dragons for more hand traps or another Small World, but in my experience, it bricked a lot, so it's a matter of preference.
  • Extra Deck Flexibility: You have multiple options:
    • You can replace Enigmaster and the second Splash Mage with Singularity, Final Sigma, Update Jammer, or Link Spider (for Nibiru). -Enigmaster is sometimes good removal when sent by Terrahertz or used as a Synchro.

    • A second Splash Mage helps in grind games, as otherwise, you have few recovery options if your board gets broken.

    • Tech Choices: Armored Bitron is great for searching missing pieces. You can also replace it with Gatchiri, Micro Coder, or Dotscaper if you’re not playing it.

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Replays

ID: 017-114-854

this deck can play through a lot of handtraps I have some good replays that show that and also going second.