Notes & Combos
Presenting: Cyberse Pile 3.0
I promise I'm not joking about the original Code Talker in this.
There are two primary engines here: the Mathmechs, who serve as the primary, and the Debug/@Ignister/Micro Coder group.
The A+ endboard turn 1 is Allied, Heatsoul, and Transcode Talker, with Superfactorial and Cynet Conflict in the backrow. (allied co-linked with Transcode. Ideally, Heatsoul can use its draw effect in draw or standby, allowing it to then serve as the sacrifice for Allied's negate.)
Plan A is to use the mathmech cycle, but instead of going into the Terahertz line, create Cyberse Wicckid, summon Decoder to its linked zone, and use Wicckid's effect to search Backup. You only need the one of backup for this reason; once it's online, you use it to search Micro Coder, who then searches Conflict when used as material for any of the talkers.
The backup plan is Debug into Backup into Micro Coder, and then either trying to go into the mathmech line or just going into the talkers and/or Firewall/Desavewurm. Or both.
Speaking of which: Original Code Talker is here for a very specific reason, which is that if you brick or get handtrapped on your first cyberse, but happen to have Micro in the hand already, Code Talker allows you to search either Mining to extend or Conflict as an emergency valve counter trap. I promise this has come up more than once.
Standard handtraps, with droll and nibiru also allowing Crossout protection if necessary. HFD is there because the coin toss is there.