Notes & Combos
Hello, and welcome to another yap session about every decklist I post on this website! Might just be a journal or diary at this point.
If it ain't broke, then don't fix it; thus I have gone with the trusty unga-bunga combo Mathmech deck with the @Ignister cards. This iteration of my Mathmech deck is relatively identical to the list that I used to climb to Master V. However, I have cut copies of Crossout Designator, Small World, and handtraps to fit an expanded @Ignister package because I actually pulled them!
The combos of this deck are still extremely powerful and now very resilient into hand-traps. It feels very easy to bridge into the Mathmech engine with Cyberse Wicckid and the @Ignister cards. These expanded lines are more vulnerable to Droll and Lock Bird due to the additional searching, though, but we can pivot into the standard Terahertz/Allied Code Talker lines. Paired with my absurdly positive coin flip winrate, the climb was extremely smooth.
Going second typically relies on a balance of effective hand-traps and a sufficient amount of engine to gas through a half-board, which doesn't always turn out. Terahertz OTK is the game plan here, which is amazingly complimented by Wizard @Ignister.
To be honest, Artifact Lancea and Meowls were barely drawn against Maliss, but the times they did provide a lot of advantage, so I would still consider keeping them. Droll and Lock Bird doesn't stop them from getting their endboard, but they do lose out on drawing three cards and Wicckid search sometimes, so it wasn't that bad of a card.
Cards you may cut out are Salamangreat Almiraj, Micro Coder+Cynet Conflict, and EM:P Meowmine, but I find that they all did something for me, either through extension or protecting against board breakers, which Conflict was crucial for. Because I ran a larger Dark Cyberse package, I opt'd for more A.I. Connect, but you could go for another Cynet Mining or Small World (Which isn't too great right now with Lancea in the format).
Overall, the deck hasn't exactly failed me yet! It is a the meshy pile of Cyberse cards that can end on 5+ disruptions with one card and extend through handtraps. It still plays well into Droll and Lancea, which are growing in popularity, and can still play 15 non-engine spaces. The new @Ignister cards are amazing for the deck, but I will say the extra deck space is a little tight. I want to fit Accesscode Talker and Link Spider in there, but I do not want to remove anything from the extra deck.