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
- @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.
- 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.
- 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.
- 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.
- 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.
- 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
Their side ↑
Line 1: Achichi alone
| 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 |
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 |
Normal Summon Achichi @Ignister. Its effect adds Pikari @Ignister.
Link Summon Dark Infant @Ignister in Extra Monster Zone 1 using Achichi. Its effect adds Ignister A.I.Land.
Activate A.I.Land. Its effect Special Summons Pikari from your hand to zone 3, and Pikari’s effect adds A.I. Meet You.
Activate A.I. Meet You: reveal Accesscode Talker in your Extra Deck and add Wizard @Ignister.
Link Summon Cyberse Wicckid in Extra Monster Zone 1 using Dark Infant and Pikari. Wicckid points to zones 2 and 3.
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.
Special Summon Backup from your hand to zone 3. Its effect adds Micro Coder; discard Micro Coder.
Synchro Summon Firewall Saber Dragon in zone 3 using Wizard and Backup. Its effect adds Micro Coder back from your GY.
Link Summon Splash Mage in Extra Monster Zone 2 using Wicckid and Saber Dragon. Saber Dragon’s GY effect adds A.I. Connect.
Activate A.I. Connect and reveal Micro Coder. It Special Summons Micro Coder to zone 2 and adds Mathmech Circular.
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.
Xyz Summon Primathmech Alembertian in zone 1 using Circular and Diameter. Its effect: detach both materials and add Mathmech Addition.
Special Summon Addition from your hand to zone 5, targeting Micro Coder. Link Summon Link Decoder in zone 5 using Addition.
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.
Transcode’s effect: revive Splash Mage from your GY to zone 4.
Link Summon Decode Talker Heatsoul in zone 4 using Micro Coder and Splash Mage. Micro Coder’s effect adds Cynet Conflict.
Heatsoul’s effect: pay 1000 LP and draw 1.
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.
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.
Set Superfactorial and Cynet Conflict, and end your turn.
Line 2: Pikari alone
| 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 |
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 |
Normal Summon Pikari @Ignister. Its effect adds A.I. Meet You.
Link Summon Dark Infant @Ignister in Extra Monster Zone 1 using Pikari. Its effect adds Ignister A.I.Land.
Activate A.I. Meet You: reveal Decode Talker Heatsoul in your Extra Deck and add Achichi @Ignister.
Activate A.I.Land. Its effect Special Summons Achichi from your hand to zone 3, and Achichi’s effect adds Wizard @Ignister.
Link Summon Cyberse Wicckid in Extra Monster Zone 1 using Dark Infant and Achichi. Wicckid points to zones 2 and 3.
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.
Special Summon Backup from your hand to zone 3. Its effect adds Micro Coder; discard Micro Coder.
Synchro Summon Firewall Saber Dragon in zone 3 using Wizard and Backup. Its effect adds Micro Coder back from your GY.
Link Summon Splash Mage in Extra Monster Zone 1 using Wicckid and Saber Dragon. Saber Dragon’s GY effect adds A.I. Connect.
Activate A.I. Connect and reveal Micro Coder. It Special Summons Micro Coder to zone 2 and adds Mathmech Circular.
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.
Xyz Summon Primathmech Alembertian in zone 1 using Circular and Diameter. Its effect: detach both materials and add Mathmech Addition.
Special Summon Addition from your hand to zone 3, targeting Micro Coder. Link Summon Link Decoder in zone 3 using Addition.
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.
Transcode’s effect: revive Splash Mage from your GY to zone 4.
Link Summon Decode Talker Heatsoul in zone 4 using Micro Coder and Splash Mage. Micro Coder’s effect adds Cynet Conflict.
Heatsoul’s effect: pay 1000 LP and draw 1.
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.
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.
Set Superfactorial and Cynet Conflict, and end your turn.
Line 3: Circular alone
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.
| 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 |
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 |
Special Summon Mathmech Circular from your hand to zone 3 by sending Mathmech Sigma from your Deck to the GY.
Sigma’s effect: Special Summon it from your GY to zone 2. Circular’s second effect adds Mathmech Superfactorial.
Xyz Summon Primathmech Alembertian in zone 3 using Circular and Sigma. Its effect: detach both materials and add Mathmech Diameter.
Normal Summon Diameter in zone 2. Its effect revives Circular from your GY to zone 4.
Link Summon Cyberse Wicckid in Extra Monster Zone 1 using Diameter and Circular. Wicckid points to zones 2 and 3.
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.
Special Summon Backup from your hand to zone 3. Its effect adds Micro Coder; discard Micro Coder.
Synchro Summon Firewall Saber Dragon in zone 3 using Backup and Circular. Its effect adds Micro Coder back from your GY.
Link Summon Splash Mage in Extra Monster Zone 2 using Wicckid and Saber Dragon. Saber Dragon’s GY effect adds A.I. Connect.
Splash Mage’s effect: revive Backup from your GY to zone 5 in Defense Position. Its effects are negated.
Link Summon Dark Infant @Ignister in zone 5 using Backup. Its effect adds Ignister A.I.Land.
Activate A.I. Connect and reveal Micro Coder. It Special Summons Micro Coder to zone 2 and adds Mathmech Addition.
Special Summon Addition from your hand to zone 4, targeting Micro Coder. Link Summon Link Decoder in zone 4 using Addition.
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.
Transcode’s effect: revive Splash Mage from your GY to zone 4.
Link Summon Decode Talker Heatsoul in zone 4 using Micro Coder and Splash Mage. Micro Coder’s effect adds Cynet Conflict.
Heatsoul’s effect: pay 1000 LP and draw 1.
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.
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.
Set Superfactorial and Cynet Conflict, and end your turn.
Line 4: Backup + a card to discard
| 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 |
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 |
Normal Summon Backup @Ignister in zone 3. Its effect adds Wizard @Ignister; discard your spare card.
Link Summon Dark Infant @Ignister in Extra Monster Zone 1 using Backup. Its effect adds Ignister A.I.Land.
Wizard’s effect: Special Summon Wizard from your hand to zone 2 and Backup from your GY to zone 3, both in Defense Position.
Synchro Summon Firewall Saber Dragon in zone 3 using Wizard and Backup. Its effect adds Wizard back from your GY.
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.
Activate A.I. Meet You: reveal Decode Talker Heatsoul in your Extra Deck and add Achichi @Ignister.
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.
Link Summon Splash Mage in Extra Monster Zone 2 using Wicckid and Achichi.
A.I.Land’s effect: Special Summon Pikari from your hand to zone 1. Pikari’s effect adds A.I. Connect.
Activate A.I. Connect and reveal Wizard. It Special Summons Wizard to zone 2 and adds Mathmech Circular.
Special Summon Circular from your hand to zone 3 by sending Mathmech Diameter from your Deck to the GY.
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.
Link Summon Link Decoder in zone 5 using Circular.
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.
Transcode’s effect: revive Splash Mage from your GY to zone 4.
Alembertian’s second effect: Tribute Alembertian and Special Summon Sigma from your hand to zone 1.
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.
Splash Mage’s effect: revive Micro Coder from your GY to zone 5 in Defense Position. Its effects are negated.
Link Summon Decode Talker Heatsoul in zone 5 using Micro Coder and Splash Mage. Micro Coder’s effect adds Cynet Conflict.
Heatsoul’s effect: pay 1000 LP and draw 1.
Set Superfactorial and Cynet Conflict, and end your turn.
Line 5: Backup + Addition + a card to discard
| 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 |
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 |
Normal Summon Backup @Ignister in zone 3. Its effect adds Micro Coder; discard your spare card.
Special Summon Mathmech Addition from your hand to zone 2, targeting Backup.
Synchro Summon Firewall Saber Dragon in zone 3 using Backup and Addition. Its effect adds Backup back from your GY.
Special Summon Backup from your hand to zone 2.
Link Summon Dark Infant @Ignister in Extra Monster Zone 1 using Backup. Its effect adds Ignister A.I.Land.
Link Summon Splash Mage in Extra Monster Zone 2 using Saber Dragon and Dark Infant. Saber Dragon’s GY effect adds A.I. Connect.
Activate A.I. Connect and reveal Micro Coder. It Special Summons Micro Coder to zone 2 and adds Mathmech Circular.
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.
Link Summon Link Decoder in zone 5 using Diameter.
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.
Transcode’s effect: revive Splash Mage from your GY to zone 4.
Link Summon Decode Talker Heatsoul in zone 4 using Micro Coder and Splash Mage. Micro Coder’s effect adds Cynet Conflict.
Heatsoul’s effect: pay 1000 LP and draw 1.
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.
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.
Set Superfactorial and Cynet Conflict, and end your turn.
Line 6: Sigma + a Level 4
| 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 |
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 |
Sigma’s effect: Special Summon Mathmech Sigma from your hand to zone 2.
Normal Summon your Level 4 monster in zone 3.
Xyz Summon Primathmech Alembertian in zone 3 using Sigma and your Level 4. Its effect: detach both materials and add Mathmech Circular.
Special Summon Circular from your hand to zone 2 by sending Mathmech Diameter from your Deck to the GY.
Alembertian’s second effect: Tribute Alembertian and revive Diameter from your GY to zone 3. Circular’s second effect adds Mathmech Superfactorial.
Link Summon Splash Mage in Extra Monster Zone 2 using Diameter and Circular.
Splash Mage’s effect: revive Circular from your GY to zone 5 in Defense Position. Its effects are negated.
Link Summon Link Decoder in zone 5 using Circular.
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.
Transcode’s effect: revive Splash Mage from your GY to zone 4.
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.
Set Superfactorial and end your turn.
Line 7: Cynet Mining + any card to send
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:
- PSY-Frame Driver: it does nothing on its own, and Gamma can still summon it from the GY.
- PSY-Framegear Gamma or Mulcharmy Fuwalos: Gamma only works while you control no monsters and Fuwalos while you control no cards, so both are dead once this line is done.
- A card you can’t use this turn: a second Cynet Mining (one a turn), another Circular, Pikari @Ignister, Achichi @Ignister, Backup @Ignister, A.I. Meet You, Mathmech Multiplication or Wizard @Ignister.
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.
| 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 |
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 |
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.
Special Summon Mathmech Circular from your hand to zone 3 by sending Mathmech Sigma from your Deck to the GY.
Sigma’s effect: Special Summon it from your GY to zone 2. Circular’s second effect adds Mathmech Superfactorial.
Xyz Summon Primathmech Alembertian in zone 3 using Circular and Sigma. Its effect: detach both materials and add Mathmech Diameter.
Normal Summon Diameter in zone 2. Its effect revives Circular from your GY to zone 4.
Link Summon Cyberse Wicckid in Extra Monster Zone 1 using Diameter and Circular. Wicckid points to zones 2 and 3.
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.
Special Summon Backup from your hand to zone 3. Its effect adds Micro Coder; discard Micro Coder.
Synchro Summon Firewall Saber Dragon in zone 3 using Backup and Circular. Its effect adds Micro Coder back from your GY.
Link Summon Splash Mage in Extra Monster Zone 2 using Wicckid and Saber Dragon. Saber Dragon’s GY effect adds A.I. Connect.
Splash Mage’s effect: revive Backup from your GY to zone 5 in Defense Position. Its effects are negated.
Link Summon Dark Infant @Ignister in zone 5 using Backup. Its effect adds Ignister A.I.Land.
Activate A.I. Connect and reveal Micro Coder. It Special Summons Micro Coder to zone 2 and adds Mathmech Addition.
Special Summon Addition from your hand to zone 4, targeting Micro Coder. Link Summon Link Decoder in zone 4 using Addition.
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.
Transcode’s effect: revive Splash Mage from your GY to zone 4.
Link Summon Decode Talker Heatsoul in zone 4 using Micro Coder and Splash Mage. Micro Coder’s effect adds Cynet Conflict.
Heatsoul’s effect: pay 1000 LP and draw 1.
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.
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.
Set Superfactorial and Cynet Conflict, and end your turn.
Line 8: Small World + a monster to reveal
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.
- Reveal PSY-Framegear Gamma, Mathmech Multiplication, Ash Blossom or Maxx “C” → pick Achichi @Ignister.
- Reveal Ghost Belle or Ghost Ogre → pick Backup @Ignister.
- Reveal Droll & Lock Bird → pick Ghost Ogre & Snow Rabbit, or Mulcharmy Fuwalos if Ghost Ogre is in your hand.
- Reveal Wizard @Ignister → pick Mulcharmy Fuwalos.
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.
| 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 |
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 |
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.
Special Summon Mathmech Circular from your hand to zone 3 by sending Mathmech Sigma from your Deck to the GY.
Sigma’s effect: Special Summon it from your GY to zone 2. Circular’s second effect adds Mathmech Superfactorial.
Xyz Summon Primathmech Alembertian in zone 3 using Circular and Sigma. Its effect: detach both materials and add Mathmech Diameter.
Normal Summon Diameter in zone 2. Its effect revives Circular from your GY to zone 4.
Link Summon Cyberse Wicckid in Extra Monster Zone 1 using Diameter and Circular. Wicckid points to zones 2 and 3.
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.
Special Summon Backup from your hand to zone 3. Its effect adds Micro Coder; discard Micro Coder.
Synchro Summon Firewall Saber Dragon in zone 3 using Backup and Circular. Its effect adds Micro Coder back from your GY.
Link Summon Splash Mage in Extra Monster Zone 2 using Wicckid and Saber Dragon. Saber Dragon’s GY effect adds A.I. Connect.
Splash Mage’s effect: revive Backup from your GY to zone 5 in Defense Position. Its effects are negated.
Link Summon Dark Infant @Ignister in zone 5 using Backup. Its effect adds Ignister A.I.Land.
Activate A.I. Connect and reveal Micro Coder. It Special Summons Micro Coder to zone 2 and adds Mathmech Addition.
Special Summon Addition from your hand to zone 4, targeting Micro Coder. Link Summon Link Decoder in zone 4 using Addition.
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.
Transcode’s effect: revive Splash Mage from your GY to zone 4.
Link Summon Decode Talker Heatsoul in zone 4 using Micro Coder and Splash Mage. Micro Coder’s effect adds Cynet Conflict.
Heatsoul’s effect: pay 1000 LP and draw 1.
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.
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.
Set Superfactorial and Cynet Conflict, and end your turn.
Line 9: Circular + Pikari against Maxx “C”
| 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 |
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 |
Special Summon Mathmech Circular from your hand to zone 3 by sending Mathmech Sigma from your Deck to the GY.
Sigma’s effect: Special Summon it from your GY to zone 2. They chain Maxx “C”. Circular’s second effect adds Mathmech Superfactorial.
Xyz Summon Primathmech Alembertian in zone 3 using Circular and Sigma. Its effect: detach both materials and add Mathmech Diameter.
Normal Summon Pikari @Ignister in zone 2. Its effect adds A.I. Meet You.
Activate A.I. Meet You: reveal Accesscode Talker in your Extra Deck and add Backup @Ignister.
Special Summon Backup from your hand to zone 4. Its effect adds Micro Coder; discard Mathmech Diameter.
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.
Heatsoul’s effect: pay 1000 LP and draw 1.
Set Superfactorial and Cynet Conflict, and end your turn.
Their turn
- 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.
- 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.
- 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.
- 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.
- 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
- 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.
- 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.
- 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.
- 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.
- 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
- 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.
- 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.
- 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.
- 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.
- 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.
- 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
| 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 |
Special Summon Mathmech Circular from your hand to zone 3 by sending Mathmech Sigma from your Deck to the GY.
Sigma’s effect: Special Summon it from your GY to zone 2. Circular’s second effect adds Mathmech Superfactorial.
Xyz Summon Primathmech Alembertian in zone 3 using Circular and Sigma. Its effect: detach both materials and add Mathmech Diameter.
Alembertian’s second effect: Tribute Alembertian and Special Summon Sigma from your GY to zone 3.
Normal Summon Diameter in zone 2. Its effect revives Circular from your GY to zone 4.
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.
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
| 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
| 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 |
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.