Notes: - It is important to summon I:P into the EMZ first and then Terahertz under it. This way you can send mathmech multiplication to the gy with terahertz to increase I:P's attack if the opponent tries to attack over it. It also allows you to summon S:P next to terahertz so you are able to revive sigma the next turn. - In the Tri-Brigade game I messed up and should have waited to use link decoder. Because I went into it too early I blocked myself from using v-lan. If I had waited to make decoder on a token it would have allowed me to end on I:P in the EMZ and gained an extra material on the end board. - I misplayed the veiler in the Purrely game. I should have just held it until the end of their combo and used it in combination with nib. - Coin flips were pretty rough. I had a 9 coin flip loss streak in M3. - I played parallel exceed for a short period of time, but took it out and replaced it with the second copy of addition and subtraction. This performed a lot better for me. I really didn't like how exceed was performing going 2nd and how it forced me to play my hand. - The reason to go over 40 cards is that it allows room for the 16th hand trap and the 3rd small world.
- Mathmech can play 15/40 hand trap ratios, can be played at 40 cards without any downside, faster games, is a lot easier to play. - Code talker has stronger turn 1 and plays through certain hand traps better.
Mr. lifepointaker, have you noticed on the MD meta website, under the "Top cards" section, that a bunch of @ignister cards have a > 50% winrate on the ranked ladder? Like Hiyari has a 54% W/L ratio up there with all the Snake Eyes cards. Does this mean that mathmech-ignister is probably the best cyberse deck in a Bo1 format?
It means that ignister is a good deck, but it doesn't mean it is the best. There are not very many people playing ignister so the stats are inflated by good pilots. With more popular decks duelists of all levels play it and it can hurt its overall win rate. Basically the stats aren't that reliable because there are many factors that aren't equal when the data is being collected.
I like cyberbse deck and thinking of building one of those mathmech , ignister or codetalker . The cards looks very similar for all those decks . What is the main strength of each of those decks
Ignister: Strong board with many 1 card combos, but does not usually end on an omni negate and hard loses to cards like evenly matched. Mathmech: Turn 1 end board ends on a s/t negate, but ends on less total interruption than code talker or ignister. Has better otk tools in the extra deck than ignister. Code Talker: Strongest turn 1 board. Strongest going 2nd lines. Has bigger core so it can't play as many hand traps
Wow. 03:55 I think the EM:P meowmine protects splash mage from S:P Little Knight is cool. But I don’t understand why the opp doesn’t wait and use S:P Little Knight eff on Transcode
EM:P sort of protects it because if they banish splash mage EM:P can activate. However I think they got rid of linguriboh because they wanted to be able to use fog blade. However this is a misplay and EM:P punishes the misplay really hard.
I actually was waiting to craft Link Decoder and Cyberse fusion cards but this is strong way to play Mathmech and the lines aren't too crazy! Is the Darkfluid link monster useful at all or more for Ignister?
The combo is definitely a lot easier than code talker. The original darkfluid is only a staple in Ignister. Code talker can use it, but there are usually better combos. Mathmech doesn't really want to play it.
Well only ending on terahertz plays into kaiju. I don't think this board is any less secure than normal. On most lists if you open circular + extender you end on 2 monsters. At least on this list you still have follow-up unlike when you go for singularity.
No. There are many situations where I think the mathmech extender puts you in better position. Parallel exceed wasn't performing very well going 2nd. It was borderline dead because almost every deck can pop or banish the link 1 and then you are behind in resources.