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Mathmech

Mathmech Field Guide

Piloting Mathmech @Ignister in Master Duel: nine going-first lines from one or two cards, with the board after every step, plays going second and after your board breaks, hand-trap answers and the current matchups.

Updated 10 October 2026

Match helper

Start here: all 10 hands this guide has a line for, fewest cards first
CardsHandEnds onTheir turn
1 cardLine 1: Achichi aloneOpen in the guideTerahertz and Heatsoul, A.I.Land + Superfactorial and Cynet Conflict, Desavewurm in the GY5 interruptions: Desavewurm, Terahertz sends Packbit, Superfactorial into Laplacian (up to 3 cards), Laplacian negate, Cynet Conflict
1 cardLine 2: Pikari aloneOpen in the guideTerahertz and Heatsoul, A.I.Land + Superfactorial and Cynet Conflict, Desavewurm in the GY5 interruptions: Desavewurm, Terahertz sends Packbit, Superfactorial into Laplacian (up to 3 cards), Laplacian negate, Cynet Conflict
1 cardLine 3: Circular aloneOpen in the guideTerahertz and Heatsoul + Superfactorial and Cynet Conflict, Desavewurm in the GY5 interruptions: Desavewurm, Terahertz sends Packbit, Superfactorial into Laplacian (up to 3 cards), Laplacian negate, Cynet Conflict
1 cardLine 7: Cynet Mining + any card to sendOpen in the guideTerahertz and Heatsoul + Superfactorial and Cynet Conflict, Desavewurm in the GY5 interruptions: Desavewurm, Terahertz sends Packbit, Superfactorial into Laplacian (up to 3 cards), Laplacian negate, Cynet Conflict
1 cardLine 8: Small World + a monster to revealOpen in the guideTerahertz and Heatsoul + Superfactorial and Cynet Conflict, Desavewurm in the GY5 interruptions: Desavewurm, Terahertz sends Packbit, Superfactorial into Laplacian (up to 3 cards), Laplacian negate, Cynet Conflict
1 cardGoing second: Circular aloneOpen in the guideLaplacian, after sending a card from their hand, a monster and a Spell/Trap; one negate this turn– interruptions not listed yet
2 cardsLine 4: Backup + a card to discardOpen in the guideTerahertz and Heatsoul, A.I.Land + Superfactorial and Cynet Conflict4 interruptions: Terahertz sends Packbit, Superfactorial into Laplacian (up to 3 cards), Laplacian negate, Cynet Conflict
2 cardsLine 6: Sigma + a Level 4Open in the guideTerahertz + Superfactorial, Desavewurm in the GY4 interruptions: Desavewurm, Terahertz sends Packbit, Superfactorial into Laplacian (up to 3 cards), Laplacian negate
2 cardsLine 9: Circular + Pikari against Maxx "C"Open in the guideHeatsoul and Backup + Superfactorial and Cynet Conflict; they draw 4 to Maxx "C"3 interruptions: Superfactorial into Laplacian (up to 3 cards), Laplacian negate, Cynet Conflict
3 cardsLine 5: Backup + Addition + a card to discardOpen in the guideTerahertz and Heatsoul + Superfactorial and Cynet Conflict, Desavewurm in the GY5 interruptions: Desavewurm, Terahertz sends Packbit, Superfactorial into Laplacian (up to 3 cards), Laplacian negate, Cynet Conflict

No line: No line here for this hand. Lines start from Achichi, Pikari, Circular, Cynet Mining, Small World, Backup with a card to discard, or Sigma with a Level 4.

Card names

In the gameThis guide saysWhat it does
Mathmech CircularCyberse · LIGHT · Level 4CircularSpecial Summons itself from your hand by sending another Mathmech from your Deck to the GY. When another Mathmech is summoned while it's on the field, it adds Mathmech Superfactorial.
Cynet MiningNormal SpellCynet MiningSend a card from your hand to the GY to add a Level 4 or lower Cyberse from your Deck: Circular (Line 7).
Small WorldNormal SpellSmall WorldReveal a monster in your hand and banish it face-down with a bridge from your Deck, to add a monster that shares exactly one property with the bridge. Most hand traps become Circular (Line 8).
Achichi @IgnisterCyberse · FIRE · Level 2AchichiWhen it's summoned, adds a Level 4 or lower @Ignister monster from your Deck: Pikari or Wizard in these lines.
Backup @IgnisterCyberse · DARK · Level 3 TunerBackupSpecial Summons itself from your hand while you control a Cyberse summoned from the Extra Deck. When it's summoned, adds a DARK Cyberse (Micro Coder, or Wizard in Line 4), then you discard a card.
Pikari @IgnisterCyberse · LIGHT · Level 4PikariWhen it's summoned, adds A.I. Meet You (Lines 1, 2 and 9) or A.I. Connect (Line 4) from your Deck.
Mathmech SigmaCyberse · LIGHT · Level 4 TunerSigmaSpecial Summons itself from your hand or GY while you control no monster in an Extra Monster Zone. Banished when it leaves the field after that, unless it was Xyz material.
Mathmech DiameterCyberse · LIGHT · Level 4 TunerDiameterWhen it's Normal Summoned, revives a Level 4 Cyberse from your GY (it can't use its effects). A Mathmech Xyz or Synchro made with it gets a negate on the turn it's summoned.
Mathmech AdditionCyberse · FIRE · Level 4AdditionSpecial Summons itself from your hand by targeting a face-up monster, which gains 1000 ATK this turn.
Micro CoderCyberse · DARK · Level 1Micro CoderCan be Link material from your hand for a Code Talker. Sent as Code Talker material, it adds a Cynet Spell/Trap (Cynet Conflict).
Mathmech SuperfactorialNormal TrapSuperfactorialRevives up to three Mathmechs with different names from your GY and Xyz Summons with them. On their turn, that's Primathmech Laplacian.
Cynet ConflictCounter TrapConflictWhile you control a Code Talker: negates a Spell/Trap activation or a monster effect, banishes the card, and locks its name until the end of the next turn (your turn, when you use it on theirs).
Any other cardSpareA card you can afford to discard to Backup's search.
Another Level 4 monsterLevel 4Any Level 4 monster you can Normal Summon except Diameter, for Sigma's line: Pikari, a second Circular, Mulcharmy Fuwalos.

Mathmech @Ignister is a Cyberse deck that builds one board going first: Firewall Dragon Darkfluid - Neo Tempest Terahertz and Decode Talker Heatsoul (or Transcode Talker) on the field, Mathmech Superfactorial and Cynet Conflict Set, and Cyberse Desavewurm in the GY. The @Ignister monsters start most lines, the Mathmechs fill your GY with the three names Superfactorial needs, and a ladder of Link Monsters climbs to Terahertz. On their turn that’s up to five interruptions: Conflict, Desavewurm, a second Terahertz send (Enigmaster Packbit), and Superfactorial into Primathmech Laplacian with its negate. Every line here is built on the decklist near the end of this page, under the Forbidden/Limited list that took effect on October 6, 2026.

Engine

  1. @Ignister startAchichi, Pikari or Backup opens with a search: Achichi adds an @Ignister monster, Pikari adds A.I. Meet You or A.I. Connect, Backup a DARK Cyberse. Dark Infant @Ignister adds Ignister A.I.Land, which summons an @Ignister from your hand while your Main Monster Zones are empty, once per Attribute. Lines 1, 2, 4 and 5 start here.
  2. Wicckid and BackupCyberse Wicckid adds a Cyberse Tuner when a monster is summoned to a zone it points to: Backup @Ignister, or Sigma in Line 4. Backup summons itself and adds Micro Coder.
  3. Saber Dragon and Splash MageBackup and a Level 4 make Firewall Saber Dragon, which gets a Cyberse back from your GY. Used as Link material, it adds A.I. Connect (A.I. Meet You in Line 4). Splash Mage revives a Cyberse from your GY.
  4. MathmechMathmech Circular summons itself by sending a Mathmech from your Deck (Diameter, or Sigma in Lines 3, 7, 8 and 9 and going second), and adds Superfactorial once another Mathmech is summoned. Primathmech Alembertian adds another Mathmech. Diameter and Circular, plus Addition or Sigma, end in your GY: Superfactorial’s three names.
  5. Link climbLink Decoder into Transcode Talker; Link Decoder comes back and Transcode revives Splash Mage. Splash Mage and Micro Coder make Decode Talker Heatsoul, and Micro Coder adds Cynet Conflict. Then Terahertz, which sends Desavewurm to the GY. Line 4 makes Terahertz before Heatsoul, Line 6 has no Heatsoul, and Line 9 stops at Heatsoul.
  6. Their turnConflict, Desavewurm, Terahertz sending Enigmaster Packbit, and Superfactorial into Primathmech Laplacian, with a negate if Diameter is one of its three.

↺ What the lines have in common.

Superfactorial's GY

Superfactorial needs three Mathmech monsters with different names in your GY on their turn, all Level 4, to make Laplacian. The lines track them in a “Mathmechs in GY” row.

  • Sigma goes to the GY from Circular’s send, or after being Xyz material. If it leaves the field any other way after summoning itself, it’s banished instead.
  • Circular, Diameter and Addition get there as material: detached from Alembertian, or used for a Synchro or Link Summon.
  • Keep Diameter among the three. A Laplacian made with Diameter gets a negate on the turn it’s summoned, so on their turn Superfactorial gives you a negate on top of the sends.
  • Laplacian’s effect detaches up to 3 materials and applies that many of these, in this order: a random card from their hand to the GY, a monster they control to the GY, a Spell/Trap they control to the GY. Nothing targets or destroys.

Zones

The steps number your Main Monster Zones 1 to 5, from zone 1 on your far left to zone 5 on your far right. Extra Monster Zone 1 is the left one, above zone 2; Extra Monster Zone 2 is the right one, above zone 4.

  • A Link Monster summoned from the Extra Deck can only go to an Extra Monster Zone or to a zone another Link Monster points to. Xyz and Synchro Monsters can go to any Main Monster Zone, and so can a Link Monster revived from the GY, unless the effect names a zone (Transcode’s does).
  • From Extra Monster Zone 1, a down arrow points to zone 2, down-left to zone 1, down-right to zone 3.
  • Sigma needs you to control no monster in an Extra Monster Zone. Summon it before your first Link Monster. A monster of theirs there doesn’t stop it.
  • Going second with a monster of theirs in an Extra Monster Zone: every line works with the other one. Each line has a table for it under its zone table.
  • Two Link Monsters that point at each other are co-linked. Transcode Talker makes itself and anything co-linked with it 500 ATK stronger and untargetable by their card effects.

Once per turn, by name

A second copy doesn’t reset any of these. On their turn they’re all available again.

  • Each of Circular’s effects, Sigma’s summon, Diameter’s revive, Addition’s summon
  • Each of Alembertian’s effects, Laplacian’s send
  • Each of Backup’s effects, Achichi’s add, Pikari’s add
  • Micro Coder’s add, Wicckid’s add, Splash Mage’s revive, Transcode’s revive, Saber Dragon’s effects
  • One A.I. Connect, one A.I. Meet You, one Superfactorial, one Cynet Conflict
  • A.I.Land’s summon once per Attribute, its GY effect once

Locks

  • Sigma, Addition: only Cyberse monsters from your Extra Deck for the rest of the turn.
  • Circular: only one of your monsters can attack this turn.
  • A.I.Land, A.I. Connect, Wizard, Splash Mage, Transcode: only Cyberse Special Summons for the rest of the turn.
  • A.I. Meet You: you can’t activate monster effects except Cyberse ones for the rest of your turn, and you take 2300 damage in the End Phase unless you summoned the monster you revealed.
  • Every Mathmech and @Ignister monster is a Cyberse, so these locks never cost you a line. They do stop your own non-Cyberse monster effects after A.I. Meet You.

Going first

The target: Terahertz and Heatsoul on the field, Superfactorial and Cynet Conflict Set, Desavewurm in the GY, and three Mathmech names for Superfactorial. Line 1 starts from Achichi, Line 2 from Pikari, Line 3 from Circular, Line 4 from Backup and a card to discard, Line 5 from Backup, Addition and a card to discard, Line 6 from Sigma and a Level 4, Line 7 from Cynet Mining, Line 8 from Small World, and Line 9 from Circular and Pikari when they Maxx “C”.

Their side ↑

Extra Monster Zone 1Extra Monster Zone 2zone 1zone 2zone 3zone 4zone 5
How the steps name your zones, seen from your seat: zone 1 is your far left, zone 5 your far right. Extra Monster Zone 1 is above zone 2, Extra Monster Zone 2 above zone 4.

Line 1: Achichi alone

One Achichi and your Normal Summon. One card into Terahertz, Heatsoul, Superfactorial and Cynet Conflict, with Desavewurm in the GY: the strongest board here. The order and the zones matter: put a monster in the wrong zone and a later Link Summon has nowhere to go.
Where everything goes. The zones in bold have to be right; everything else can go in any free zone.
Step Summon Using Where
1 Achichi (Normal Summon) — zone 3
2 Dark Infant Achichi Extra Monster Zone 1
3 Pikari (A.I.Land) — zone 3
5 Wicckid Dark Infant, Pikari Extra Monster Zone 1
6 Wizard (A.I.Land) — zone 2 or 3: Wicckid points there
7 Backup — zone 3
8 Firewall Saber Dragon Wizard, Backup zone 3
9 Splash Mage Wicckid, Saber Dragon Extra Monster Zone 2: it points to zone 5
10 Micro Coder (A.I. Connect) — zone 2, not zone 4 or 5: it stays until step 16
11 Circular — zone 1
11 Diameter (Splash Mage) — zone 3, Defense Position
12 Primathmech Alembertian Circular, Diameter zone 1, not zone 4 or 5: it stays until step 18
13 Addition — zone 5
13 Link Decoder Addition zone 5: Splash Mage points there
14 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 2: it points to zone 4, which is free
14 Link Decoder (back from the GY) — zone 5, not zone 4
15 Splash Mage (Transcode) — zone 4: Transcode points there
16 Decode Talker Heatsoul Micro Coder, Splash Mage zone 4: Transcode points there
18 Terahertz Transcode, Alembertian, Link Decoder Extra Monster Zone 2
Going second, a monster of theirs can be in one of the Extra Monster Zones. Play the same steps, but put each monster where the table for the free Extra Monster Zone says.
Extra Monster Zone 2 taken: only Extra Monster Zone 1 free
Step Summon Using Where
1 Achichi (Normal Summon) — zone 3
2 Dark Infant Achichi Extra Monster Zone 1
3 Pikari (A.I.Land) — zone 3
5 Wicckid Dark Infant, Pikari Extra Monster Zone 1: it points to zones 2 and 3
6 Wizard (A.I.Land) — zone 2 or 3: Wicckid points there
7 Backup — zone 3
8 Firewall Saber Dragon Wizard, Backup zone 3
9 Splash Mage Wicckid, Saber Dragon Extra Monster Zone 1: it points to zone 3
10 Micro Coder (A.I. Connect) — zone 4, not zone 2 or 3: it stays until step 16
11 Circular — zone 1
11 Diameter (Splash Mage) — zone 3, Defense Position
12 Primathmech Alembertian Circular, Diameter zone 1, not zone 2 or 3: it stays until step 18
13 Addition — zone 5
13 Link Decoder Addition zone 3: Splash Mage points there
14 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 1: it points to zone 2
14 Link Decoder (back from the GY) — zone 5, not zone 2: it stays until step 18
15 Splash Mage (Transcode) — zone 2: Transcode points there
16 Decode Talker Heatsoul Micro Coder, Splash Mage zone 2: Transcode points there
18 Terahertz Transcode, Alembertian, Link Decoder Extra Monster Zone 1: it points to zones 1 and 3
Extra Monster Zone 1 taken: only Extra Monster Zone 2 free
Step Summon Using Where
1 Achichi (Normal Summon) — zone 3
2 Dark Infant Achichi Extra Monster Zone 2
3 Pikari (A.I.Land) — zone 3
5 Wicckid Dark Infant, Pikari Extra Monster Zone 2: it points to zones 4 and 5
6 Wizard (A.I.Land) — zone 4 or 5: Wicckid points there
7 Backup — zone 3
8 Firewall Saber Dragon Wizard, Backup zone 3
9 Splash Mage Wicckid, Saber Dragon Extra Monster Zone 2: it points to zone 5
10 Micro Coder (A.I. Connect) — zone 2, not zone 4 or 5: it stays until step 16
11 Circular — zone 1
11 Diameter (Splash Mage) — zone 3, Defense Position
12 Primathmech Alembertian Circular, Diameter zone 1, not zone 4 or 5: it stays until step 18
13 Addition — zone 5
13 Link Decoder Addition zone 5: Splash Mage points there
14 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 2: it points to zone 4
14 Link Decoder (back from the GY) — zone 5, not zone 4: it stays until step 18
15 Splash Mage (Transcode) — zone 4: Transcode points there
16 Decode Talker Heatsoul Micro Coder, Splash Mage zone 4: Transcode points there
18 Terahertz Transcode, Alembertian, Link Decoder Extra Monster Zone 2: it points to zones 3 and 5
1

Normal Summon Achichi @Ignister. Its effect adds Pikari @Ignister.

Achichi 800 · zone 3
Hand: Pikari + 4
Used: Normal Summon
Summons: 1
2

Link Summon Dark Infant @Ignister in Extra Monster Zone 1 using Achichi. Its effect adds Ignister A.I.Land.

With Dark Infant in the Extra Monster Zone, your Main Monster Zones are empty, which A.I.Land needs.
Dark Infant 500 · Extra Monster Zone 1
Hand: Pikari, A.I.Land + 4
GY: Achichi
Summons: 2
3

Activate A.I.Land. Its effect Special Summons Pikari from your hand to zone 3, and Pikari’s effect adds A.I. Meet You.

A.I.Land summons one @Ignister of each Attribute a turn, and only while your Main Monster Zones are empty. LIGHT is now used.
Dark Infant 500 · Extra Monster Zone 1Pikari 1200 · zone 3Field Zone: A.I.Land
Hand: A.I. Meet You + 4
GY: Achichi
Summons: 3
Lock: A.I.Land: Cyberse only
4

Activate A.I. Meet You: reveal Accesscode Talker in your Extra Deck and add Wizard @Ignister.

Accesscode Talker is DARK with 2300 ATK, so A.I. Meet You adds the DARK @Ignister, Wizard. This line never summons Accesscode, so you take 2300 damage in the End Phase.
Dark Infant 500 · Extra Monster Zone 1Pikari 1200 · zone 3Field Zone: A.I.Land
Hand: Wizard + 4
GY: Achichi, A.I. Meet You
Lock: A.I. Meet You: only Cyberse monster effects
5

Link Summon Cyberse Wicckid in Extra Monster Zone 1 using Dark Infant and Pikari. Wicckid points to zones 2 and 3.

Your Main Monster Zones are empty again, so A.I.Land can summon a second time.
Wicckid 800 · Extra Monster Zone 1Field Zone: A.I.Land
Hand: Wizard + 4
GY: Achichi, Dark Infant, Pikari, A.I. Meet You
Summons: 4
6

A.I.Land’s effect: Special Summon Wizard from your hand to zone 2. Wicckid’s effect: banish Dark Infant from your GY and add Backup @Ignister.

Wizard is DARK, so A.I.Land still allows it after Pikari. It has to land in zone 2 or 3, where Wicckid points, or Wicckid doesn’t search.
Wicckid 800 · Extra Monster Zone 1Wizard 1800 · zone 2Field Zone: A.I.Land
Hand: Backup + 4
GY: Achichi, Pikari, A.I. Meet You
Banished: Dark Infant
Summons: 5
7

Special Summon Backup from your hand to zone 3. Its effect adds Micro Coder; discard Micro Coder.

Backup summons itself because Wicckid came from the Extra Deck. The discard isn’t optional; Saber Dragon brings Micro Coder back next step.
Wicckid 800 · Extra Monster Zone 1Wizard 1800 · zone 2Backup 1200 · zone 3Field Zone: A.I.Land
Hand: 4 others
GY: Achichi, Pikari, Micro Coder, A.I. Meet You
Summons: 6
8

Synchro Summon Firewall Saber Dragon in zone 3 using Wizard and Backup. Its effect adds Micro Coder back from your GY.

Backup is a Level 3 Tuner and Wizard a Level 4.
Wicckid 800 · Extra Monster Zone 1Saber Dragon 2300 · zone 3Field Zone: A.I.Land
Hand: Micro Coder + 4
GY: Achichi, Pikari, Wizard, Backup, A.I. Meet You
Summons: 7
9

Link Summon Splash Mage in Extra Monster Zone 2 using Wicckid and Saber Dragon. Saber Dragon’s GY effect adds A.I. Connect.

Wicckid leaves the Extra Monster Zone as material, so Splash Mage can take either one. In Extra Monster Zone 2 it points down-right to zone 5, which is where Link Decoder goes in step 13.
Splash Mage 1100 · Extra Monster Zone 2Field Zone: A.I.Land
Hand: Micro Coder, A.I. Connect + 4
GY: Achichi, Pikari, Wizard, Backup, Wicckid, Saber Dragon, A.I. Meet You
Summons: 8
10

Activate A.I. Connect and reveal Micro Coder. It Special Summons Micro Coder to zone 2 and adds Mathmech Circular.

Splash Mage 1100 · Extra Monster Zone 2Micro Coder 300 · zone 2Field Zone: A.I.Land
Hand: Circular + 4
Summons: 9
11

Special Summon Circular from your hand to zone 1 by sending Mathmech Diameter from your Deck to the GY. Splash Mage’s effect revives Diameter to zone 3 in Defense Position, and Circular’s second effect adds Mathmech Superfactorial.

Sigma can’t summon itself while Splash Mage is in an Extra Monster Zone, so send Diameter and let Splash Mage bring it back. That summon is what makes Circular search.
Splash Mage 1100 · Extra Monster Zone 2Circular 1500 · zone 1Micro Coder 300 · zone 2Diameter 1500 DEF · zone 3Field Zone: A.I.Land
Hand: Superfactorial + 4
Summons: 11
Lock: Circular: one attacker this turn
12

Xyz Summon Primathmech Alembertian in zone 1 using Circular and Diameter. Its effect: detach both materials and add Mathmech Addition.

Splash Mage 1100 · Extra Monster Zone 2Alembertian 2000 · zone 1 · 0 matsMicro Coder 300 · zone 2Field Zone: A.I.Land
Hand: Superfactorial, Addition + 4
Mathmechs in GY: Circular, Diameter
Summons: 12
13

Special Summon Addition from your hand to zone 5, targeting Micro Coder. Link Summon Link Decoder in zone 5 using Addition.

A Link Monster from the Extra Deck has to go to an Extra Monster Zone or a zone a Link Monster points to. Splash Mage points to zone 5. Addition in the GY is your third Mathmech name.
Splash Mage 1100 · Extra Monster Zone 2Alembertian 2000 · zone 1Link Decoder 300 · zone 5Micro Coder 1300 · zone 2Field Zone: A.I.Land
Hand: Superfactorial + 4
Mathmechs in GY: Circular, Diameter, Addition
Summons: 14
14

Link Summon Transcode Talker in Extra Monster Zone 2 using Splash Mage and Link Decoder. Link Decoder summons itself from your GY: put it in zone 5 and keep zone 4 empty.

Link Decoder comes back when it’s material for a Cyberse Link with 2300 or more ATK, and it’s banished when it leaves the field again. Coming from the GY, it can go to any Main Monster Zone. Zone 4 is the only zone Transcode points to, and Splash Mage needs it next.
Transcode 2300 · Extra Monster Zone 2Alembertian 2000 · zone 1Link Decoder 300 · zone 5Micro Coder 1300 · zone 2Field Zone: A.I.Land
Hand: Superfactorial + 4
Summons: 16
15

Transcode’s effect: revive Splash Mage from your GY to zone 4.

Transcode 2300 · Extra Monster Zone 2Alembertian 2000 · zone 1Splash Mage 1100 · zone 4Link Decoder 300 · zone 5Micro Coder 1300 · zone 2Field Zone: A.I.Land
Summons: 17
16

Link Summon Decode Talker Heatsoul in zone 4 using Micro Coder and Splash Mage. Micro Coder’s effect adds Cynet Conflict.

Splash Mage is a Link-2, so it counts as two materials. It’s WATER and Micro Coder is DARK: different Attributes. Micro Coder left from the field, so it could add a Level 4 Cyberse instead; take Conflict.
Transcode 2800 · Extra Monster Zone 2Alembertian 2000 · zone 1Heatsoul 3300 · zone 4Link Decoder 300 · zone 5Field Zone: A.I.Land
Hand: Superfactorial, Conflict + 4
Summons: 18
17

Heatsoul’s effect: pay 1000 LP and draw 1.

It’s once a turn, and it’s back on their turn, so this is a free card.
Transcode 2800 · Extra Monster Zone 2Alembertian 2000 · zone 1Heatsoul 3300 · zone 4Link Decoder 300 · zone 5Field Zone: A.I.Land
Hand: Superfactorial, Conflict + 5
LP: 7000

Your choice: keep Heatsoul or keep Transcode

Step 18 as written keeps Heatsoul, which draws again on their turn. You can keep Transcode instead: it protects itself and Terahertz from their card effects that target, but there’s no second draw. To keep Transcode, play this as step 18:

Link Summon Firewall Dragon Darkfluid - Neo Tempest Terahertz in zone 4 using Heatsoul, Alembertian and Link Decoder. Terahertz’s effect sends Cyberse Desavewurm from your Extra Deck to the GY.

Heatsoul counts as three materials, Alembertian and Link Decoder as one each: five. Terahertz goes to zone 4, where Heatsoul was: Transcode points there and Terahertz’s top arrow points back at it, so the two are co-linked. Transcode makes them both 500 ATK stronger, and their card effects can’t target either. You end on Transcode 2800 in Extra Monster Zone 2 and Terahertz 6000 in zone 4. With only Extra Monster Zone 1 free, Transcode is in Extra Monster Zone 1, so Terahertz goes to zone 2.

18

Link Summon Firewall Dragon Darkfluid - Neo Tempest Terahertz in Extra Monster Zone 2 using Transcode, Alembertian and Link Decoder. Terahertz’s effect sends Cyberse Desavewurm from your Extra Deck to the GY.

Transcode counts as three materials, Alembertian and Link Decoder as one each: five. From the GY, Desavewurm negates a Spell/Trap while you control a Link-4 or higher Cyberse, and Terahertz is a Link-5. Terahertz also gains 2500 ATK.
Terahertz 5500 · Extra Monster Zone 2Heatsoul 2800 · zone 4Field Zone: A.I.Land
Hand: Superfactorial, Conflict + 5
GY: Desavewurm, Circular, Diameter, Addition and the rest
Banished: Dark Infant, Link Decoder
Summons: 19
19

Set Superfactorial and Cynet Conflict, and end your turn.

Terahertz 5500 · Extra Monster Zone 2Heatsoul 2800 · zone 4Field Zone: A.I.LandSet: SuperfactorialSet: Cynet Conflict
Hand: 5 others
GY: Desavewurm
Mathmechs in GY: Circular, Diameter, Addition
LP: 7000, then 4700 after A.I. Meet You’s damage in the End Phase
Their turn: Desavewurm, Terahertz sends Packbit, Superfactorial into Laplacian (up to 3 cards), Laplacian negate, Cynet Conflict

Line 2: Pikari alone

One Pikari and your Normal Summon, to the same board as Line 1: Terahertz, Heatsoul, Superfactorial and Cynet Conflict, with Desavewurm in the GY. From step 6 it plays like Line 1, but Splash Mage goes to Extra Monster Zone 1, so Link Decoder goes to zone 3.
Where everything goes. The zones in bold have to be right; everything else can go in any free zone.
Step Summon Using Where
1 Pikari (Normal Summon) — zone 3
2 Dark Infant Pikari Extra Monster Zone 1
4 Achichi (A.I.Land) — zone 3
5 Wicckid Dark Infant, Achichi Extra Monster Zone 1
6 Wizard (A.I.Land) — zone 2 or 3: Wicckid points there
7 Backup — zone 3
8 Firewall Saber Dragon Wizard, Backup zone 3
9 Splash Mage Wicckid, Saber Dragon Extra Monster Zone 1: it points to zone 3
10 Micro Coder (A.I. Connect) — zone 2, not zone 3 or 4: it stays until step 16
11 Circular — zone 1
11 Diameter (Splash Mage) — zone 3, Defense Position
12 Primathmech Alembertian Circular, Diameter zone 1, not zone 3 or 4: it stays until step 18
13 Addition — zone 3
13 Link Decoder Addition zone 3: Splash Mage points there
14 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 2: it points to zone 4, which is free
14 Link Decoder (back from the GY) — zone 3, not zone 4
15 Splash Mage (Transcode) — zone 4: Transcode points there
16 Decode Talker Heatsoul Micro Coder, Splash Mage zone 4: Transcode points there
18 Terahertz Transcode, Alembertian, Link Decoder Extra Monster Zone 2
Going second, a monster of theirs can be in one of the Extra Monster Zones. Play the same steps, but put each monster where the table for the free Extra Monster Zone says.
Extra Monster Zone 2 taken: only Extra Monster Zone 1 free
Step Summon Using Where
1 Pikari (Normal Summon) — zone 3
2 Dark Infant Pikari Extra Monster Zone 1
4 Achichi (A.I.Land) — zone 3
5 Wicckid Dark Infant, Achichi Extra Monster Zone 1: it points to zones 2 and 3
6 Wizard (A.I.Land) — zone 2 or 3: Wicckid points there
7 Backup — zone 3
8 Firewall Saber Dragon Wizard, Backup zone 3
9 Splash Mage Wicckid, Saber Dragon Extra Monster Zone 1: it points to zone 3
10 Micro Coder (A.I. Connect) — zone 4, not zone 2 or 3: it stays until step 16
11 Circular — zone 1
11 Diameter (Splash Mage) — zone 3, Defense Position
12 Primathmech Alembertian Circular, Diameter zone 1, not zone 2 or 3: it stays until step 18
13 Addition — zone 3
13 Link Decoder Addition zone 3: Splash Mage points there
14 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 1: it points to zone 2
14 Link Decoder (back from the GY) — zone 3, not zone 2: it stays until step 18
15 Splash Mage (Transcode) — zone 2: Transcode points there
16 Decode Talker Heatsoul Micro Coder, Splash Mage zone 2: Transcode points there
18 Terahertz Transcode, Alembertian, Link Decoder Extra Monster Zone 1: it points to zones 1 and 3
Extra Monster Zone 1 taken: only Extra Monster Zone 2 free
Step Summon Using Where
1 Pikari (Normal Summon) — zone 3
2 Dark Infant Pikari Extra Monster Zone 2
4 Achichi (A.I.Land) — zone 3
5 Wicckid Dark Infant, Achichi Extra Monster Zone 2: it points to zones 4 and 5
6 Wizard (A.I.Land) — zone 4 or 5: Wicckid points there
7 Backup — zone 3
8 Firewall Saber Dragon Wizard, Backup zone 3
9 Splash Mage Wicckid, Saber Dragon Extra Monster Zone 2: it points to zone 5
10 Micro Coder (A.I. Connect) — zone 2, not zone 4 or 5: it stays until step 16
11 Circular — zone 1
11 Diameter (Splash Mage) — zone 3, Defense Position
12 Primathmech Alembertian Circular, Diameter zone 1, not zone 4 or 5: it stays until step 18
13 Addition — zone 3
13 Link Decoder Addition zone 5: Splash Mage points there
14 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 2: it points to zone 4
14 Link Decoder (back from the GY) — zone 3, not zone 4: it stays until step 18
15 Splash Mage (Transcode) — zone 4: Transcode points there
16 Decode Talker Heatsoul Micro Coder, Splash Mage zone 4: Transcode points there
18 Terahertz Transcode, Alembertian, Link Decoder Extra Monster Zone 2: it points to zones 3 and 5
1

Normal Summon Pikari @Ignister. Its effect adds A.I. Meet You.

Pikari 1200 · zone 3
Hand: A.I. Meet You + 4
Used: Normal Summon
Summons: 1
2

Link Summon Dark Infant @Ignister in Extra Monster Zone 1 using Pikari. Its effect adds Ignister A.I.Land.

Dark Infant 500 · Extra Monster Zone 1
Hand: A.I. Meet You, A.I.Land + 4
GY: Pikari
Summons: 2
3

Activate A.I. Meet You: reveal Decode Talker Heatsoul in your Extra Deck and add Achichi @Ignister.

Heatsoul is FIRE with 2300 ATK, so A.I. Meet You adds the FIRE @Ignister, Achichi. You Link Summon Heatsoul in step 16, so the End Phase damage never happens.
Dark Infant 500 · Extra Monster Zone 1
Hand: A.I.Land, Achichi + 4
GY: Pikari, A.I. Meet You
Lock: A.I. Meet You: only Cyberse monster effects
4

Activate A.I.Land. Its effect Special Summons Achichi from your hand to zone 3, and Achichi’s effect adds Wizard @Ignister.

Your Main Monster Zones are empty, because Dark Infant is in the Extra Monster Zone. FIRE is now used for A.I.Land this turn; Wizard (DARK) still works.
Dark Infant 500 · Extra Monster Zone 1Achichi 800 · zone 3Field Zone: A.I.Land
Hand: Wizard + 4
GY: Pikari, A.I. Meet You
Summons: 3
Lock: A.I.Land: Cyberse only
5

Link Summon Cyberse Wicckid in Extra Monster Zone 1 using Dark Infant and Achichi. Wicckid points to zones 2 and 3.

Wicckid 800 · Extra Monster Zone 1Field Zone: A.I.Land
Hand: Wizard + 4
GY: Pikari, Dark Infant, Achichi, A.I. Meet You
Summons: 4
6

A.I.Land’s effect: Special Summon Wizard from your hand to zone 2. Wicckid’s effect: banish Dark Infant from your GY and add Backup @Ignister.

Wizard is DARK, so A.I.Land still allows it after Achichi. It has to land in zone 2 or 3, where Wicckid points, or Wicckid doesn’t search.
Wicckid 800 · Extra Monster Zone 1Wizard 1800 · zone 2Field Zone: A.I.Land
Hand: Backup + 4
GY: Achichi, Pikari, A.I. Meet You
Banished: Dark Infant
Summons: 5
7

Special Summon Backup from your hand to zone 3. Its effect adds Micro Coder; discard Micro Coder.

Backup summons itself because Wicckid came from the Extra Deck. The discard isn’t optional; Saber Dragon brings Micro Coder back next step.
Wicckid 800 · Extra Monster Zone 1Wizard 1800 · zone 2Backup 1200 · zone 3Field Zone: A.I.Land
Hand: 4 others
GY: Achichi, Pikari, Micro Coder, A.I. Meet You
Summons: 6
8

Synchro Summon Firewall Saber Dragon in zone 3 using Wizard and Backup. Its effect adds Micro Coder back from your GY.

Backup is a Level 3 Tuner and Wizard a Level 4.
Wicckid 800 · Extra Monster Zone 1Saber Dragon 2300 · zone 3Field Zone: A.I.Land
Hand: Micro Coder + 4
GY: Achichi, Pikari, Wizard, Backup, A.I. Meet You
Summons: 7
9

Link Summon Splash Mage in Extra Monster Zone 1 using Wicckid and Saber Dragon. Saber Dragon’s GY effect adds A.I. Connect.

Splash Mage takes Wicckid’s place. It points down-right to zone 3, which is where Link Decoder goes in step 13.
Splash Mage 1100 · Extra Monster Zone 1Field Zone: A.I.Land
Hand: Micro Coder, A.I. Connect + 4
GY: Achichi, Pikari, Wizard, Backup, Wicckid, Saber Dragon, A.I. Meet You
Summons: 8
10

Activate A.I. Connect and reveal Micro Coder. It Special Summons Micro Coder to zone 2 and adds Mathmech Circular.

Splash Mage 1100 · Extra Monster Zone 1Micro Coder 300 · zone 2Field Zone: A.I.Land
Hand: Circular + 4
Summons: 9
11

Special Summon Circular from your hand to zone 1 by sending Mathmech Diameter from your Deck to the GY. Splash Mage’s effect revives Diameter to zone 3 in Defense Position, and Circular’s second effect adds Mathmech Superfactorial.

Sigma can’t summon itself while Splash Mage is in an Extra Monster Zone, so send Diameter and let Splash Mage bring it back. That summon is what makes Circular search.
Splash Mage 1100 · Extra Monster Zone 1Circular 1500 · zone 1Micro Coder 300 · zone 2Diameter 1500 DEF · zone 3Field Zone: A.I.Land
Hand: Superfactorial + 4
Summons: 11
Lock: Circular: one attacker this turn
12

Xyz Summon Primathmech Alembertian in zone 1 using Circular and Diameter. Its effect: detach both materials and add Mathmech Addition.

Splash Mage 1100 · Extra Monster Zone 1Alembertian 2000 · zone 1 · 0 matsMicro Coder 300 · zone 2Field Zone: A.I.Land
Hand: Superfactorial, Addition + 4
Mathmechs in GY: Circular, Diameter
Summons: 12
13

Special Summon Addition from your hand to zone 3, targeting Micro Coder. Link Summon Link Decoder in zone 3 using Addition.

A Link Monster from the Extra Deck has to go to an Extra Monster Zone or a zone a Link Monster points to. Splash Mage points to zone 3. Addition in the GY is your third Mathmech name.
Splash Mage 1100 · Extra Monster Zone 1Alembertian 2000 · zone 1Link Decoder 300 · zone 3Micro Coder 1300 · zone 2Field Zone: A.I.Land
Hand: Superfactorial + 4
Mathmechs in GY: Circular, Diameter, Addition
Summons: 14
14

Link Summon Transcode Talker in Extra Monster Zone 2 using Splash Mage and Link Decoder. Link Decoder summons itself from your GY: put it in zone 3 and keep zone 4 empty.

Link Decoder comes back when it’s material for a Cyberse Link with 2300 or more ATK, and it’s banished when it leaves the field again. Coming from the GY, it can go to any Main Monster Zone. Zone 4 is the only zone Transcode points to, and Splash Mage needs it next.
Transcode 2300 · Extra Monster Zone 2Alembertian 2000 · zone 1Link Decoder 300 · zone 3Micro Coder 1300 · zone 2Field Zone: A.I.Land
Hand: Superfactorial + 4
Summons: 16
15

Transcode’s effect: revive Splash Mage from your GY to zone 4.

Transcode 2300 · Extra Monster Zone 2Alembertian 2000 · zone 1Splash Mage 1100 · zone 4Link Decoder 300 · zone 3Micro Coder 1300 · zone 2Field Zone: A.I.Land
Summons: 17
16

Link Summon Decode Talker Heatsoul in zone 4 using Micro Coder and Splash Mage. Micro Coder’s effect adds Cynet Conflict.

Splash Mage is a Link-2, so it counts as two materials. It’s WATER and Micro Coder is DARK: different Attributes. Micro Coder left from the field, so it could add a Level 4 Cyberse instead; take Conflict. Heatsoul is also the summon A.I. Meet You asked for in step 3.
Transcode 2800 · Extra Monster Zone 2Alembertian 2000 · zone 1Heatsoul 3300 · zone 4Link Decoder 300 · zone 3Field Zone: A.I.Land
Hand: Superfactorial, Conflict + 4
Summons: 18
17

Heatsoul’s effect: pay 1000 LP and draw 1.

It’s once a turn, and it’s back on their turn, so this is a free card.
Transcode 2800 · Extra Monster Zone 2Alembertian 2000 · zone 1Heatsoul 3300 · zone 4Link Decoder 300 · zone 3Field Zone: A.I.Land
Hand: Superfactorial, Conflict + 5
LP: 7000

Your choice: keep Heatsoul or keep Transcode

Step 18 as written keeps Heatsoul, which draws again on their turn. You can keep Transcode instead: it protects itself and Terahertz from their card effects that target, but there’s no second draw. To keep Transcode, play this as step 18:

Link Summon Firewall Dragon Darkfluid - Neo Tempest Terahertz in zone 4 using Heatsoul, Alembertian and Link Decoder. Terahertz’s effect sends Cyberse Desavewurm from your Extra Deck to the GY.

Heatsoul counts as three materials, Alembertian and Link Decoder as one each: five. Terahertz goes to zone 4, where Heatsoul was: Transcode points there and Terahertz’s top arrow points back at it, so the two are co-linked. Transcode makes them both 500 ATK stronger, and their card effects can’t target either. You end on Transcode 2800 in Extra Monster Zone 2 and Terahertz 6000 in zone 4. With only Extra Monster Zone 1 free, Transcode is in Extra Monster Zone 1, so Terahertz goes to zone 2.

18

Link Summon Firewall Dragon Darkfluid - Neo Tempest Terahertz in Extra Monster Zone 2 using Transcode, Alembertian and Link Decoder. Terahertz’s effect sends Cyberse Desavewurm from your Extra Deck to the GY.

Transcode counts as three materials, Alembertian and Link Decoder as one each: five. From the GY, Desavewurm negates a Spell/Trap while you control a Link-4 or higher Cyberse, and Terahertz is a Link-5. Terahertz also gains 2500 ATK.
Terahertz 5500 · Extra Monster Zone 2Heatsoul 2800 · zone 4Field Zone: A.I.Land
Hand: Superfactorial, Conflict + 5
GY: Desavewurm, Circular, Diameter, Addition and the rest
Banished: Dark Infant, Link Decoder
Summons: 19
19

Set Superfactorial and Cynet Conflict, and end your turn.

Terahertz 5500 · Extra Monster Zone 2Heatsoul 2800 · zone 4Field Zone: A.I.LandSet: SuperfactorialSet: Cynet Conflict
Hand: 5 others
GY: Desavewurm
Mathmechs in GY: Circular, Diameter, Addition
LP: 7000
Their turn: Desavewurm, Terahertz sends Packbit, Superfactorial into Laplacian (up to 3 cards), Laplacian negate, Cynet Conflict

Line 3: Circular alone

One Circular and your Normal Summon, to Terahertz, Heatsoul, Superfactorial and Cynet Conflict, with Desavewurm in the GY.

Before you start

Drew Sigma? Keep it in your hand: it can summon itself from there too. At step 1, have Circular send Mathmech Multiplication instead (this line doesn’t use it), and at step 2 summon Sigma from your hand instead of the GY. Both happen before your first Link Summon, as Sigma needs.

Where everything goes. The zones in bold have to be right; everything else can go in any free zone.
Step Summon Using Where
1 Circular — zone 3
2 Sigma (from the GY) — zone 2
3 Primathmech Alembertian Circular, Sigma zone 3
4 Diameter (Normal Summon) — zone 2
4 Circular (Diameter) — zone 4
5 Wicckid Diameter, Circular Extra Monster Zone 1: it points to zones 2 and 3
6 Circular (Alembertian) — zone 2: Wicckid points there
7 Backup — zone 3
8 Firewall Saber Dragon Backup, Circular zone 3
9 Splash Mage Wicckid, Saber Dragon Extra Monster Zone 2: it points to zone 5
10 Backup (Splash Mage), Defense Position — zone 5
11 Dark Infant Backup zone 5: Splash Mage points there
12 Micro Coder (A.I. Connect) — zone 2, not zone 4 or 5: it stays until step 16
13 Addition — zone 4
13 Link Decoder Addition zone 4: Dark Infant points there
14 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 2: it points to zone 4
14 Link Decoder (back from the GY) — zone 3, not zone 4
15 Splash Mage (Transcode) — zone 4: Transcode points there
16 Decode Talker Heatsoul Micro Coder, Splash Mage zone 4: Transcode points there
18 Terahertz Link Decoder, Dark Infant, Transcode Extra Monster Zone 2
Going second, a monster of theirs can be in one of the Extra Monster Zones. Play the same steps, but put each monster where the table for the free Extra Monster Zone says.
Extra Monster Zone 2 taken: only Extra Monster Zone 1 free
Step Summon Using Where
1 Circular — zone 3
2 Sigma (from the GY) — zone 2
3 Primathmech Alembertian Circular, Sigma zone 3
4 Diameter (Normal Summon) — zone 2
4 Circular (Diameter) — zone 4
5 Wicckid Diameter, Circular Extra Monster Zone 1: it points to zones 2 and 3
6 Circular (Alembertian) — zone 2 or 3: Wicckid points there
7 Backup — zone 3
8 Firewall Saber Dragon Backup, Circular zone 3
9 Splash Mage Wicckid, Saber Dragon Extra Monster Zone 1: it points to zone 3
10 Backup (Splash Mage), Defense Position — zone 5
11 Dark Infant Backup zone 3: Splash Mage points there
12 Micro Coder (A.I. Connect) — zone 1, not zone 2: it stays until step 16
13 Addition — zone 4
13 Link Decoder Addition zone 2: Dark Infant points there
14 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 1: it points to zone 2
14 Link Decoder (back from the GY) — zone 4, not zone 2: it stays until step 18
15 Splash Mage (Transcode) — zone 2: Transcode points there
16 Decode Talker Heatsoul Micro Coder, Splash Mage zone 2: Transcode points there
18 Terahertz Link Decoder, Dark Infant, Transcode Extra Monster Zone 1: it points to zones 1 and 3
Extra Monster Zone 1 taken: only Extra Monster Zone 2 free
Step Summon Using Where
1 Circular — zone 3
2 Sigma (from the GY) — zone 2
3 Primathmech Alembertian Circular, Sigma zone 3
4 Diameter (Normal Summon) — zone 2
4 Circular (Diameter) — zone 4
5 Wicckid Diameter, Circular Extra Monster Zone 2: it points to zones 4 and 5
6 Circular (Alembertian) — zone 4 or 5: Wicckid points there
7 Backup — zone 3
8 Firewall Saber Dragon Backup, Circular zone 3
9 Splash Mage Wicckid, Saber Dragon Extra Monster Zone 2: it points to zone 5
10 Backup (Splash Mage), Defense Position — zone 5
11 Dark Infant Backup zone 5: Splash Mage points there
12 Micro Coder (A.I. Connect) — zone 2, not zone 4: it stays until step 16
13 Addition — zone 4
13 Link Decoder Addition zone 4: Dark Infant points there
14 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 2: it points to zone 4
14 Link Decoder (back from the GY) — zone 3, not zone 4: it stays until step 18
15 Splash Mage (Transcode) — zone 4: Transcode points there
16 Decode Talker Heatsoul Micro Coder, Splash Mage zone 4: Transcode points there
18 Terahertz Link Decoder, Dark Infant, Transcode Extra Monster Zone 2: it points to zones 3 and 5
1

Special Summon Mathmech Circular from your hand to zone 3 by sending Mathmech Sigma from your Deck to the GY.

Sending Sigma is the cost. Sigma summons itself from the GY next, and that summon is what makes Circular search.
Circular 1500 · zone 3
Hand: 4 others
GY: Sigma
Summons: 1
Lock: Circular: one attacker this turn
2

Sigma’s effect: Special Summon it from your GY to zone 2. Circular’s second effect adds Mathmech Superfactorial.

Sigma only summons itself while you control no monster in an Extra Monster Zone, so it comes before any Link Summon. A Mathmech summoned while Circular is on the field makes Circular search.
Sigma 1000 · zone 2Circular 1500 · zone 3
Hand: Superfactorial + 4
GY: —
Summons: 2
Lock: Sigma: Cyberse only from the Extra Deck
3

Xyz Summon Primathmech Alembertian in zone 3 using Circular and Sigma. Its effect: detach both materials and add Mathmech Diameter.

As Xyz material, Sigma isn’t banished when it leaves the field: detached, it goes to the GY.
Alembertian 2000 · zone 3 · 0 mats
Hand: Superfactorial, Diameter + 4
GY: Circular, Sigma
Mathmechs in GY: Circular, Sigma
Summons: 3
4

Normal Summon Diameter in zone 2. Its effect revives Circular from your GY to zone 4.

The revived Circular can’t activate its effects; it’s here as material.
Diameter 1000 · zone 2Alembertian 2000 · zone 3Circular 1500 · zone 4
Hand: Superfactorial + 4
GY: Sigma
Used: Normal Summon
Summons: 5
5

Link Summon Cyberse Wicckid in Extra Monster Zone 1 using Diameter and Circular. Wicckid points to zones 2 and 3.

Wicckid 800 · Extra Monster Zone 1Alembertian 2000 · zone 3
Hand: Superfactorial + 4
GY: Sigma, Diameter, Circular
Mathmechs in GY: Sigma, Diameter, Circular
Summons: 6
6

Alembertian’s second effect: Tribute Alembertian and revive Circular from your GY to zone 2. Wicckid’s effect: banish Alembertian from your GY and add Backup @Ignister.

Alembertian can Tribute itself. Circular lands in a zone Wicckid points to, so Wicckid searches a Cyberse Tuner. Banishing Alembertian keeps your Mathmechs in the GY.
Wicckid 800 · Extra Monster Zone 1Circular 1500 · zone 2
Hand: Superfactorial, Backup + 4
GY: Sigma, Diameter
Banished: Alembertian
Summons: 7
7

Special Summon Backup from your hand to zone 3. Its effect adds Micro Coder; discard Micro Coder.

Backup summons itself because Wicckid came from the Extra Deck. The discard isn’t optional; Saber Dragon brings Micro Coder back next step.
Wicckid 800 · Extra Monster Zone 1Circular 1500 · zone 2Backup 1200 · zone 3
Hand: Superfactorial + 4
GY: Sigma, Diameter, Micro Coder
Summons: 8
8

Synchro Summon Firewall Saber Dragon in zone 3 using Backup and Circular. Its effect adds Micro Coder back from your GY.

Backup is a Level 3 Tuner and Circular a Level 4.
Wicckid 800 · Extra Monster Zone 1Saber Dragon 2300 · zone 3
Hand: Superfactorial, Micro Coder + 4
GY: Sigma, Diameter, Circular, Backup
Mathmechs in GY: Sigma, Diameter, Circular
Summons: 9
9

Link Summon Splash Mage in Extra Monster Zone 2 using Wicckid and Saber Dragon. Saber Dragon’s GY effect adds A.I. Connect.

Saber Dragon adds A.I. Connect when it’s Link material. In Extra Monster Zone 2, Splash Mage points down-right to zone 5.
Splash Mage 1100 · Extra Monster Zone 2
Hand: Superfactorial, Micro Coder, A.I. Connect + 4
GY: Sigma, Diameter, Circular, Backup, Wicckid, Saber Dragon
Summons: 10
10

Splash Mage’s effect: revive Backup from your GY to zone 5 in Defense Position. Its effects are negated.

Splash Mage 1100 · Extra Monster Zone 2Backup 800 DEF · zone 5
Hand: Superfactorial, Micro Coder, A.I. Connect + 4
Summons: 11
Lock: Splash Mage: Cyberse only
11

Link Summon Dark Infant @Ignister in zone 5 using Backup. Its effect adds Ignister A.I.Land.

Splash Mage is in an Extra Monster Zone, so Dark Infant has to go to the zone Splash Mage points to: zone 5. A negated Backup is still an @Ignister monster. Dark Infant points left, to zone 4.
Splash Mage 1100 · Extra Monster Zone 2Dark Infant 500 · zone 5
Hand: Superfactorial, Micro Coder, A.I. Connect, A.I.Land + 4
GY: Sigma, Diameter, Circular, Backup, Wicckid, Saber Dragon
Summons: 12
12

Activate A.I. Connect and reveal Micro Coder. It Special Summons Micro Coder to zone 2 and adds Mathmech Addition.

Revealing a DARK Cyberse summons it and adds a non-DARK Level 4 or lower Cyberse.
Splash Mage 1100 · Extra Monster Zone 2Micro Coder 300 · zone 2Dark Infant 500 · zone 5
Hand: Superfactorial, A.I.Land, Addition + 4
Summons: 13
Lock: A.I. Connect: Cyberse only
13

Special Summon Addition from your hand to zone 4, targeting Micro Coder. Link Summon Link Decoder in zone 4 using Addition.

A Link Monster from the Extra Deck has to go to an Extra Monster Zone or a zone a Link Monster points to. Splash Mage’s zone 5 holds Dark Infant, and Dark Infant points left to zone 4. Addition in the GY is your fourth Mathmech name.
Splash Mage 1100 · Extra Monster Zone 2Micro Coder 1300 · zone 2Link Decoder 300 · zone 4Dark Infant 500 · zone 5
Hand: Superfactorial, A.I.Land + 4
Mathmechs in GY: Sigma, Diameter, Circular, Addition
Summons: 15
14

Link Summon Transcode Talker in Extra Monster Zone 2 using Splash Mage and Link Decoder. Link Decoder summons itself from your GY: put it in zone 3 and keep zone 4 empty.

Link Decoder comes back when it’s material for a Cyberse Link with 2300 or more ATK, and it’s banished when it leaves the field again. Coming from the GY, it can go to any Main Monster Zone. Zone 4 is the only zone Transcode points to, and Splash Mage needs it next.
Transcode 2300 · Extra Monster Zone 2Micro Coder 1300 · zone 2Link Decoder 300 · zone 3Dark Infant 500 · zone 5
Hand: Superfactorial, A.I.Land + 4
Summons: 17
15

Transcode’s effect: revive Splash Mage from your GY to zone 4.

Transcode 2300 · Extra Monster Zone 2Micro Coder 1300 · zone 2Link Decoder 300 · zone 3Splash Mage 1100 · zone 4Dark Infant 500 · zone 5
Summons: 18
16

Link Summon Decode Talker Heatsoul in zone 4 using Micro Coder and Splash Mage. Micro Coder’s effect adds Cynet Conflict.

Splash Mage is a Link-2, so it counts as two materials. It’s WATER and Micro Coder is DARK: different Attributes. Micro Coder left from the field, so it could add a Level 4 Cyberse instead; take Conflict.
Transcode 2800 · Extra Monster Zone 2Link Decoder 300 · zone 3Heatsoul 3300 · zone 4Dark Infant 500 · zone 5
Hand: Superfactorial, Conflict, A.I.Land + 4
Summons: 19
17

Heatsoul’s effect: pay 1000 LP and draw 1.

It’s once a turn, and it’s back on their turn, so this is a free card.
Transcode 2800 · Extra Monster Zone 2Link Decoder 300 · zone 3Heatsoul 3300 · zone 4Dark Infant 500 · zone 5
Hand: Superfactorial, Conflict, A.I.Land + 5
LP: 7000

Your choice: keep Heatsoul or keep Transcode

Step 18 as written keeps Heatsoul, which draws again on their turn. You can keep Transcode instead: it protects itself and Terahertz from their card effects that target, but there’s no second draw. To keep Transcode, play this as step 18:

Link Summon Firewall Dragon Darkfluid - Neo Tempest Terahertz in zone 4 using Link Decoder, Dark Infant and Heatsoul. Terahertz’s effect sends Cyberse Desavewurm from your Extra Deck to the GY.

Heatsoul counts as three materials, Link Decoder and Dark Infant as one each: five. Terahertz goes to zone 4, where Heatsoul was: Transcode points there and Terahertz’s top arrow points back at it, so the two are co-linked. Transcode makes them both 500 ATK stronger, and their card effects can’t target either. You end on Transcode 2800 in Extra Monster Zone 2 and Terahertz 6000 in zone 4. With only Extra Monster Zone 1 free, Transcode is in Extra Monster Zone 1, so Terahertz goes to zone 2.

18

Link Summon Firewall Dragon Darkfluid - Neo Tempest Terahertz in Extra Monster Zone 2 using Link Decoder, Dark Infant and Transcode. Terahertz’s effect sends Cyberse Desavewurm from your Extra Deck to the GY.

Transcode counts as three materials, Link Decoder and Dark Infant as one each: five. From the GY, Desavewurm negates a Spell/Trap while you control a Link-4 or higher Cyberse, and Terahertz is a Link-5. Terahertz also gains 2500 ATK.
Terahertz 5500 · Extra Monster Zone 2Heatsoul 2800 · zone 4
Hand: Superfactorial, Conflict, A.I.Land + 5
GY: Desavewurm, Sigma, Diameter, Circular, Addition and the rest
Banished: Alembertian, Link Decoder
Summons: 20
19

Set Superfactorial and Cynet Conflict, and end your turn.

Terahertz 5500 · Extra Monster Zone 2Heatsoul 2800 · zone 4Set: SuperfactorialSet: Cynet Conflict
Hand: A.I.Land + 5
GY: Desavewurm
Mathmechs in GY: Sigma, Diameter, Circular, Addition
LP: 7000
Their turn: Desavewurm, Terahertz sends Packbit, Superfactorial into Laplacian (up to 3 cards), Laplacian negate, Cynet Conflict

Line 4: Backup + a card to discard

Backup, your Normal Summon and any card you can afford to discard, to Terahertz, Heatsoul, Superfactorial and Cynet Conflict. Terahertz sends Micro Coder here instead of Desavewurm, so there’s no Desavewurm in the GY.
Where everything goes. The zones in bold have to be right; everything else can go in any free zone.
Step Summon Using Where
1 Backup (Normal Summon) — zone 3
2 Dark Infant Backup Extra Monster Zone 1
3 Wizard and Backup (Wizard), Defense Position — zones 2 and 3
4 Firewall Saber Dragon Wizard, Backup zone 3
5 Wicckid Dark Infant, Saber Dragon Extra Monster Zone 1: it points to zones 2 and 3
7 Achichi (A.I.Land) — zone 2: Wicckid points there
8 Splash Mage Wicckid, Achichi Extra Monster Zone 2: it points to zone 5
9 Pikari (A.I.Land) — zone 1
10 Wizard (A.I. Connect) — zone 2
11 Circular — zone 3
12 Primathmech Alembertian Pikari, Wizard zone 1, not zone 4 or 5: it stays until step 16
13 Link Decoder Circular zone 5: Splash Mage points there
14 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 2: it points to zone 4
14 Link Decoder (back from the GY) — zone 5, not zone 4
15 Splash Mage (Transcode) — zone 4: Transcode points there
16 Sigma (Alembertian) — zone 1
17 Terahertz Sigma, Link Decoder, Transcode Extra Monster Zone 2
18 Micro Coder (Splash Mage), Defense Position — zone 5
19 Decode Talker Heatsoul Micro Coder, Splash Mage zone 5 or 3: Terahertz points there
Going second, a monster of theirs can be in one of the Extra Monster Zones. Play the same steps, but put each monster where the table for the free Extra Monster Zone says.
Extra Monster Zone 2 taken: only Extra Monster Zone 1 free
Step Summon Using Where
1 Backup (Normal Summon) — zone 3
2 Dark Infant Backup Extra Monster Zone 1
3 Wizard and Backup (Wizard), Defense Position — zones 2 and 3
4 Firewall Saber Dragon Wizard, Backup zone 3
5 Wicckid Dark Infant, Saber Dragon Extra Monster Zone 1: it points to zones 2 and 3
7 Achichi (A.I.Land) — zone 2 or 3: Wicckid points there
8 Splash Mage Wicckid, Achichi Extra Monster Zone 1: it points to zone 3
9 Pikari (A.I.Land) — zone 1
10 Wizard (A.I. Connect) — zone 2
11 Circular — zone 3
12 Primathmech Alembertian Pikari, Wizard zone 1, not zone 2: it stays until step 16
13 Link Decoder Circular zone 3: Splash Mage points there
14 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 1: it points to zone 2
14 Link Decoder (back from the GY) — zone 5, not zone 2: it stays until step 17
15 Splash Mage (Transcode) — zone 2: Transcode points there
16 Sigma (Alembertian) — zone 1
17 Terahertz Sigma, Link Decoder, Transcode Extra Monster Zone 1: it points to zones 1 and 3
18 Micro Coder (Splash Mage), Defense Position — zone 5
19 Decode Talker Heatsoul Micro Coder, Splash Mage zone 3 or 1: Terahertz points there
Extra Monster Zone 1 taken: only Extra Monster Zone 2 free
Step Summon Using Where
1 Backup (Normal Summon) — zone 3
2 Dark Infant Backup Extra Monster Zone 2
3 Wizard and Backup (Wizard), Defense Position — zones 2 and 3
4 Firewall Saber Dragon Wizard, Backup zone 3
5 Wicckid Dark Infant, Saber Dragon Extra Monster Zone 2: it points to zones 4 and 5
7 Achichi (A.I.Land) — zone 4 or 5: Wicckid points there
8 Splash Mage Wicckid, Achichi Extra Monster Zone 2: it points to zone 5
9 Pikari (A.I.Land) — zone 1
10 Wizard (A.I. Connect) — zone 2
11 Circular — zone 3
12 Primathmech Alembertian Pikari, Wizard zone 1, not zone 4 or 5: it stays until step 16
13 Link Decoder Circular zone 5: Splash Mage points there
14 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 2: it points to zone 4
14 Link Decoder (back from the GY) — zone 5, not zone 4: it stays until step 17
15 Splash Mage (Transcode) — zone 4: Transcode points there
16 Sigma (Alembertian) — zone 1
17 Terahertz Sigma, Link Decoder, Transcode Extra Monster Zone 2: it points to zones 3 and 5
18 Micro Coder (Splash Mage), Defense Position — zone 5
19 Decode Talker Heatsoul Micro Coder, Splash Mage zone 5 or 3: Terahertz points there
1

Normal Summon Backup @Ignister in zone 3. Its effect adds Wizard @Ignister; discard your spare card.

Backup’s discard isn’t optional, so this line needs a card you can afford to lose. Keep Wizard: it brings Backup back in step 3.
Backup 1200 · zone 3
Hand: Wizard + 3
GY: your spare card
Used: Normal Summon
Summons: 1
2

Link Summon Dark Infant @Ignister in Extra Monster Zone 1 using Backup. Its effect adds Ignister A.I.Land.

Dark Infant 500 · Extra Monster Zone 1
Hand: Wizard, A.I.Land + 3
GY: your spare card, Backup
Summons: 2
3

Wizard’s effect: Special Summon Wizard from your hand to zone 2 and Backup from your GY to zone 3, both in Defense Position.

Wizard works because Dark Infant came from the Extra Deck, and Backup is a DARK Cyberse in your GY. From here, only Cyberse Special Summons.
Dark Infant 500 · Extra Monster Zone 1Wizard 800 DEF · zone 2Backup 800 DEF · zone 3
Hand: A.I.Land + 3
GY: your spare card
Summons: 4
Lock: Wizard: Cyberse only
4

Synchro Summon Firewall Saber Dragon in zone 3 using Wizard and Backup. Its effect adds Wizard back from your GY.

Backup is a Level 3 Tuner and Wizard a Level 4.
Dark Infant 500 · Extra Monster Zone 1Saber Dragon 2300 · zone 3
Hand: Wizard, A.I.Land + 3
GY: your spare card, Backup
Summons: 5
5

Link Summon Cyberse Wicckid in Extra Monster Zone 1 using Dark Infant and Saber Dragon. Saber Dragon’s GY effect adds A.I. Meet You. Wicckid points to zones 2 and 3.

Saber Dragon adds A.I. Meet You when it’s Link material.
Wicckid 800 · Extra Monster Zone 1
Hand: Wizard, A.I.Land, A.I. Meet You + 3
GY: your spare card, Backup, Dark Infant, Saber Dragon
Summons: 6
6

Activate A.I. Meet You: reveal Decode Talker Heatsoul in your Extra Deck and add Achichi @Ignister.

Heatsoul is FIRE with 2300 ATK, so A.I. Meet You adds the FIRE @Ignister, Achichi. You Link Summon Heatsoul in step 19, so the End Phase damage never happens.
Wicckid 800 · Extra Monster Zone 1
Hand: Wizard, A.I.Land, Achichi + 3
GY: your spare card, Backup, Dark Infant, Saber Dragon, A.I. Meet You
Lock: A.I. Meet You: only Cyberse monster effects
7

Activate A.I.Land. Its effect Special Summons Achichi from your hand to zone 2. Achichi’s effect adds Pikari @Ignister, and Wicckid’s effect banishes Dark Infant from your GY and adds Mathmech Sigma.

Your Main Monster Zones are empty, so A.I.Land works. Achichi lands where Wicckid points, so both search. Wicckid adds a Cyberse Tuner: Sigma.
Wicckid 800 · Extra Monster Zone 1Achichi 800 · zone 2Field Zone: A.I.Land
Hand: Wizard, Pikari, Sigma + 3
Banished: Dark Infant
Summons: 7
Lock: A.I.Land: Cyberse only
8

Link Summon Splash Mage in Extra Monster Zone 2 using Wicckid and Achichi.

In Extra Monster Zone 2, Splash Mage points down-right to zone 5.
Splash Mage 1100 · Extra Monster Zone 2Field Zone: A.I.Land
Hand: Wizard, Pikari, Sigma + 3
GY: your spare card, Backup, Saber Dragon, Wicckid, Achichi, A.I. Meet You
Summons: 8
9

A.I.Land’s effect: Special Summon Pikari from your hand to zone 1. Pikari’s effect adds A.I. Connect.

Your Main Monster Zones are empty again. Pikari is LIGHT, a different Attribute from Achichi, so A.I.Land allows it.
Splash Mage 1100 · Extra Monster Zone 2Pikari 1200 · zone 1Field Zone: A.I.Land
Hand: Wizard, Sigma, A.I. Connect + 3
Summons: 9
10

Activate A.I. Connect and reveal Wizard. It Special Summons Wizard to zone 2 and adds Mathmech Circular.

Revealing a DARK Cyberse summons it and adds a non-DARK Level 4 or lower Cyberse.
Splash Mage 1100 · Extra Monster Zone 2Pikari 1200 · zone 1Wizard 1800 · zone 2Field Zone: A.I.Land
Hand: Sigma, Circular + 3
Summons: 10
11

Special Summon Circular from your hand to zone 3 by sending Mathmech Diameter from your Deck to the GY.

Splash Mage 1100 · Extra Monster Zone 2Pikari 1200 · zone 1Wizard 1800 · zone 2Circular 1500 · zone 3Field Zone: A.I.Land
Hand: Sigma + 3
Mathmechs in GY: Diameter
Summons: 11
Lock: Circular: one attacker this turn
12

Xyz Summon Primathmech Alembertian in zone 1 using Pikari and Wizard. Circular’s second effect adds Mathmech Superfactorial, and Alembertian’s effect detaches both materials and adds Mathmech Addition.

Alembertian is a Mathmech, so summoning it with Circular on the field makes Circular search. Pikari and Wizard are both Level 4.
Splash Mage 1100 · Extra Monster Zone 2Alembertian 2000 · zone 1 · 0 matsCircular 1500 · zone 3Field Zone: A.I.Land
Hand: Sigma, Superfactorial, Addition + 3
Summons: 12
13

Link Summon Link Decoder in zone 5 using Circular.

Splash Mage points to zone 5. Circular in the GY is your second Mathmech name.
Splash Mage 1100 · Extra Monster Zone 2Alembertian 2000 · zone 1Link Decoder 300 · zone 5Field Zone: A.I.Land
Mathmechs in GY: Diameter, Circular
Summons: 13
14

Link Summon Transcode Talker in Extra Monster Zone 2 using Splash Mage and Link Decoder. Link Decoder summons itself from your GY: put it in zone 5 and keep zone 4 empty.

Link Decoder comes back when it’s material for a Cyberse Link with 2300 or more ATK, and it’s banished when it leaves the field again. Coming from the GY, it can go to any Main Monster Zone. Zone 4 is the only zone Transcode points to, and Splash Mage needs it next.
Transcode 2300 · Extra Monster Zone 2Alembertian 2000 · zone 1Link Decoder 300 · zone 5Field Zone: A.I.Land
Summons: 15
15

Transcode’s effect: revive Splash Mage from your GY to zone 4.

Transcode 2300 · Extra Monster Zone 2Alembertian 2000 · zone 1Splash Mage 1100 · zone 4Link Decoder 300 · zone 5Field Zone: A.I.Land
Summons: 16
16

Alembertian’s second effect: Tribute Alembertian and Special Summon Sigma from your hand to zone 1.

Sigma summoned by another card’s effect isn’t banished when it leaves the field, so it reaches the GY as Terahertz’s material: your third Mathmech name.
Transcode 2300 · Extra Monster Zone 2Sigma 1000 · zone 1Splash Mage 1100 · zone 4Link Decoder 300 · zone 5Field Zone: A.I.Land
Hand: Superfactorial, Addition + 3
Summons: 17
17

Link Summon Firewall Dragon Darkfluid - Neo Tempest Terahertz in Extra Monster Zone 2 using Sigma, Link Decoder and Transcode. Terahertz’s effect sends Micro Coder from your Deck to the GY.

Transcode counts as three materials, Sigma and Link Decoder as one each: five. Micro Coder is still in your Deck in this line, and Splash Mage brings it back next. Terahertz gains 2500 ATK.
Terahertz 5500 · Extra Monster Zone 2Splash Mage 1100 · zone 4Field Zone: A.I.Land
Hand: Superfactorial, Addition + 3
GY: Micro Coder, Diameter, Circular, Sigma and the rest
Banished: Dark Infant, Link Decoder
Mathmechs in GY: Diameter, Circular, Sigma
Summons: 18
18

Splash Mage’s effect: revive Micro Coder from your GY to zone 5 in Defense Position. Its effects are negated.

Terahertz 5500 · Extra Monster Zone 2Splash Mage 1100 · zone 4Micro Coder 0 DEF · zone 5Field Zone: A.I.Land
Summons: 19
Lock: Splash Mage: Cyberse only
19

Link Summon Decode Talker Heatsoul in zone 5 using Micro Coder and Splash Mage. Micro Coder’s effect adds Cynet Conflict.

Terahertz points down-left and down-right, to zones 3 and 5, so Heatsoul goes in one of those. Micro Coder’s effects are only negated while it’s on the field, so its GY effect still searches. WATER and DARK are different Attributes.
Terahertz 5500 · Extra Monster Zone 2Heatsoul 2300 · zone 5Field Zone: A.I.Land
Hand: Superfactorial, Conflict, Addition + 3
Summons: 20
20

Heatsoul’s effect: pay 1000 LP and draw 1.

It’s once a turn, and it’s back on their turn, so this is a free card.
Terahertz 5500 · Extra Monster Zone 2Heatsoul 2300 · zone 5Field Zone: A.I.Land
Hand: Superfactorial, Conflict, Addition + 4
LP: 7000
21

Set Superfactorial and Cynet Conflict, and end your turn.

Terahertz 5500 · Extra Monster Zone 2Heatsoul 2300 · zone 5Field Zone: A.I.LandSet: SuperfactorialSet: Cynet Conflict
Hand: Addition + 4
Mathmechs in GY: Diameter, Circular, Sigma
LP: 7000
Their turn: Terahertz sends Packbit, Superfactorial into Laplacian (up to 3 cards), Laplacian negate, Cynet Conflict

Line 5: Backup + Addition + a card to discard

Backup, Addition, your Normal Summon and any card you can afford to discard, to Terahertz, Heatsoul, Superfactorial and Cynet Conflict, with Desavewurm in the GY.
Where everything goes. The zones in bold have to be right; everything else can go in any free zone.
Step Summon Using Where
1 Backup (Normal Summon) — zone 3
2 Addition — zone 2
3 Firewall Saber Dragon Backup, Addition zone 3
4 Backup (from your hand) — zone 2
5 Dark Infant Backup Extra Monster Zone 1
6 Splash Mage Saber Dragon, Dark Infant Extra Monster Zone 2: it points to zone 5
7 Micro Coder (A.I. Connect) — zone 2, not zone 4 or 5: it stays until step 12
8 Circular — zone 1, not zone 4 or 5: it stays until step 14
8 Diameter (Splash Mage), Defense Position — zone 5
9 Link Decoder Diameter zone 5: Splash Mage points there
10 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 2: it points to zone 4
10 Link Decoder (back from the GY) — zone 5, not zone 4
11 Splash Mage (Transcode) — zone 4: Transcode points there
12 Decode Talker Heatsoul Micro Coder, Splash Mage zone 4: Transcode points there
14 Terahertz Circular, Link Decoder, Transcode Extra Monster Zone 2
Going second, a monster of theirs can be in one of the Extra Monster Zones. Play the same steps, but put each monster where the table for the free Extra Monster Zone says.
Extra Monster Zone 2 taken: only Extra Monster Zone 1 free
Step Summon Using Where
1 Backup (Normal Summon) — zone 3
2 Addition — zone 2
3 Firewall Saber Dragon Backup, Addition zone 3
4 Backup (from your hand) — zone 2
5 Dark Infant Backup Extra Monster Zone 1
6 Splash Mage Saber Dragon, Dark Infant Extra Monster Zone 1: it points to zone 3
7 Micro Coder (A.I. Connect) — zone 4, not zone 2 or 3: it stays until step 12
8 Circular — zone 1, not zone 2 or 3: it stays until step 14
8 Diameter (Splash Mage), Defense Position — zone 5
9 Link Decoder Diameter zone 3: Splash Mage points there
10 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 1: it points to zone 2
10 Link Decoder (back from the GY) — zone 5, not zone 2: it stays until step 14
11 Splash Mage (Transcode) — zone 2: Transcode points there
12 Decode Talker Heatsoul Micro Coder, Splash Mage zone 2: Transcode points there
14 Terahertz Circular, Link Decoder, Transcode Extra Monster Zone 1: it points to zones 1 and 3
Extra Monster Zone 1 taken: only Extra Monster Zone 2 free
Step Summon Using Where
1 Backup (Normal Summon) — zone 3
2 Addition — zone 2
3 Firewall Saber Dragon Backup, Addition zone 3
4 Backup (from your hand) — zone 2
5 Dark Infant Backup Extra Monster Zone 2
6 Splash Mage Saber Dragon, Dark Infant Extra Monster Zone 2: it points to zone 5
7 Micro Coder (A.I. Connect) — zone 2, not zone 4 or 5: it stays until step 12
8 Circular — zone 1, not zone 4 or 5: it stays until step 14
8 Diameter (Splash Mage), Defense Position — zone 5
9 Link Decoder Diameter zone 5: Splash Mage points there
10 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 2: it points to zone 4
10 Link Decoder (back from the GY) — zone 5, not zone 4: it stays until step 14
11 Splash Mage (Transcode) — zone 4: Transcode points there
12 Decode Talker Heatsoul Micro Coder, Splash Mage zone 4: Transcode points there
14 Terahertz Circular, Link Decoder, Transcode Extra Monster Zone 2: it points to zones 3 and 5
1

Normal Summon Backup @Ignister in zone 3. Its effect adds Micro Coder; discard your spare card.

Backup’s discard isn’t optional, so this line needs a card you can afford to lose. Keep Addition and Micro Coder.
Backup 1200 · zone 3
Hand: Addition, Micro Coder + 2
GY: your spare card
Used: Normal Summon
Summons: 1
2

Special Summon Mathmech Addition from your hand to zone 2, targeting Backup.

Addition summons itself by targeting a face-up monster, which gains 1000 ATK this turn. From here, only Cyberse monsters from the Extra Deck.
Addition 1000 · zone 2Backup 2200 · zone 3
Hand: Micro Coder + 2
Summons: 2
Lock: Addition: Cyberse only from the Extra Deck
3

Synchro Summon Firewall Saber Dragon in zone 3 using Backup and Addition. Its effect adds Backup back from your GY.

Backup is a Level 3 Tuner and Addition a Level 4. Addition in the GY is your first Mathmech name.
Saber Dragon 2300 · zone 3
Hand: Backup, Micro Coder + 2
GY: your spare card, Addition
Mathmechs in GY: Addition
Summons: 3
4

Special Summon Backup from your hand to zone 2.

Backup summons itself because Saber Dragon came from the Extra Deck. Its search is already used this turn.
Backup 1200 · zone 2Saber Dragon 2300 · zone 3
Hand: Micro Coder + 2
Summons: 4
5

Link Summon Dark Infant @Ignister in Extra Monster Zone 1 using Backup. Its effect adds Ignister A.I.Land.

Dark Infant 500 · Extra Monster Zone 1Saber Dragon 2300 · zone 3
Hand: Micro Coder, A.I.Land + 2
GY: your spare card, Addition, Backup
Summons: 5
6

Link Summon Splash Mage in Extra Monster Zone 2 using Saber Dragon and Dark Infant. Saber Dragon’s GY effect adds A.I. Connect.

Saber Dragon adds A.I. Connect when it’s Link material. In Extra Monster Zone 2, Splash Mage points down-right to zone 5.
Splash Mage 1100 · Extra Monster Zone 2
Hand: Micro Coder, A.I.Land, A.I. Connect + 2
GY: your spare card, Addition, Backup, Dark Infant, Saber Dragon
Summons: 6
7

Activate A.I. Connect and reveal Micro Coder. It Special Summons Micro Coder to zone 2 and adds Mathmech Circular.

Revealing a DARK Cyberse summons it and adds a non-DARK Level 4 or lower Cyberse.
Splash Mage 1100 · Extra Monster Zone 2Micro Coder 300 · zone 2
Hand: A.I.Land, Circular + 2
Summons: 7
Lock: A.I. Connect: Cyberse only
8

Special Summon Circular from your hand to zone 1 by sending Mathmech Diameter from your Deck to the GY. Splash Mage’s effect revives Diameter to zone 5 in Defense Position, and Circular’s second effect adds Mathmech Superfactorial.

Sigma can’t summon itself while Splash Mage is in an Extra Monster Zone, so send Diameter and let Splash Mage bring it back. That summon is what makes Circular search.
Splash Mage 1100 · Extra Monster Zone 2Circular 1500 · zone 1Micro Coder 300 · zone 2Diameter 1500 DEF · zone 5
Hand: A.I.Land, Superfactorial + 2
Summons: 9
Lock: Circular: one attacker this turn
9

Link Summon Link Decoder in zone 5 using Diameter.

Splash Mage points to zone 5. Diameter in the GY is your second Mathmech name.
Splash Mage 1100 · Extra Monster Zone 2Circular 1500 · zone 1Micro Coder 300 · zone 2Link Decoder 300 · zone 5
Mathmechs in GY: Addition, Diameter
Summons: 10
10

Link Summon Transcode Talker in Extra Monster Zone 2 using Splash Mage and Link Decoder. Link Decoder summons itself from your GY: put it in zone 5 and keep zone 4 empty.

Link Decoder comes back when it’s material for a Cyberse Link with 2300 or more ATK, and it’s banished when it leaves the field again. Coming from the GY, it can go to any Main Monster Zone. Zone 4 is the only zone Transcode points to, and Splash Mage needs it next.
Transcode 2300 · Extra Monster Zone 2Circular 1500 · zone 1Micro Coder 300 · zone 2Link Decoder 300 · zone 5
Summons: 12
11

Transcode’s effect: revive Splash Mage from your GY to zone 4.

Transcode 2300 · Extra Monster Zone 2Circular 1500 · zone 1Micro Coder 300 · zone 2Splash Mage 1100 · zone 4Link Decoder 300 · zone 5
Summons: 13
12

Link Summon Decode Talker Heatsoul in zone 4 using Micro Coder and Splash Mage. Micro Coder’s effect adds Cynet Conflict.

Splash Mage is a Link-2, so it counts as two materials. It’s WATER and Micro Coder is DARK: different Attributes. Micro Coder left from the field, so it could add a Level 4 Cyberse instead; take Conflict.
Transcode 2800 · Extra Monster Zone 2Circular 1500 · zone 1Heatsoul 3300 · zone 4Link Decoder 300 · zone 5
Hand: A.I.Land, Superfactorial, Conflict + 2
Summons: 14
13

Heatsoul’s effect: pay 1000 LP and draw 1.

It’s once a turn, and it’s back on their turn, so this is a free card.
Transcode 2800 · Extra Monster Zone 2Circular 1500 · zone 1Heatsoul 3300 · zone 4Link Decoder 300 · zone 5
Hand: A.I.Land, Superfactorial, Conflict + 3
LP: 7000

Your choice: keep Heatsoul or keep Transcode

Step 14 as written keeps Heatsoul, which draws again on their turn. You can keep Transcode instead: it protects itself and Terahertz from their card effects that target, but there’s no second draw. To keep Transcode, play this as step 14:

Link Summon Firewall Dragon Darkfluid - Neo Tempest Terahertz in zone 4 using Circular, Link Decoder and Heatsoul. Terahertz’s effect sends Cyberse Desavewurm from your Extra Deck to the GY.

Heatsoul counts as three materials, Circular and Link Decoder as one each: five. Terahertz goes to zone 4, where Heatsoul was: Transcode points there and Terahertz’s top arrow points back at it, so the two are co-linked. Transcode makes them both 500 ATK stronger, and their card effects can’t target either. You end on Transcode 2800 in Extra Monster Zone 2 and Terahertz 6000 in zone 4. With only Extra Monster Zone 1 free, Transcode is in Extra Monster Zone 1, so Terahertz goes to zone 2.

14

Link Summon Firewall Dragon Darkfluid - Neo Tempest Terahertz in Extra Monster Zone 2 using Circular, Link Decoder and Transcode. Terahertz’s effect sends Cyberse Desavewurm from your Extra Deck to the GY.

Transcode counts as three materials, Circular and Link Decoder as one each: five. Circular in the GY is your third Mathmech name. From the GY, Desavewurm negates a Spell/Trap while you control a Link-4 or higher Cyberse, and Terahertz is a Link-5. Terahertz also gains 2500 ATK.
Terahertz 5500 · Extra Monster Zone 2Heatsoul 2800 · zone 4
Hand: A.I.Land, Superfactorial, Conflict + 3
GY: Desavewurm, Addition, Diameter, Circular and the rest
Banished: Link Decoder
Mathmechs in GY: Addition, Diameter, Circular
Summons: 15
15

Set Superfactorial and Cynet Conflict, and end your turn.

Terahertz 5500 · Extra Monster Zone 2Heatsoul 2800 · zone 4Set: SuperfactorialSet: Cynet Conflict
Hand: A.I.Land + 3
GY: Desavewurm
Mathmechs in GY: Addition, Diameter, Circular
LP: 7000
Their turn: Desavewurm, Terahertz sends Packbit, Superfactorial into Laplacian (up to 3 cards), Laplacian negate, Cynet Conflict

Line 6: Sigma + a Level 4

Sigma and any Level 4 monster you can Normal Summon except Diameter (step 4 sends your only copy from the Deck), to Terahertz and Superfactorial, with Desavewurm in the GY. There’s no Heatsoul and no Cynet Conflict in this line.
Where everything goes. The zones in bold have to be right; everything else can go in any free zone.
Step Summon Using Where
1 Sigma (from your hand) — zone 2
2 Your Level 4 (Normal Summon) — zone 3
3 Primathmech Alembertian Sigma, your Level 4 zone 3
4 Circular — zone 2
5 Diameter (Alembertian) — zone 3
6 Splash Mage Diameter, Circular Extra Monster Zone 2: it points to zone 5
7 Circular (Splash Mage), Defense Position — zone 5
8 Link Decoder Circular zone 5: Splash Mage points there
9 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 2: it points to zone 4
9 Link Decoder (back from the GY) — zone 5, not zone 4
10 Splash Mage (Transcode) — zone 4: Transcode points there
11 Terahertz Splash Mage, Link Decoder, Transcode Extra Monster Zone 2
Going second, a monster of theirs can be in one of the Extra Monster Zones. Play the same steps, but put each monster where the table for the free Extra Monster Zone says.
Extra Monster Zone 2 taken: only Extra Monster Zone 1 free
Step Summon Using Where
1 Sigma (from your hand) — zone 2
2 Your Level 4 (Normal Summon) — zone 3
3 Primathmech Alembertian Sigma, your Level 4 zone 3
4 Circular — zone 2
5 Diameter (Alembertian) — zone 3
6 Splash Mage Diameter, Circular Extra Monster Zone 1: it points to zone 3
7 Circular (Splash Mage), Defense Position — zone 5
8 Link Decoder Circular zone 3: Splash Mage points there
9 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 1: it points to zone 2
9 Link Decoder (back from the GY) — zone 5, not zone 2: it stays until step 11
10 Splash Mage (Transcode) — zone 2: Transcode points there
11 Terahertz Splash Mage, Link Decoder, Transcode Extra Monster Zone 1: it points to zones 1 and 3
Extra Monster Zone 1 taken: only Extra Monster Zone 2 free
Step Summon Using Where
1 Sigma (from your hand) — zone 2
2 Your Level 4 (Normal Summon) — zone 3
3 Primathmech Alembertian Sigma, your Level 4 zone 3
4 Circular — zone 2
5 Diameter (Alembertian) — zone 3
6 Splash Mage Diameter, Circular Extra Monster Zone 2: it points to zone 5
7 Circular (Splash Mage), Defense Position — zone 5
8 Link Decoder Circular zone 5: Splash Mage points there
9 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 2: it points to zone 4
9 Link Decoder (back from the GY) — zone 5, not zone 4: it stays until step 11
10 Splash Mage (Transcode) — zone 4: Transcode points there
11 Terahertz Splash Mage, Link Decoder, Transcode Extra Monster Zone 2: it points to zones 3 and 5
1

Sigma’s effect: Special Summon Mathmech Sigma from your hand to zone 2.

Sigma summons itself while you control no monster in an Extra Monster Zone. From here, only Cyberse monsters from the Extra Deck.
Sigma 1000 · zone 2
Hand: your Level 4 + 3
Summons: 1
Lock: Sigma: Cyberse only from the Extra Deck
2

Normal Summon your Level 4 monster in zone 3.

Sigma 1000 · zone 2your Level 4 · zone 3
Hand: 3 others
Used: Normal Summon
Summons: 2
3

Xyz Summon Primathmech Alembertian in zone 3 using Sigma and your Level 4. Its effect: detach both materials and add Mathmech Circular.

Alembertian takes any two Level 4 monsters. As Xyz material, Sigma isn’t banished when it leaves the field: detached, it goes to the GY, your first Mathmech name.
Alembertian 2000 · zone 3 · 0 mats
Hand: Circular + 3
GY: Sigma, your Level 4
Mathmechs in GY: Sigma
Summons: 3
4

Special Summon Circular from your hand to zone 2 by sending Mathmech Diameter from your Deck to the GY.

Circular 1500 · zone 2Alembertian 2000 · zone 3
Hand: 3 others
GY: Sigma, your Level 4, Diameter
Summons: 4
Lock: Circular: one attacker this turn
5

Alembertian’s second effect: Tribute Alembertian and revive Diameter from your GY to zone 3. Circular’s second effect adds Mathmech Superfactorial.

Alembertian can Tribute itself. Diameter is a Mathmech summoned while Circular is on the field, so Circular searches.
Circular 1500 · zone 2Diameter 1000 · zone 3
Hand: Superfactorial + 3
GY: Sigma, your Level 4, Alembertian
Summons: 5
6

Link Summon Splash Mage in Extra Monster Zone 2 using Diameter and Circular.

In Extra Monster Zone 2, Splash Mage points down-right to zone 5. Diameter and Circular in the GY make three Mathmech names with Sigma.
Splash Mage 1100 · Extra Monster Zone 2
Hand: Superfactorial + 3
GY: Sigma, your Level 4, Alembertian, Diameter, Circular
Mathmechs in GY: Sigma, Diameter, Circular
Summons: 6
7

Splash Mage’s effect: revive Circular from your GY to zone 5 in Defense Position. Its effects are negated.

Splash Mage 1100 · Extra Monster Zone 2Circular 1500 DEF · zone 5
Summons: 7
Lock: Splash Mage: Cyberse only
8

Link Summon Link Decoder in zone 5 using Circular.

Splash Mage points to zone 5. Circular goes back to the GY.
Splash Mage 1100 · Extra Monster Zone 2Link Decoder 300 · zone 5
Mathmechs in GY: Sigma, Diameter, Circular
Summons: 8
9

Link Summon Transcode Talker in Extra Monster Zone 2 using Splash Mage and Link Decoder. Link Decoder summons itself from your GY: put it in zone 5 and keep zone 4 empty.

Link Decoder comes back when it’s material for a Cyberse Link with 2300 or more ATK, and it’s banished when it leaves the field again. Coming from the GY, it can go to any Main Monster Zone. Zone 4 is the only zone Transcode points to, and Splash Mage needs it next.
Transcode 2300 · Extra Monster Zone 2Link Decoder 300 · zone 5
Summons: 10
10

Transcode’s effect: revive Splash Mage from your GY to zone 4.

Transcode 2300 · Extra Monster Zone 2Splash Mage 1100 · zone 4Link Decoder 300 · zone 5
Summons: 11
11

Link Summon Firewall Dragon Darkfluid - Neo Tempest Terahertz in Extra Monster Zone 2 using Splash Mage, Link Decoder and Transcode. Terahertz’s effect sends Cyberse Desavewurm from your Extra Deck to the GY.

Transcode counts as three materials, Splash Mage and Link Decoder as one each: five. From the GY, Desavewurm negates a Spell/Trap while you control a Link-4 or higher Cyberse, and Terahertz is a Link-5. Terahertz also gains 2500 ATK.
Terahertz 5500 · Extra Monster Zone 2
Hand: Superfactorial + 3
GY: Desavewurm, Sigma, Diameter, Circular and the rest
Banished: Link Decoder
Summons: 12
12

Set Superfactorial and end your turn.

Terahertz 5500 · Extra Monster Zone 2Set: Superfactorial
Hand: 3 others
GY: Desavewurm
Mathmechs in GY: Sigma, Diameter, Circular
Their turn: Desavewurm, Terahertz sends Packbit, Superfactorial into Laplacian (up to 3 cards), Laplacian negate

Line 7: Cynet Mining + any card to send

Cynet Mining, any other card to send, and your Normal Summon. Mining adds Circular, and Circular goes to Terahertz, Heatsoul, Superfactorial and Cynet Conflict, with Desavewurm in the GY.

Before you start: what to send

Mining sends a card from your hand to the GY. Send one this line doesn’t use, best first:

Keep your other hand traps for their turn (Set Infinite Impermanence), Crossout Designator, and the cards this line uses: Sigma, Diameter, Addition, Micro Coder, Superfactorial, Cynet Conflict, A.I. Connect and Ignister A.I.Land.

Drew Sigma? Keep it in your hand: it can summon itself from there too. At step 2, have Circular send Mathmech Multiplication instead (this line doesn’t use it), and at step 3 summon Sigma from your hand instead of the GY. Both happen before your first Link Summon, as Sigma needs.

Where everything goes. The zones in bold have to be right; everything else can go in any free zone.
Step Summon Using Where
2 Circular — zone 3
3 Sigma (from the GY) — zone 2
4 Primathmech Alembertian Circular, Sigma zone 3
5 Diameter (Normal Summon) — zone 2
5 Circular (Diameter) — zone 4
6 Wicckid Diameter, Circular Extra Monster Zone 1: it points to zones 2 and 3
7 Circular (Alembertian) — zone 2: Wicckid points there
8 Backup — zone 3
9 Firewall Saber Dragon Backup, Circular zone 3
10 Splash Mage Wicckid, Saber Dragon Extra Monster Zone 2: it points to zone 5
11 Backup (Splash Mage), Defense Position — zone 5
12 Dark Infant Backup zone 5: Splash Mage points there
13 Micro Coder (A.I. Connect) — zone 2, not zone 4 or 5: it stays until step 17
14 Addition — zone 4
14 Link Decoder Addition zone 4: Dark Infant points there
15 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 2: it points to zone 4
15 Link Decoder (back from the GY) — zone 3, not zone 4
16 Splash Mage (Transcode) — zone 4: Transcode points there
17 Decode Talker Heatsoul Micro Coder, Splash Mage zone 4: Transcode points there
19 Terahertz Link Decoder, Dark Infant, Transcode Extra Monster Zone 2
Going second, a monster of theirs can be in one of the Extra Monster Zones. Play the same steps, but put each monster where the table for the free Extra Monster Zone says.
Extra Monster Zone 2 taken: only Extra Monster Zone 1 free
Step Summon Using Where
2 Circular — zone 3
3 Sigma (from the GY) — zone 2
4 Primathmech Alembertian Circular, Sigma zone 3
5 Diameter (Normal Summon) — zone 2
5 Circular (Diameter) — zone 4
6 Wicckid Diameter, Circular Extra Monster Zone 1: it points to zones 2 and 3
7 Circular (Alembertian) — zone 2 or 3: Wicckid points there
8 Backup — zone 3
9 Firewall Saber Dragon Backup, Circular zone 3
10 Splash Mage Wicckid, Saber Dragon Extra Monster Zone 1: it points to zone 3
11 Backup (Splash Mage), Defense Position — zone 5
12 Dark Infant Backup zone 3: Splash Mage points there
13 Micro Coder (A.I. Connect) — zone 1, not zone 2: it stays until step 17
14 Addition — zone 4
14 Link Decoder Addition zone 2: Dark Infant points there
15 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 1: it points to zone 2
15 Link Decoder (back from the GY) — zone 4, not zone 2: it stays until step 19
16 Splash Mage (Transcode) — zone 2: Transcode points there
17 Decode Talker Heatsoul Micro Coder, Splash Mage zone 2: Transcode points there
19 Terahertz Link Decoder, Dark Infant, Transcode Extra Monster Zone 1: it points to zones 1 and 3
Extra Monster Zone 1 taken: only Extra Monster Zone 2 free
Step Summon Using Where
2 Circular — zone 3
3 Sigma (from the GY) — zone 2
4 Primathmech Alembertian Circular, Sigma zone 3
5 Diameter (Normal Summon) — zone 2
5 Circular (Diameter) — zone 4
6 Wicckid Diameter, Circular Extra Monster Zone 2: it points to zones 4 and 5
7 Circular (Alembertian) — zone 4 or 5: Wicckid points there
8 Backup — zone 3
9 Firewall Saber Dragon Backup, Circular zone 3
10 Splash Mage Wicckid, Saber Dragon Extra Monster Zone 2: it points to zone 5
11 Backup (Splash Mage), Defense Position — zone 5
12 Dark Infant Backup zone 5: Splash Mage points there
13 Micro Coder (A.I. Connect) — zone 2, not zone 4: it stays until step 17
14 Addition — zone 4
14 Link Decoder Addition zone 4: Dark Infant points there
15 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 2: it points to zone 4
15 Link Decoder (back from the GY) — zone 3, not zone 4: it stays until step 19
16 Splash Mage (Transcode) — zone 4: Transcode points there
17 Decode Talker Heatsoul Micro Coder, Splash Mage zone 4: Transcode points there
19 Terahertz Link Decoder, Dark Infant, Transcode Extra Monster Zone 2: it points to zones 3 and 5
1

Activate Cynet Mining: send a card this line doesn’t use (see Before you start) from your hand to the GY and add Mathmech Circular.

Mining doesn’t limit what you can summon, and from here on the line only uses Circular from your hand.
no monsters
Hand: Circular + 3
GY: Cynet Mining, the card you sent
2

Special Summon Mathmech Circular from your hand to zone 3 by sending Mathmech Sigma from your Deck to the GY.

Sending Sigma is the cost. Sigma summons itself from the GY next, and that summon is what makes Circular search.
Circular 1500 · zone 3
Hand: 3 others
GY: Cynet Mining, the card you sent, Sigma
Summons: 1
Lock: Circular: one attacker this turn
3

Sigma’s effect: Special Summon it from your GY to zone 2. Circular’s second effect adds Mathmech Superfactorial.

Sigma only summons itself while you control no monster in an Extra Monster Zone, so it comes before any Link Summon. A Mathmech summoned while Circular is on the field makes Circular search.
Sigma 1000 · zone 2Circular 1500 · zone 3
Hand: Superfactorial + 3
GY: Cynet Mining, the card you sent
Summons: 2
Lock: Sigma: Cyberse only from the Extra Deck
4

Xyz Summon Primathmech Alembertian in zone 3 using Circular and Sigma. Its effect: detach both materials and add Mathmech Diameter.

As Xyz material, Sigma isn’t banished when it leaves the field: detached, it goes to the GY.
Alembertian 2000 · zone 3 · 0 mats
Hand: Superfactorial, Diameter + 3
GY: Cynet Mining, the card you sent, Circular, Sigma
Mathmechs in GY: Circular, Sigma
Summons: 3
5

Normal Summon Diameter in zone 2. Its effect revives Circular from your GY to zone 4.

The revived Circular can’t activate its effects; it’s here as material.
Diameter 1000 · zone 2Alembertian 2000 · zone 3Circular 1500 · zone 4
Hand: Superfactorial + 3
GY: Cynet Mining, the card you sent, Sigma
Used: Normal Summon
Summons: 5
6

Link Summon Cyberse Wicckid in Extra Monster Zone 1 using Diameter and Circular. Wicckid points to zones 2 and 3.

Wicckid 800 · Extra Monster Zone 1Alembertian 2000 · zone 3
Hand: Superfactorial + 3
GY: Cynet Mining, the card you sent, Sigma, Diameter, Circular
Mathmechs in GY: Sigma, Diameter, Circular
Summons: 6
7

Alembertian’s second effect: Tribute Alembertian and revive Circular from your GY to zone 2. Wicckid’s effect: banish Alembertian from your GY and add Backup @Ignister.

Alembertian can Tribute itself. Circular lands in a zone Wicckid points to, so Wicckid searches a Cyberse Tuner. Banishing Alembertian keeps your Mathmechs in the GY.
Wicckid 800 · Extra Monster Zone 1Circular 1500 · zone 2
Hand: Superfactorial, Backup + 3
GY: Cynet Mining, the card you sent, Sigma, Diameter
Banished: Alembertian
Summons: 7
8

Special Summon Backup from your hand to zone 3. Its effect adds Micro Coder; discard Micro Coder.

Backup summons itself because Wicckid came from the Extra Deck. The discard isn’t optional; Saber Dragon brings Micro Coder back next step.
Wicckid 800 · Extra Monster Zone 1Circular 1500 · zone 2Backup 1200 · zone 3
Hand: Superfactorial + 3
GY: Cynet Mining, the card you sent, Sigma, Diameter, Micro Coder
Summons: 8
9

Synchro Summon Firewall Saber Dragon in zone 3 using Backup and Circular. Its effect adds Micro Coder back from your GY.

Backup is a Level 3 Tuner and Circular a Level 4.
Wicckid 800 · Extra Monster Zone 1Saber Dragon 2300 · zone 3
Hand: Superfactorial, Micro Coder + 3
GY: Cynet Mining, the card you sent, Sigma, Diameter, Circular, Backup
Mathmechs in GY: Sigma, Diameter, Circular
Summons: 9
10

Link Summon Splash Mage in Extra Monster Zone 2 using Wicckid and Saber Dragon. Saber Dragon’s GY effect adds A.I. Connect.

Saber Dragon adds A.I. Connect when it’s Link material. In Extra Monster Zone 2, Splash Mage points down-right to zone 5.
Splash Mage 1100 · Extra Monster Zone 2
Hand: Superfactorial, Micro Coder, A.I. Connect + 3
GY: Cynet Mining, the card you sent, Sigma, Diameter, Circular, Backup, Wicckid, Saber Dragon
Summons: 10
11

Splash Mage’s effect: revive Backup from your GY to zone 5 in Defense Position. Its effects are negated.

Splash Mage 1100 · Extra Monster Zone 2Backup 800 DEF · zone 5
Hand: Superfactorial, Micro Coder, A.I. Connect + 3
Summons: 11
Lock: Splash Mage: Cyberse only
12

Link Summon Dark Infant @Ignister in zone 5 using Backup. Its effect adds Ignister A.I.Land.

Splash Mage is in an Extra Monster Zone, so Dark Infant has to go to the zone Splash Mage points to: zone 5. A negated Backup is still an @Ignister monster. Dark Infant points left, to zone 4.
Splash Mage 1100 · Extra Monster Zone 2Dark Infant 500 · zone 5
Hand: Superfactorial, Micro Coder, A.I. Connect, A.I.Land + 3
GY: Cynet Mining, the card you sent, Sigma, Diameter, Circular, Backup, Wicckid, Saber Dragon
Summons: 12
13

Activate A.I. Connect and reveal Micro Coder. It Special Summons Micro Coder to zone 2 and adds Mathmech Addition.

Revealing a DARK Cyberse summons it and adds a non-DARK Level 4 or lower Cyberse.
Splash Mage 1100 · Extra Monster Zone 2Micro Coder 300 · zone 2Dark Infant 500 · zone 5
Hand: Superfactorial, A.I.Land, Addition + 3
Summons: 13
Lock: A.I. Connect: Cyberse only
14

Special Summon Addition from your hand to zone 4, targeting Micro Coder. Link Summon Link Decoder in zone 4 using Addition.

A Link Monster from the Extra Deck has to go to an Extra Monster Zone or a zone a Link Monster points to. Splash Mage’s zone 5 holds Dark Infant, and Dark Infant points left to zone 4. Addition in the GY is your fourth Mathmech name.
Splash Mage 1100 · Extra Monster Zone 2Micro Coder 1300 · zone 2Link Decoder 300 · zone 4Dark Infant 500 · zone 5
Hand: Superfactorial, A.I.Land + 3
Mathmechs in GY: Sigma, Diameter, Circular, Addition
Summons: 15
15

Link Summon Transcode Talker in Extra Monster Zone 2 using Splash Mage and Link Decoder. Link Decoder summons itself from your GY: put it in zone 3 and keep zone 4 empty.

Link Decoder comes back when it’s material for a Cyberse Link with 2300 or more ATK, and it’s banished when it leaves the field again. Coming from the GY, it can go to any Main Monster Zone. Zone 4 is the only zone Transcode points to, and Splash Mage needs it next.
Transcode 2300 · Extra Monster Zone 2Micro Coder 1300 · zone 2Link Decoder 300 · zone 3Dark Infant 500 · zone 5
Hand: Superfactorial, A.I.Land + 3
Summons: 17
16

Transcode’s effect: revive Splash Mage from your GY to zone 4.

Transcode 2300 · Extra Monster Zone 2Micro Coder 1300 · zone 2Link Decoder 300 · zone 3Splash Mage 1100 · zone 4Dark Infant 500 · zone 5
Summons: 18
17

Link Summon Decode Talker Heatsoul in zone 4 using Micro Coder and Splash Mage. Micro Coder’s effect adds Cynet Conflict.

Splash Mage is a Link-2, so it counts as two materials. It’s WATER and Micro Coder is DARK: different Attributes. Micro Coder left from the field, so it could add a Level 4 Cyberse instead; take Conflict.
Transcode 2800 · Extra Monster Zone 2Link Decoder 300 · zone 3Heatsoul 3300 · zone 4Dark Infant 500 · zone 5
Hand: Superfactorial, Conflict, A.I.Land + 3
Summons: 19
18

Heatsoul’s effect: pay 1000 LP and draw 1.

It’s once a turn, and it’s back on their turn, so this is a free card.
Transcode 2800 · Extra Monster Zone 2Link Decoder 300 · zone 3Heatsoul 3300 · zone 4Dark Infant 500 · zone 5
Hand: Superfactorial, Conflict, A.I.Land + 4
LP: 7000

Your choice: keep Heatsoul or keep Transcode

Step 19 as written keeps Heatsoul, which draws again on their turn. You can keep Transcode instead: it protects itself and Terahertz from their card effects that target, but there’s no second draw. To keep Transcode, play this as step 19:

Link Summon Firewall Dragon Darkfluid - Neo Tempest Terahertz in zone 4 using Link Decoder, Dark Infant and Heatsoul. Terahertz’s effect sends Cyberse Desavewurm from your Extra Deck to the GY.

Heatsoul counts as three materials, Link Decoder and Dark Infant as one each: five. Terahertz goes to zone 4, where Heatsoul was: Transcode points there and Terahertz’s top arrow points back at it, so the two are co-linked. Transcode makes them both 500 ATK stronger, and their card effects can’t target either. You end on Transcode 2800 in Extra Monster Zone 2 and Terahertz 6000 in zone 4. With only Extra Monster Zone 1 free, Transcode is in Extra Monster Zone 1, so Terahertz goes to zone 2.

19

Link Summon Firewall Dragon Darkfluid - Neo Tempest Terahertz in Extra Monster Zone 2 using Link Decoder, Dark Infant and Transcode. Terahertz’s effect sends Cyberse Desavewurm from your Extra Deck to the GY.

Transcode counts as three materials, Link Decoder and Dark Infant as one each: five. From the GY, Desavewurm negates a Spell/Trap while you control a Link-4 or higher Cyberse, and Terahertz is a Link-5. Terahertz also gains 2500 ATK.
Terahertz 5500 · Extra Monster Zone 2Heatsoul 2800 · zone 4
Hand: Superfactorial, Conflict, A.I.Land + 4
GY: Desavewurm, Sigma, Diameter, Circular, Addition and the rest
Banished: Alembertian, Link Decoder
Summons: 20
20

Set Superfactorial and Cynet Conflict, and end your turn.

Terahertz 5500 · Extra Monster Zone 2Heatsoul 2800 · zone 4Set: SuperfactorialSet: Cynet Conflict
Hand: A.I.Land + 4
GY: Desavewurm
Mathmechs in GY: Sigma, Diameter, Circular, Addition
LP: 7000
Their turn: Desavewurm, Terahertz sends Packbit, Superfactorial into Laplacian (up to 3 cards), Laplacian negate, Cynet Conflict

Line 8: Small World + a monster to reveal

Small World, a monster to reveal, and your Normal Summon. Small World turns the monster into Circular, and Circular goes to Terahertz, Heatsoul, Superfactorial and Cynet Conflict, with Desavewurm in the GY.

Before you start: what to reveal

Small World needs a monster in your hand to reveal. Find yours below and pick its bridge from your Deck. Small World adds Mathmech Circular, and the monster and the bridge are banished face-down.

With more than one, reveal the one you need least: Gamma first (it only works while you control no monsters, so it’s dead once this line is done), then Multiplication or Wizard (this line doesn’t use them), then a hand trap you hold two of.

No usable bridge: Mulcharmy Fuwalos and PSY-Frame Driver. Don’t reveal Sigma, Diameter, Addition or Micro Coder: the line needs your only copy.

Drew Sigma? Keep it in your hand: it can summon itself from there too. At step 2, have Circular send Mathmech Multiplication instead (this line doesn’t use it), and at step 3 summon Sigma from your hand instead of the GY. Both happen before your first Link Summon, as Sigma needs. Reveal a different monster for Small World. If Sigma is your only monster, Small World has to reveal it: then pick Achichi @Ignister, add Pikari @Ignister, and play Line 2 (Pikari alone) instead.

Where everything goes. The zones in bold have to be right; everything else can go in any free zone.
Step Summon Using Where
2 Circular — zone 3
3 Sigma (from the GY) — zone 2
4 Primathmech Alembertian Circular, Sigma zone 3
5 Diameter (Normal Summon) — zone 2
5 Circular (Diameter) — zone 4
6 Wicckid Diameter, Circular Extra Monster Zone 1: it points to zones 2 and 3
7 Circular (Alembertian) — zone 2: Wicckid points there
8 Backup — zone 3
9 Firewall Saber Dragon Backup, Circular zone 3
10 Splash Mage Wicckid, Saber Dragon Extra Monster Zone 2: it points to zone 5
11 Backup (Splash Mage), Defense Position — zone 5
12 Dark Infant Backup zone 5: Splash Mage points there
13 Micro Coder (A.I. Connect) — zone 2, not zone 4 or 5: it stays until step 17
14 Addition — zone 4
14 Link Decoder Addition zone 4: Dark Infant points there
15 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 2: it points to zone 4
15 Link Decoder (back from the GY) — zone 3, not zone 4
16 Splash Mage (Transcode) — zone 4: Transcode points there
17 Decode Talker Heatsoul Micro Coder, Splash Mage zone 4: Transcode points there
19 Terahertz Link Decoder, Dark Infant, Transcode Extra Monster Zone 2
Going second, a monster of theirs can be in one of the Extra Monster Zones. Play the same steps, but put each monster where the table for the free Extra Monster Zone says.
Extra Monster Zone 2 taken: only Extra Monster Zone 1 free
Step Summon Using Where
2 Circular — zone 3
3 Sigma (from the GY) — zone 2
4 Primathmech Alembertian Circular, Sigma zone 3
5 Diameter (Normal Summon) — zone 2
5 Circular (Diameter) — zone 4
6 Wicckid Diameter, Circular Extra Monster Zone 1: it points to zones 2 and 3
7 Circular (Alembertian) — zone 2 or 3: Wicckid points there
8 Backup — zone 3
9 Firewall Saber Dragon Backup, Circular zone 3
10 Splash Mage Wicckid, Saber Dragon Extra Monster Zone 1: it points to zone 3
11 Backup (Splash Mage), Defense Position — zone 5
12 Dark Infant Backup zone 3: Splash Mage points there
13 Micro Coder (A.I. Connect) — zone 1, not zone 2: it stays until step 17
14 Addition — zone 4
14 Link Decoder Addition zone 2: Dark Infant points there
15 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 1: it points to zone 2
15 Link Decoder (back from the GY) — zone 4, not zone 2: it stays until step 19
16 Splash Mage (Transcode) — zone 2: Transcode points there
17 Decode Talker Heatsoul Micro Coder, Splash Mage zone 2: Transcode points there
19 Terahertz Link Decoder, Dark Infant, Transcode Extra Monster Zone 1: it points to zones 1 and 3
Extra Monster Zone 1 taken: only Extra Monster Zone 2 free
Step Summon Using Where
2 Circular — zone 3
3 Sigma (from the GY) — zone 2
4 Primathmech Alembertian Circular, Sigma zone 3
5 Diameter (Normal Summon) — zone 2
5 Circular (Diameter) — zone 4
6 Wicckid Diameter, Circular Extra Monster Zone 2: it points to zones 4 and 5
7 Circular (Alembertian) — zone 4 or 5: Wicckid points there
8 Backup — zone 3
9 Firewall Saber Dragon Backup, Circular zone 3
10 Splash Mage Wicckid, Saber Dragon Extra Monster Zone 2: it points to zone 5
11 Backup (Splash Mage), Defense Position — zone 5
12 Dark Infant Backup zone 5: Splash Mage points there
13 Micro Coder (A.I. Connect) — zone 2, not zone 4: it stays until step 17
14 Addition — zone 4
14 Link Decoder Addition zone 4: Dark Infant points there
15 Transcode Talker Splash Mage, Link Decoder Extra Monster Zone 2: it points to zone 4
15 Link Decoder (back from the GY) — zone 3, not zone 4: it stays until step 19
16 Splash Mage (Transcode) — zone 4: Transcode points there
17 Decode Talker Heatsoul Micro Coder, Splash Mage zone 4: Transcode points there
19 Terahertz Link Decoder, Dark Infant, Transcode Extra Monster Zone 2: it points to zones 3 and 5
1

Activate Small World: reveal your monster, pick its bridge from your Deck as Before you start lists, and add Mathmech Circular. The monster and the bridge are banished face-down.

Each bridge shares exactly one thing with the monster you reveal and exactly one with Circular. Achichi: FIRE with Ash Blossom, Level 2 with Maxx “C” and Gamma, Cyberse with Multiplication, and Cyberse with Circular. Backup: Level 3 with Ghost Belle and Ghost Ogre, and Cyberse with Circular. Ghost Ogre: 0 ATK with Droll, and LIGHT with Circular. Fuwalos: Level 4 with Wizard and with Circular. The line adds a Backup later and you run two, so banishing one as a bridge is fine. Mulcharmy Fuwalos and PSY-Frame Driver have no usable bridge to Circular.
no monsters
Hand: Circular + 3
GY: Small World
Banished: your revealed monster and the bridge, face-down
2

Special Summon Mathmech Circular from your hand to zone 3 by sending Mathmech Sigma from your Deck to the GY.

Sending Sigma is the cost. Sigma summons itself from the GY next, and that summon is what makes Circular search.
Circular 1500 · zone 3
Hand: 3 others
GY: Small World, Sigma
Summons: 1
Lock: Circular: one attacker this turn
3

Sigma’s effect: Special Summon it from your GY to zone 2. Circular’s second effect adds Mathmech Superfactorial.

Sigma only summons itself while you control no monster in an Extra Monster Zone, so it comes before any Link Summon. A Mathmech summoned while Circular is on the field makes Circular search.
Sigma 1000 · zone 2Circular 1500 · zone 3
Hand: Superfactorial + 3
GY: Small World
Summons: 2
Lock: Sigma: Cyberse only from the Extra Deck
4

Xyz Summon Primathmech Alembertian in zone 3 using Circular and Sigma. Its effect: detach both materials and add Mathmech Diameter.

As Xyz material, Sigma isn’t banished when it leaves the field: detached, it goes to the GY.
Alembertian 2000 · zone 3 · 0 mats
Hand: Superfactorial, Diameter + 3
GY: Small World, Circular, Sigma
Mathmechs in GY: Circular, Sigma
Summons: 3
5

Normal Summon Diameter in zone 2. Its effect revives Circular from your GY to zone 4.

The revived Circular can’t activate its effects; it’s here as material.
Diameter 1000 · zone 2Alembertian 2000 · zone 3Circular 1500 · zone 4
Hand: Superfactorial + 3
GY: Small World, Sigma
Used: Normal Summon
Summons: 5
6

Link Summon Cyberse Wicckid in Extra Monster Zone 1 using Diameter and Circular. Wicckid points to zones 2 and 3.

Wicckid 800 · Extra Monster Zone 1Alembertian 2000 · zone 3
Hand: Superfactorial + 3
GY: Small World, Sigma, Diameter, Circular
Mathmechs in GY: Sigma, Diameter, Circular
Summons: 6
7

Alembertian’s second effect: Tribute Alembertian and revive Circular from your GY to zone 2. Wicckid’s effect: banish Alembertian from your GY and add Backup @Ignister.

Alembertian can Tribute itself. Circular lands in a zone Wicckid points to, so Wicckid searches a Cyberse Tuner. Banishing Alembertian keeps your Mathmechs in the GY.
Wicckid 800 · Extra Monster Zone 1Circular 1500 · zone 2
Hand: Superfactorial, Backup + 3
GY: Small World, Sigma, Diameter
Banished: Alembertian; your revealed monster and the bridge, face-down
Summons: 7
8

Special Summon Backup from your hand to zone 3. Its effect adds Micro Coder; discard Micro Coder.

Backup summons itself because Wicckid came from the Extra Deck. The discard isn’t optional; Saber Dragon brings Micro Coder back next step.
Wicckid 800 · Extra Monster Zone 1Circular 1500 · zone 2Backup 1200 · zone 3
Hand: Superfactorial + 3
GY: Small World, Sigma, Diameter, Micro Coder
Summons: 8
9

Synchro Summon Firewall Saber Dragon in zone 3 using Backup and Circular. Its effect adds Micro Coder back from your GY.

Backup is a Level 3 Tuner and Circular a Level 4.
Wicckid 800 · Extra Monster Zone 1Saber Dragon 2300 · zone 3
Hand: Superfactorial, Micro Coder + 3
GY: Small World, Sigma, Diameter, Circular, Backup
Mathmechs in GY: Sigma, Diameter, Circular
Summons: 9
10

Link Summon Splash Mage in Extra Monster Zone 2 using Wicckid and Saber Dragon. Saber Dragon’s GY effect adds A.I. Connect.

Saber Dragon adds A.I. Connect when it’s Link material. In Extra Monster Zone 2, Splash Mage points down-right to zone 5.
Splash Mage 1100 · Extra Monster Zone 2
Hand: Superfactorial, Micro Coder, A.I. Connect + 3
GY: Small World, Sigma, Diameter, Circular, Backup, Wicckid, Saber Dragon
Summons: 10
11

Splash Mage’s effect: revive Backup from your GY to zone 5 in Defense Position. Its effects are negated.

Splash Mage 1100 · Extra Monster Zone 2Backup 800 DEF · zone 5
Hand: Superfactorial, Micro Coder, A.I. Connect + 3
Summons: 11
Lock: Splash Mage: Cyberse only
12

Link Summon Dark Infant @Ignister in zone 5 using Backup. Its effect adds Ignister A.I.Land.

Splash Mage is in an Extra Monster Zone, so Dark Infant has to go to the zone Splash Mage points to: zone 5. A negated Backup is still an @Ignister monster. Dark Infant points left, to zone 4.
Splash Mage 1100 · Extra Monster Zone 2Dark Infant 500 · zone 5
Hand: Superfactorial, Micro Coder, A.I. Connect, A.I.Land + 3
GY: Small World, Sigma, Diameter, Circular, Backup, Wicckid, Saber Dragon
Summons: 12
13

Activate A.I. Connect and reveal Micro Coder. It Special Summons Micro Coder to zone 2 and adds Mathmech Addition.

Revealing a DARK Cyberse summons it and adds a non-DARK Level 4 or lower Cyberse.
Splash Mage 1100 · Extra Monster Zone 2Micro Coder 300 · zone 2Dark Infant 500 · zone 5
Hand: Superfactorial, A.I.Land, Addition + 3
Summons: 13
Lock: A.I. Connect: Cyberse only
14

Special Summon Addition from your hand to zone 4, targeting Micro Coder. Link Summon Link Decoder in zone 4 using Addition.

A Link Monster from the Extra Deck has to go to an Extra Monster Zone or a zone a Link Monster points to. Splash Mage’s zone 5 holds Dark Infant, and Dark Infant points left to zone 4. Addition in the GY is your fourth Mathmech name.
Splash Mage 1100 · Extra Monster Zone 2Micro Coder 1300 · zone 2Link Decoder 300 · zone 4Dark Infant 500 · zone 5
Hand: Superfactorial, A.I.Land + 3
Mathmechs in GY: Sigma, Diameter, Circular, Addition
Summons: 15
15

Link Summon Transcode Talker in Extra Monster Zone 2 using Splash Mage and Link Decoder. Link Decoder summons itself from your GY: put it in zone 3 and keep zone 4 empty.

Link Decoder comes back when it’s material for a Cyberse Link with 2300 or more ATK, and it’s banished when it leaves the field again. Coming from the GY, it can go to any Main Monster Zone. Zone 4 is the only zone Transcode points to, and Splash Mage needs it next.
Transcode 2300 · Extra Monster Zone 2Micro Coder 1300 · zone 2Link Decoder 300 · zone 3Dark Infant 500 · zone 5
Hand: Superfactorial, A.I.Land + 3
Summons: 17
16

Transcode’s effect: revive Splash Mage from your GY to zone 4.

Transcode 2300 · Extra Monster Zone 2Micro Coder 1300 · zone 2Link Decoder 300 · zone 3Splash Mage 1100 · zone 4Dark Infant 500 · zone 5
Summons: 18
17

Link Summon Decode Talker Heatsoul in zone 4 using Micro Coder and Splash Mage. Micro Coder’s effect adds Cynet Conflict.

Splash Mage is a Link-2, so it counts as two materials. It’s WATER and Micro Coder is DARK: different Attributes. Micro Coder left from the field, so it could add a Level 4 Cyberse instead; take Conflict.
Transcode 2800 · Extra Monster Zone 2Link Decoder 300 · zone 3Heatsoul 3300 · zone 4Dark Infant 500 · zone 5
Hand: Superfactorial, Conflict, A.I.Land + 3
Summons: 19
18

Heatsoul’s effect: pay 1000 LP and draw 1.

It’s once a turn, and it’s back on their turn, so this is a free card.
Transcode 2800 · Extra Monster Zone 2Link Decoder 300 · zone 3Heatsoul 3300 · zone 4Dark Infant 500 · zone 5
Hand: Superfactorial, Conflict, A.I.Land + 4
LP: 7000

Your choice: keep Heatsoul or keep Transcode

Step 19 as written keeps Heatsoul, which draws again on their turn. You can keep Transcode instead: it protects itself and Terahertz from their card effects that target, but there’s no second draw. To keep Transcode, play this as step 19:

Link Summon Firewall Dragon Darkfluid - Neo Tempest Terahertz in zone 4 using Link Decoder, Dark Infant and Heatsoul. Terahertz’s effect sends Cyberse Desavewurm from your Extra Deck to the GY.

Heatsoul counts as three materials, Link Decoder and Dark Infant as one each: five. Terahertz goes to zone 4, where Heatsoul was: Transcode points there and Terahertz’s top arrow points back at it, so the two are co-linked. Transcode makes them both 500 ATK stronger, and their card effects can’t target either. You end on Transcode 2800 in Extra Monster Zone 2 and Terahertz 6000 in zone 4. With only Extra Monster Zone 1 free, Transcode is in Extra Monster Zone 1, so Terahertz goes to zone 2.

19

Link Summon Firewall Dragon Darkfluid - Neo Tempest Terahertz in Extra Monster Zone 2 using Link Decoder, Dark Infant and Transcode. Terahertz’s effect sends Cyberse Desavewurm from your Extra Deck to the GY.

Transcode counts as three materials, Link Decoder and Dark Infant as one each: five. From the GY, Desavewurm negates a Spell/Trap while you control a Link-4 or higher Cyberse, and Terahertz is a Link-5. Terahertz also gains 2500 ATK.
Terahertz 5500 · Extra Monster Zone 2Heatsoul 2800 · zone 4
Hand: Superfactorial, Conflict, A.I.Land + 4
GY: Desavewurm, Sigma, Diameter, Circular, Addition and the rest
Banished: Alembertian, Link Decoder; your revealed monster and the bridge, face-down
Summons: 20
20

Set Superfactorial and Cynet Conflict, and end your turn.

Terahertz 5500 · Extra Monster Zone 2Heatsoul 2800 · zone 4Set: SuperfactorialSet: Cynet Conflict
Hand: A.I.Land + 4
GY: Desavewurm
Mathmechs in GY: Sigma, Diameter, Circular, Addition
LP: 7000
Their turn: Desavewurm, Terahertz sends Packbit, Superfactorial into Laplacian (up to 3 cards), Laplacian negate, Cynet Conflict

Line 9: Circular + Pikari against Maxx “C”

Circular and Pikari, when they chain Maxx “C” to Sigma’s summon at step 2. Instead of the full combo, stop at Heatsoul, Superfactorial and Cynet Conflict: four Special Summons after Maxx “C”, so they draw 4 instead of up to 18. If they chain it to Circular at step 1 instead, play this line anyway: they draw 5. If they don’t Maxx “C” at either point, play Line 3: its first two steps are the same.
Where everything goes. The zones in bold have to be right; everything else can go in any free zone.
Step Summon Using Where
1 Circular — zone 3
2 Sigma (from the GY) — zone 2
3 Primathmech Alembertian Circular, Sigma zone 3
4 Pikari (Normal Summon) — zone 2
6 Backup — zone 4
7 Decode Talker Heatsoul Alembertian, Pikari, Micro Coder from your hand Extra Monster Zone 2: either one works
Going second, a monster of theirs can be in one of the Extra Monster Zones. Play the same steps, but put each monster where the table for the free Extra Monster Zone says.
Extra Monster Zone 2 taken: only Extra Monster Zone 1 free
Step Summon Using Where
1 Circular — zone 3
2 Sigma (from the GY) — zone 2
3 Primathmech Alembertian Circular, Sigma zone 3
4 Pikari (Normal Summon) — zone 2
6 Backup — zone 4
7 Decode Talker Heatsoul Alembertian, Pikari, Micro Coder from your hand Extra Monster Zone 1
Extra Monster Zone 1 taken: only Extra Monster Zone 2 free
Step Summon Using Where
1 Circular — zone 3
2 Sigma (from the GY) — zone 2
3 Primathmech Alembertian Circular, Sigma zone 3
4 Pikari (Normal Summon) — zone 2
6 Backup — zone 4
7 Decode Talker Heatsoul Alembertian, Pikari, Micro Coder from your hand Extra Monster Zone 2
1

Special Summon Mathmech Circular from your hand to zone 3 by sending Mathmech Sigma from your Deck to the GY.

Sending Sigma is the cost. Sigma summons itself from the GY next, and that summon is what makes Circular search.
Circular 1500 · zone 3
Hand: Pikari + 3
GY: Sigma
Summons: 1
Lock: Circular: one attacker this turn
2

Sigma’s effect: Special Summon it from your GY to zone 2. They chain Maxx “C”. Circular’s second effect adds Mathmech Superfactorial.

Maxx “C” draws them a card for each of your Special Summons for the rest of the turn, starting with Sigma’s. From here this line makes only three more: Alembertian, Backup and Heatsoul.
Sigma 1000 · zone 2Circular 1500 · zone 3
Hand: Pikari, Superfactorial + 3
GY: —
Summons: 2
Their draws: 1
Lock: Sigma: Cyberse only from the Extra Deck
3

Xyz Summon Primathmech Alembertian in zone 3 using Circular and Sigma. Its effect: detach both materials and add Mathmech Diameter.

Detached, Sigma goes to the GY instead of being banished. Circular and Sigma are two of Superfactorial’s three names.
Alembertian 2000 · zone 3 · 0 mats
Hand: Pikari, Superfactorial, Diameter + 3
Mathmechs in GY: Circular, Sigma
Summons: 3
Their draws: 2
4

Normal Summon Pikari @Ignister in zone 2. Its effect adds A.I. Meet You.

A Normal Summon doesn’t count for Maxx “C”.
Alembertian 2000 · zone 3Pikari 1200 · zone 2
Hand: Superfactorial, Diameter, A.I. Meet You + 3
Summons: 4
Their draws: 2
5

Activate A.I. Meet You: reveal Accesscode Talker in your Extra Deck and add Backup @Ignister.

Accesscode Talker is DARK with 2300 ATK, so A.I. Meet You adds a DARK @Ignister: Backup. This line never summons Accesscode, so you take 2300 damage in the End Phase.
Alembertian 2000 · zone 3Pikari 1200 · zone 2
Hand: Superfactorial, Diameter, Backup + 3
GY: A.I. Meet You
Lock: A.I. Meet You: only Cyberse monster effects
6

Special Summon Backup from your hand to zone 4. Its effect adds Micro Coder; discard Mathmech Diameter.

Backup summons itself because you control Alembertian, a Cyberse from the Extra Deck. Discarding Diameter puts your third Mathmech name in the GY, and with Diameter among the three, Laplacian gets its negate.
Alembertian 2000 · zone 3Pikari 1200 · zone 2Backup 1200 · zone 4
Hand: Superfactorial, Micro Coder + 3
Mathmechs in GY: Circular, Sigma, Diameter
Summons: 5
Their draws: 3
7

Link Summon Decode Talker Heatsoul in Extra Monster Zone 2 using Alembertian, Pikari and Micro Coder from your hand. Micro Coder’s effect adds Cynet Conflict.

Micro Coder can be material from your hand for a Code Talker that also uses a Cyberse from your field. Alembertian is EARTH, Pikari LIGHT and Micro Coder DARK: three different Attributes, as Heatsoul needs. From the hand, Micro Coder adds a Cynet card.
Heatsoul 2300 · Extra Monster Zone 2Backup 1200 · zone 4
Hand: Superfactorial, Conflict + 3
Summons: 6
Their draws: 4
8

Heatsoul’s effect: pay 1000 LP and draw 1.

It’s once a turn, and it’s back on their turn, so this is a free card.
Heatsoul 2300 · Extra Monster Zone 2Backup 1200 · zone 4
Hand: Superfactorial, Conflict + 4
LP: 7000
9

Set Superfactorial and Cynet Conflict, and end your turn.

Heatsoul 2300 · Extra Monster Zone 2Backup 1200 · zone 4Set: SuperfactorialSet: Cynet Conflict
Hand: 4 others
Mathmechs in GY: Circular, Sigma, Diameter
LP: 7000, then 4700 after A.I. Meet You’s damage in the End Phase
Their draws: 4
Their turn: Superfactorial into Laplacian (up to 3 cards), Laplacian negate, Cynet Conflict

Their turn

What each interruption does, and when to use it.
  1. Cynet ConflictA Counter Trap, live while Heatsoul, Transcode or Accesscode is face-up. It negates a Spell/Trap Card activation or a monster effect, banishes the card, and they can’t use that card’s name for the rest of their turn and your next one. It can’t answer the effect of a Spell/Trap that’s already face-up or in the GY (a Field Spell’s effect, for example); Desavewurm can. Save it for the card their combo depends on.
  2. DesavewurmLines 1, 2, 3, 5, 6, 7 and 8: while Terahertz is on the field, banish Desavewurm from your GY to negate a Spell/Trap Card or effect they activate.
  3. TerahertzEvery line but Line 9: its Quick Effect works again on their turn, so it sends a second monster. Send Enigmaster Packbit from your Extra Deck to the GY: Packbit’s effect targets one of their face-up monsters, you discard a card, and that monster becomes a Continuous Trap in their Spell & Trap Zone. Terahertz gains 2500 ATK again. If you chose to keep Transcode, it’s co-linked with Terahertz, so their card effects can’t target Terahertz or Transcode.
  4. SuperfactorialOnce they’ve committed a monster and a Spell/Trap you want gone, activate it: three Mathmechs with different names come back from your GY and become Laplacian. Laplacian detaches all three for a random card from their hand, a monster and a Spell/Trap. If Diameter is one of the three, Laplacian also gets a negate for that turn: when they activate a card or effect, negate it. Early in their turn you only get the hand card; it’s a Normal Trap, so you can also chain it to their play.
  5. HeatsoulQuick Effect, once a turn: pay 1000 LP and draw 1. Lines 1 to 5 and 7 to 9 draw once on your turn; draw again on theirs, ideally in their End Phase. If you chose to keep Transcode instead, there’s no Heatsoul on their turn.

If they break your board

If their turn takes out your board, you can come back on your next one. This needs Transcode Talker and Firewall Saber Dragon in your GY: Lines 1 to 5, 7 and 8 put them there (if you kept Transcode on the field, it has to have gone to the GY). How you start depends on your hand, so take this as the shape of the play, not a set line.
  1. G GolemSpecial Summon two Cyberse monsters however your hand allows, but not with Circular: its lock leaves you one attacker, and this finish needs three. Link Summon G Golem Crystal Heart in an Extra Monster Zone with them. Its effect revives Transcode Talker from your GY to the zone right below G Golem and puts a GG Counter on G Golem. It only revives EARTH Link Monsters, and Transcode is EARTH.
  2. WizardWith Wizard @Ignister in your hand (you run one, and Lines 1, 2 and 4 use it): its effect targets Firewall Saber Dragon in your GY and Special Summons both Wizard and Saber Dragon in Defense Position. It works because you control a Cyberse from the Extra Deck, and Saber Dragon is a DARK Cyberse.
  3. AccesscodeLink Summon Accesscode Talker in G Golem’s Extra Monster Zone using G Golem, Saber Dragon and Wizard; G Golem counts as two. When it’s Link Summoned, target G Golem with Accesscode’s effect: it gains 2000 ATK: 1000 for each point of G Golem’s Link Rating. It points down at Transcode, so the two are co-linked. Saber Dragon’s effect adds A.I. Meet You, if it’s still in your Deck: Lines 1, 2, 4 and 9 use your only copy.
  4. DestroyAccesscode’s effect: banish a Link Monster from your field or GY to destroy any one card they control, once per Attribute: Wicckid or Terahertz for DARK, Splash Mage for WATER, Heatsoul for FIRE. They can’t respond to it. Keep G Golem in your GY.
  5. AttackTranscode’s effect revives G Golem to the zone right of Transcode. G Golem points back at Transcode, and an EARTH monster co-linked to G Golem attacks twice: Transcode is EARTH. With Transcode’s co-link bonus, that’s Accesscode 4800, Transcode 2800 twice and G Golem 500: 10900 damage if nothing is in the way. If they negate Accesscode’s ATK gain, it’s 2800 and the total is 8900.

Other hands

Hand Route End board
Achichi Line 1 Terahertz, Heatsoul, A.I.Land + Superfactorial, Conflict; Desavewurm in the GY
Pikari Line 2 Terahertz, Heatsoul, A.I.Land + Superfactorial, Conflict; Desavewurm in the GY
Circular Line 3 Terahertz, Heatsoul + Superfactorial, Conflict; Desavewurm in the GY
Backup + any card to discard Line 4 Terahertz, Heatsoul, A.I.Land + Superfactorial, Conflict
Backup + Addition + any card to discard Line 5 Terahertz, Heatsoul + Superfactorial, Conflict; Desavewurm in the GY
Sigma + a Level 4 monster other than Diameter Line 6 Terahertz + Superfactorial; Desavewurm in the GY
Cynet Mining + any other card Line 7 Terahertz, Heatsoul + Superfactorial, Conflict; Desavewurm in the GY
Small World + a monster to reveal Line 8 Terahertz, Heatsoul + Superfactorial, Conflict; Desavewurm in the GY
Circular + Pikari, and they Maxx “C” Line 9 Heatsoul, Backup + Superfactorial, Conflict
No line here Hands with none of the starters above. —

Going second

Going second, your hand traps are what keep the game playable. Then on your turn you break their board and win in one turn. Each step names what its monster needs, so use whichever extenders your hand gives you; the cards named are examples, not the only way.
  1. Their turnUse your hand traps on their combo: Ash Blossom, Droll, Ghost Belle, Ghost Ogre, Maxx “C”, Fuwalos, PSY-Framegear Gamma, and Infinite Impermanence from your hand while you control no cards. Every piece you stop is one less to break.
  2. PackbitSynchro Summon Enigmaster Packbit from a Tuner and non-Tuners adding up to Level 8. For example, Mathmech Circular sends Mathmech Sigma from your Deck to summon itself, Sigma summons itself from your GY, and Sigma (a Level 4 Tuner) and Circular make Packbit. Its effect targets their biggest threat, the monster whose effect would stop your turn: you discard a card, and that monster becomes a Continuous Trap in their Spell & Trap Zone.
  3. LinguribohLink Summon Linguriboh from any Level 4 or lower Cyberse, such as Mathmech Addition after it summons itself. When they activate a Trap Card, Tribute Linguriboh to negate it and banish it.
  4. AccesscodeLink Summon Accesscode Talker from two or more Effect Monsters adding up to 4 (a Link Monster can count as its Link Rating), with whatever extenders you have. Its effect: banish a Link Monster from your field or GY to destroy any one card they control. Do it again with a Link Monster of another Attribute for each more card. They can’t respond to its effects.
  5. G GolemLink Summon G Golem Crystal Heart from two Cyberse monsters. Its effect revives Transcode Talker from your GY if you used it earlier this turn; G Golem only revives EARTH Link Monsters, and Transcode is EARTH.
  6. TerahertzLink Summon Firewall Dragon Darkfluid - Neo Tempest Terahertz from three or more Cyberse monsters adding up to 5, in an Extra Monster Zone. In the Battle Phase, its Quick Effect sends Mathmech Multiplication from your Deck to the GY: Terahertz gains 2500 ATK, from 3000 to 5500. Multiplication’s effect in the GY doubles the ATK of a Cyberse in your Extra Monster Zone: Terahertz becomes 11000. It also negates monster effects they activate in the Battle Phase. Attack: if Circular’s lock leaves you only one attacker, Terahertz is the one.

Going second: Circular alone

On your turn, one Circular makes Primathmech Laplacian: a random card from their hand, one of their monsters and one of their Spell/Traps go to the GY, and Diameter as material gives Laplacian a negate this turn. Then play the rest of your hand to finish. Circular’s lock leaves you one attacker this turn, which is enough if you reach Terahertz: with Multiplication it attacks for 11000.
Where everything goes. No Link Monsters here, so any free zones work; these are the ones the steps use.
Step Summon Using Where
1 Circular — zone 3
2 Sigma (from the GY) — zone 2
3 Primathmech Alembertian Circular, Sigma zone 3
4 Sigma (Alembertian) — zone 3
5 Diameter (Normal Summon) — zone 2
5 Circular (Diameter) — zone 4
6 Primathmech Laplacian Sigma, Diameter, Circular zone 3
1

Special Summon Mathmech Circular from your hand to zone 3 by sending Mathmech Sigma from your Deck to the GY.

Sending Sigma is the cost. Sigma summons itself from the GY next, and that summon is what makes Circular search.
Circular 1500 · zone 3
Hand: the rest of your hand
GY: Sigma
Lock: Circular: only one of your monsters can attack this turn
2

Sigma’s effect: Special Summon it from your GY to zone 2. Circular’s second effect adds Mathmech Superfactorial.

Sigma only summons itself while you control no monster in an Extra Monster Zone; a monster of theirs there doesn’t stop it.
Sigma 1000 · zone 2Circular 1500 · zone 3
Hand: Superfactorial and the rest
GY: —
Lock: Sigma: Cyberse only from the Extra Deck
3

Xyz Summon Primathmech Alembertian in zone 3 using Circular and Sigma. Its effect: detach both materials and add Mathmech Diameter.

Detached, Sigma goes to the GY instead of being banished. Sigma and Circular both come back in the next two steps.
Alembertian 2000 · zone 3 · 0 mats
Hand: Superfactorial, Diameter and the rest
Mathmechs in GY: Circular, Sigma
4

Alembertian’s second effect: Tribute Alembertian and Special Summon Sigma from your GY to zone 3.

Alembertian can Tribute itself. Summoned by Alembertian rather than by its own effect, Sigma isn’t banished when it leaves the field.
Sigma 1000 · zone 3
Hand: Superfactorial, Diameter and the rest
GY: Alembertian, Circular
5

Normal Summon Diameter in zone 2. Its effect revives Circular from your GY to zone 4.

Diameter’s revive only works on a Normal Summon, and the revived Circular can’t activate its effects. You now have three Level 4 Mathmechs.
Diameter 1000 · zone 2Sigma 1000 · zone 3Circular 1500 · zone 4
Hand: Superfactorial and the rest
GY: Alembertian
6

Xyz Summon Primathmech Laplacian in zone 3 using Sigma, Diameter and Circular. Its effect: detach all three to send a random card from their hand, a monster they control and a Spell/Trap they control to the GY.

Laplacian needs three Level 4 monsters. Its sends don’t target or destroy, so cards protected from those still go. Detaching is the cost, so they can respond to the effect. With Diameter as material, Laplacian also gets a negate this turn: when they activate a card or effect, negate it. Sigma, Diameter and Circular end in your GY, Superfactorial’s three names for later.
Laplacian 2000 · zone 3 · 0 mats
Hand: Superfactorial and the rest
Mathmechs in GY: Sigma, Diameter, Circular
Laplacian: one negate this turn
Lock: Circular: only one of your monsters can attack this turn

Which answer

Card Use it when Watch out
Primathmech Laplacian They have a monster and a Spell/Trap you need gone Detaching is the cost, so they can respond to the effect. If there’s no monster or no Spell/Trap, that part can’t be chosen.
Enigmaster Packbit One face-up monster has to go A Tuner and non-Tuners adding up to Level 8 make it, such as Sigma (a Level 4 Tuner) and Circular. When it’s Synchro Summoned it targets their monster, you discard a card, and their monster becomes a Continuous Trap in their Spell & Trap Zone.
Accesscode Talker You need to destroy several cards Banish a Link Monster from your field or GY to destroy a card, once per Attribute each turn. They can’t respond to its effects.
Firewall Dragon Darkfluid - Neo Tempest Terahertz You’re attacking into monsters, or going for game It negates their monster effects in the Battle Phase. Its Quick Effect sends a Cyberse from your Deck or Extra Deck to the GY: it gains that Attribute and 2500 ATK, and it attacks monsters once per Attribute. Send Mathmech Multiplication while Terahertz is in an Extra Monster Zone, and Multiplication doubles its ATK: 11000.
Linguriboh They have a Trap Set Any Level 4 or lower Cyberse makes it, such as Addition. When they activate a Trap Card, Tribute it to negate that Trap and banish it.
Infinite Impermanence You control no cards, so it can come from your hand Their monster is negated until the end of the turn
Crossout Designator They hold a hand trap you also run It banishes your copy from your Deck and negates theirs this turn

Hand traps

“In top lists” is the share of the 957 top-placing lists on Master Duel Meta between September 10 and October 10, 2026 that run at least one copy.
Hand trap In top lists Hits hardest Play around it If it lands
Ash Blossom & Joyous Spring 90% Your searches: Cynet Mining, Small World, Achichi’s or Pikari’s add, Dark Infant’s, A.I. Meet You, Wicckid’s, Backup’s and Micro Coder’s adds, the A.I. Spell Saber Dragon adds, A.I. Connect, Circular’s search for Superfactorial and Alembertian’s. — Use your extenders to reach what that search was for. Which ones depends on your hand.
Maxx “C”, Mulcharmy Fuwalos, Mulcharmy Purulia 94%, 75%, 26% Your summons. Maxx “C” draws for every Special Summon: 18 in Lines 1 and 2, 19 in Lines 3, 4, 7 and 8, 14 in Line 5, 11 in Line 6, and 4 in Line 9 when they chain it to Sigma (5 when they chain it to Circular). Fuwalos only counts summons from the Deck or Extra Deck: 9 in Lines 1 to 4, 7 and 8, 7 in Line 5, 5 in Line 6, 2 in Line 9. Purulia counts summons from your hand, your Normal Summon included: 7 in Lines 1, 2 and 4, 5 in Lines 3, 5, 7 and 8, 3 in Lines 6 and 9. Ash them: for Ash, drawing counts as adding from the Deck. With Circular and Pikari, switch to Line 9 when they chain it to Circular or Sigma: they draw 5 or 4. —
Droll & Lock Bird 75% Every add from the Deck after the first, so every search after your first one fails that turn. Keep an extender in hand: with one you can usually still make Terahertz, and its sends to the GY aren’t adds, so Droll doesn’t stop them. It stops a one-card start. With an extender, you can usually still make Terahertz.
Infinite Impermanence, Effect Veiler 31%, 27% Your monsters before their searches: Achichi or Pikari, Dark Infant, Wicckid, Backup, Circular Nothing on your board can stop it —
Ghost Belle & Haunted Mansion 28% Sigma’s summon from the GY, Diameter’s and Alembertian’s revives, Saber Dragon’s add from the GY, Wizard’s summon, Splash Mage’s revive, Transcode’s revive, Link Decoder coming back, and Superfactorial on their turn — On Superfactorial: no Laplacian that turn
Bystial Magnamhut, Druiswurm 27%, 7% They banish a LIGHT or DARK monster from your GY: Circular, Sigma or Diameter, which are Superfactorial’s names, or Desavewurm (DARK) — With only two names left, Superfactorial can’t make Laplacian. Without Desavewurm, you lose its negate.
Dominus Impulse 16% Your Special Summon effects: A.I.Land, Wizard, Backup, Circular, Sigma, Alembertian’s revive, Splash Mage, Transcode, and Superfactorial on their turn It’s once a turn That summon fails
Dominus Purge 9% Searches from the Deck: your starter’s first It’s once a turn That search fails
Ghost Ogre & Snow Rabbit 18% A monster on the field activating: Circular’s search, Alembertian, Wicckid, Backup — It destroys the card but doesn’t negate: the search still resolves
Crossout Designator 35% Only cards they also run: Ash, Droll, Maxx “C”, Impermanence, Ghost Belle. It can’t name your engine. It’s a Quick-Play, so it has to be Set first: it can’t touch your first turn going first. Every copy of the named card is negated that turn
Nibiru, the Primal Being 11% The fifth summon: Wizard in Lines 1 and 2 (step 6), Circular’s revive in Line 3 (step 4) and Lines 7 and 8 (step 5), Saber Dragon in Line 4 (step 4), Dark Infant in Line 5 (step 5), Alembertian’s revive of Diameter in Line 6 (step 5), Backup in Line 9 (step 6) See the counter below In Lines 1, 2, 4 and 5 it comes before you have Superfactorial

Nibiru count

Tap to count your summons.

Your own hand traps

  • Ash (3): their first search, or their Maxx “C” or Mulcharmy.
  • Infinite Impermanence (3): Set it going first; from your hand only while you control no cards.
  • Ghost Belle (2), Droll (2), Ghost Ogre (1): Belle on their GY revives, Droll after their first add.
  • Maxx “C” and Fuwalos (1 each): Fuwalos only while you control no cards.
  • PSY-Framegear Gamma (1): when they activate a monster effect while you control no monsters, summon Gamma and PSY-Frame Driver to negate it and destroy that monster. Both are banished in the End Phase.
  • Crossout Designator (1).
  • After A.I. Meet You you can’t activate non-Cyberse monster effects for the rest of your turn: Ash their Maxx “C” before you play it.

Matchups

The decks you’ll meet most: Dracotail and Branded (Tier 1), Elfnote (Tier 2), and Kewl Tune, Clown Crew and Sky Striker (Tier 3), on Master Duel Meta’s tier list of October 10, 2026.
Deck What to fear Plan
Dracotail Dracotail Mululu and Faimena Fusion Summon at Quick speed in the Main Phase. Dracotail Arthalion comes back from their GY whenever 2+ monsters go to a GY at once: Laplacian detaching three counts. Dracotail Horn returns an Attack Position monster. Dracotail Sting banishes a monster and a Spell/Trap from your GY. Secreterion Dragon only stops Dragons and Spellcasters, so it doesn’t touch you. Their hand traps: Droll 81%, Bystial Magnamhut 63%, Effect Veiler 53%, Ghost Belle 43%. Conflict their first Quick-Effect Fusion: it’s banished, and they can’t use that name for the rest of their turn and your next one. Check Arthalion in their GY before you activate Superfactorial. Sting can cost you one of your three Mathmech names.
Branded Branded Fusion starts their combo. Mirrorjade: if your card makes it leave the field, all your monsters are destroyed in the End Phase. Laplacian’s send counts. Rindbrumm the Striking Dragon negates Fusion, Synchro, Xyz and Link effects: Laplacian’s send, Heatsoul’s draw, Transcode’s revive. Branded Retribution negates effects that Special Summon, like Superfactorial. Their Bystials banish your LIGHT Mathmechs. Their hand traps: Bystial Magnamhut 76%, Droll 69%. Conflict Branded Fusion: it’s banished and its name is locked for the rest of their turn and your next one. Leave Mirrorjade alone unless you can win that turn. Against Rindbrumm, use Conflict (a Trap) on it before you rely on Laplacian.
Elfnote (and the Elfnote engine) Elfnote June Pride in the center Main Monster Zone stops attacks except from center zones, and its Quick Effect returns it to summon Elfnotes. Their hand traps: Droll 79%, Mulcharmy Purulia 52%, Crossout Designator 45%, Effect Veiler 45%. Conflict June Pride’s Quick Effect: the activation is negated and June Pride is banished. Going second, Laplacian sends it before the Battle Phase.
Kewl Tune (and the Kewl Tune engine) Kewl Tune Loudness War: their other Tuners can’t be targeted or destroyed. Kewl Tune B2B: when you activate a monster effect, it brings back a Tuner and Synchro Summons, twice a turn. Kewl Tune RS negates a face-up card in the Main Phase. Their hand traps: Ghost Belle 100%, Effect Veiler 100%, Infinite Impermanence 81%, Droll 71%, Ghost Ogre 65%, Crossout Designator 61%. Laplacian’s sends don’t target or destroy, so they get past Loudness War. Conflict B2B or RS when it activates. Every monster effect you use gives B2B a chance, so plan how many you need.
Clown Crew Clown Crew Biancaviso: Tribute Summoned by Tributing a Ritual, Fusion, Synchro, Xyz, Pendulum or Link Monster, it negates your face-up cards, one per monster Tributed. It can Tribute Summon during your Main Phase. Their hand traps: Droll 89%, Effect Veiler 80%, Ghost Belle 64%, Nibiru 56%, Ghost Ogre 49%, Crossout Designator 44%. Conflict Biancaviso’s effect when it’s Tribute Summoned. Laplacian can send the monster they’d Tribute first. Watch the Nibiru count.
Sky Striker Sky Striker Mecha - Widow Anchor negates one of your monsters this turn, and with 3+ Spells in their GY takes it until the End Phase. Sky Striker Mecha Modules - Multirole stops you responding to their Spells. Most of their cards are Set Quick-Plays. Their hand traps: Droll 90%, Ghost Belle 34%, Crossout Designator 30%. No Bystials, no Nibiru. Conflict a Spell before Multirole is used that turn; after it, Conflict can’t respond to their Spells. Laplacian’s Spell/Trap send can take Multirole or a Set card. See the Sky Striker Field Guide for their side.

Decklist

Section Cards
Monsters (28) 3 Mathmech Circular, 1 Mathmech Sigma, 1 Mathmech Diameter, 1 Mathmech Addition, 1 Mathmech Multiplication, 3 Pikari @Ignister, 2 Achichi @Ignister, 2 Backup @Ignister, 1 Wizard @Ignister, 1 Micro Coder, 3 Ash Blossom & Joyous Spring, 2 Ghost Belle & Haunted Mansion, 2 Droll & Lock Bird, 1 Ghost Ogre & Snow Rabbit, 1 Maxx “C”, 1 Mulcharmy Fuwalos, 1 PSY-Framegear Gamma, 1 PSY-Frame Driver
Spells (7) 1 A.I. Connect, 2 Cynet Mining, 1 A.I. Meet You, 1 Small World, 1 Ignister A.I.Land, 1 Crossout Designator
Traps (5) 3 Infinite Impermanence, 1 Mathmech Superfactorial, 1 Cynet Conflict
Extra (15) 1 Cyberse Desavewurm, 1 Firewall Saber Dragon, 1 Enigmaster Packbit, 1 Primathmech Laplacian, 1 Primathmech Alembertian, 1 Linguriboh, 1 Dark Infant @Ignister, 1 Link Decoder, 1 Cyberse Wicckid, 1 Splash Mage, 1 G Golem Crystal Heart, 1 Transcode Talker, 1 Decode Talker Heatsoul, 1 Accesscode Talker, 1 Firewall Dragon Darkfluid - Neo Tempest Terahertz
lifepointaker’s list, which reached Master V in Ranked in October 2026. Every line in this guide uses it. lifepointaker plays the deck on YouTube. Limited cards: Maxx “C”, PSY-Framegear Gamma and Crossout Designator (1 each), Droll & Lock Bird (2).

Why these ratios

  • The @Ignister monsters are the main starters. 2 Achichi, 3 Pikari and 2 Backup each start a full line (Lines 1, 2, 4 and 5). Dark Infant, A.I.Land, Wizard, A.I. Meet You and A.I. Connect keep those lines going.
  • Circular is the Mathmech starter (3 copies, Line 3), and 2 Cynet Mining and Small World find it (Lines 7 and 8). The other Mathmechs are 1 each: Circular sends Sigma or Diameter, and Alembertian and A.I. Connect add the rest.
  • The Extra Deck is a ladder to Terahertz: Dark Infant, Wicckid, Saber Dragon, Splash Mage, Link Decoder, Transcode and Heatsoul, with Alembertian and Laplacian as the Mathmech Xyz Monsters.
  • Desavewurm and Packbit are there for Terahertz to send. Its Quick Effect sends a Cyberse from your Deck or Extra Deck to the GY, which isn’t an add, so Droll doesn’t stop it. From the GY, Desavewurm negates a Spell/Trap while you control a Link-4 or higher Cyberse, and Packbit turns one of their face-up monsters into a Continuous Trap.
  • Going second and for your next turn: Enigmaster Packbit, Linguriboh, Accesscode Talker, G Golem Crystal Heart and Mathmech Multiplication break a board and win in one turn: see “Going second” and “If they break your board”.
  • 15 hand traps with Crossout Designator. PSY-Frame Driver is only there for Gamma.

Flex options

Cards other Mathmech lists play that this one doesn’t:

  • Parallel eXceed: summons itself from your hand to a zone your new Link Monster points to, then summons another copy from your Deck. More Link material.
  • Firewall Defenser and Firewall Guardian: Defenser, used as Link material, summons a Firewall monster from your Deck; Guardian comes back when it’s Link material.
  • Mathmech Subtraction: a second self-summoning Mathmech, like Addition, that lowers a monster’s ATK by 1000 instead.
  • Allied Code Talker @Ignister: revives your 2300 ATK Cyberse when it’s Link Summoned, and Tributes a Link Monster it points to for a negate.
  • More Mulcharmy Fuwalos, Nibiru, Triple Tactics Talent, Forbidden Droplet.

Easy to forget

  • Sigma only summons itself while you control no monster in an Extra Monster Zone. Do it before your first Link Monster; a monster of theirs there doesn’t count.
  • Sigma summoned by its own effect is banished when it leaves the field, except as Xyz material: detached, it goes to the GY.
  • Circular’s search needs another Mathmech summoned while Circular is on the field. Its own summon doesn’t count.
  • Diameter’s revive only works on a Normal Summon, and the revived monster can’t activate its effects.
  • Superfactorial needs three different Mathmech names in your GY. Check before your turn ends.
  • Backup’s discard isn’t optional. Pick a Mathmech or a card you’ll get back.
  • Micro Coder from your hand needs a Cyberse on your field in the same Code Talker summon. From the hand it adds a Cynet card; from the field it can add a Level 4 Cyberse instead.
  • Heatsoul’s materials all need different Attributes.
  • Ignister A.I.Land only summons while your Main Monster Zones are empty, once per Attribute each turn. A Link Monster in the Extra Monster Zone doesn’t count.
  • Link Monsters can’t be in Defense Position, so Splash Mage can’t revive them. Transcode can, to a zone it points to.
  • Cynet Conflict needs a face-up Code Talker when you activate it: Heatsoul, Transcode or Accesscode.
  • One A.I. Connect per turn, and only Cyberse Special Summons after it.
  • A.I. Meet You costs 2300 LP in the End Phase unless you summoned the monster you revealed.