Instructions for building and playing Mathmech (part 1)

Instructions for building and playing Mathmech (part 1)

After the article that started the Cyberse race - Code Talker , next, I would like to bring you another article that is also tyrannical about the Cyberse, Mathmech




overview

Mathmech is an archetype that focuses on swarming the field with Level 4 Cyberse Monsters to Summon Synchro, Xyz and/or Link Monsters. In particular, many Mathmech cards can temporarily control Monster ATK. Although known for its ability to go second in OTK with Geomathmech Final Sigma , this deck is very versatile and is often preferred first. First, this deck aims to set up a field with suitable disruptions and execute an OTK the following turn.

In this section, I will only introduce the Cores of the deck. So, pay attention and wait for another part in the following guides!



Core

Main Deck

Mathmech Diameter (3x)

R Rarity
Mathmech Diameter
R Rarity
Mathmech Diameter
Mathmech Diameter
LIGHT 4
Mathmech Diameter
  • ATK:

  • 1000

  • DEF:

  • 1500


When this card is Normal Summoned: You can target 1 Level 4 Cyberse monster in your GY; Special Summon it, but it cannot activate its effects. A "Mathmech" monster that was Synchro or Xyz Summoned using this card on the field as material gains the following effect. ● Once per turn, during the turn this card was Special Summoned, when your opponent activates a card or effect (Quick Effect): You can negate that effect. You can only use each effect of "Mathmech Diameter" once per turn.


When Normal Summoned, this card allows you to Special Summon a Level 4 Cyberse Monster to your GY. Additionally, a Mathmech Monster that was Synchro or Xyz Summoned using Mathmech Diameter as material gains a full negate during the turn it was Summoned. Another plus is that this card is also a Tuner.

Mathmech Nabla (1-2x)

SR Rarity
Mathmech Nabla
SR Rarity
Mathmech Nabla
Mathmech Nabla
DARK 4
Mathmech Nabla
  • ATK:

  • 1000

  • DEF:

  • 1500


You can Tribute 1 Cyberse monster; Special Summon 1 "Mathmech" monster from your Deck. If this card is sent to the GY: You can target 1 Cyberse monster you control in the Extra Monster Zone; it can make up to 2 attacks on monsters during each Battle Phase this turn. You can only use each effect of "Mathmech Nabla" once per turn.


This card allows you to Tribute 1 Cyberse Monster to Special Summon 1 Mathmech Monster from your Deck. Furthermore, during the turn Mathmech Nabla is sent to the GY, your Cyberse Monsters in your Extra Monster Zone can make up to 2 attacks on the Monsters . This card is also a Tuner. Use 2 Mathmech Nabla if you are using Pot of Desires in the deck.

Mathmech Sigma (3x)

SR Rarity
Mathmech Sigma
SR Rarity
Mathmech Sigma
Mathmech Sigma
LIGHT 4
Mathmech Sigma
  • ATK:

  • 1000

  • DEF:

  • 1500


If you control no monsters in the Extra Monster Zone, while this card is in your hand or GY: You can Special Summon this card, but banish it when it leaves the field, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters. You can only use this effect of "Mathmech Sigma" once per turn. If this card you control is used as Synchro Material for a "Mathmech" monster, you can treat it as a non-Tuner.


This card is an extender that can Special Summon itself from your hand or GY if you control no Monsters in the Extra Monster Zone. However, it will lock you into the Cyberse Extra Deck monster for the rest of the turn, and it will be banished when it leaves the field. Note that if this card is used as an Xyz material, it will not be banished when split. Finally, this card can be considered a Tuner or non-Tuner when used as Synchro material for Mathmech Monsters.

Mathmech Addition and Mathmech Subtraction (3x)

R Rarity
Mathmech Addition
R Rarity
Mathmech Addition
Mathmech Addition
FIRE 4
Mathmech Addition
  • ATK:

  • 1000

  • DEF:

  • 1000


You can target 1 face-up monster on the field; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters, also Special Summon this card from your hand (but it cannot attack this turn), and if you do, the targeted monster gains 1000 ATK until the end of this turn. You can only use this effect of "Mathmech Addition" once per turn.


R Rarity
Mathmech Subtraction
R Rarity
Mathmech Subtraction
Mathmech Subtraction
FIRE 4
Mathmech Subtraction
  • ATK:

  • 1000

  • DEF:

  • 1000


You can target 1 face-up monster on the field; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters, also Special Summon this card from your hand (but it cannot attack this turn), and if you do, the targeted monster loses 1000 ATK until the end of this turn. You can only use this effect of "Mathmech Subtraction" once per turn.


These cards are extenders that can Special Summon themselves from your hand by targeting a face-up Monster on the field, increasing/decreasing the targeted Monster's ATK by 1000 for one turn. Like Mathmech Sigma , they lock you into Cyberse Extra Deck Monsters for the rest of the turn. These cards are not Tuners.

Mathmech Multiplication (1x)

N Rarity
Mathmech Multiplication
N Rarity
Mathmech Multiplication
Mathmech Multiplication
EARTH 4
Mathmech Multiplication
  • ATK:

  • 500

  • DEF:

  • 2000


You can target 1 Level 4 Cyberse monster you control; its Level becomes 8 until the end of this turn. If this card is sent to the GY: You can target 1 Cyberse monster you control in the Extra Monster Zone; its ATK becomes doubled until the end of this turn. You can only use each effect of "Mathmech Multiplication" once per turn.


This card can increase the Level of a Level 4 Cyberse Monster to 8. Therefore, you can easily Summon Geomathmech Final Sigma using Mathmech Multiplication and any Level 4 Tuner. Furthermore, during the turn Mathmech Multiplication is sent to GY, you can double the ATK of Cyberse Monsters in the Extra Monster Zone, allowing you to easily OTK. This card is not a Tuner.

Mathmech Superfactorial (1-2x)

N Rarity
Mathmech Superfactorial
N Rarity
Mathmech Superfactorial
Mathmech Superfactorial
Trap Normal
Mathmech Superfactorial

    Target up to 3 "Mathmech" monsters in your GY with different names, then activate 1 of these effects; ● Special Summon them, but their effects are negated, then, immediately after this effect resolves, Synchro Summon 1 "Mathmech" Synchro Monster using only those monsters, and shuffle the materials into the Deck instead of sending them to the GY. ● Special Summon them, but their effects are negated, then, immediately after this effect resolves, Xyz Summon 1 "Mathmech" Xyz Monster using only those monsters. You can only activate 1 "Mathmech Superfactorial" per turn.


    Similar to Tri-Brigade Revolt , this card allows you to Special Summon a Mathmech Synchro / Xyz Monster using a Mathmech Monster in your GY. Most commonly, you activate this card during your opponent's turn to Special Summon Primathmech Laplacian . Use 2 Mathmech Superfactorial if you are using Pot of Desires or 2 Primathmech Laplacian.



    Core

    Extra Deck

    Primathmech Alembertian (2-3x)

    UR Rarity
    Primathmech Alembertian
    UR Rarity
    Primathmech Alembertian
    Primathmech Alembertian
    EARTH
    Primathmech Alembertian
    • ATK:

    • 2000

    • DEF:

    • 0


    2+ Level 4 monsters You can Tribute 1 monster; Special Summon 1 Level 4 "Mathmech" monster from your hand or GY. If this card is Xyz Summoned: You can detach 2 to 4 materials from this card, then activate the appropriate effect; ● 2: Add 1 "Mathmech" card from your Deck to your hand. ● 3: Add 1 Level 4 monster from your Deck to your hand. ● 4: Add 1 Spell/Trap from your Deck to your hand. You can only use each effect of "Primathmech Alembertian" once per turn.


    This card is your main searcher. When Summoned, it can search any Mathmech card, most commonly Mathmech Superfactorial . Additionally, this card allows you to Tribute 1 Monster to Special Summon 1 Level 4 Mathmech Monster from your hand or GY. Required to have 2 Alembertian Primathmechs.

    Primathmech Laplacian (1-2x)

    SR Rarity
    Primathmech Laplacian
    SR Rarity
    Primathmech Laplacian
    Primathmech Laplacian
    EARTH
    Primathmech Laplacian
    • ATK:

    • 2000

    • DEF:

    • 0


    3 Level 4 monsters If a "Mathmech" card(s) you control would be destroyed by card effect, you can detach 1 material from this card instead. If this card is Xyz Summoned: You can detach up to 3 materials from it, then choose that many effects (you cannot choose the same effect twice, and you resolve them in the listed order, skipping any that were not chosen); ● Send 1 random card from your opponent's hand to the GY. ● Send 1 monster your opponent controls to the GY. ● Send 1 Spell/Trap your opponent controls to the GY. You can only use this effect of "Primathmech Laplacian" once per turn.


    This card is your primary form of interruption. When Summoned, it can send up to 3 of your opponent's cards to their GY. Typically, you want to Summon it during your opponent's turn using Mathmech Superfactorial and Mathmech Diameter , providing a comprehensive negate. This card can also protect your Mathmech cards from being destroyed by card effects. Requires 1 Primathmech Laplacian.

    Geomathmech Final Sigma (1x)

    UR Rarity
    Geomathmech Final Sigma
    UR Rarity
    Geomathmech Final Sigma
    Geomathmech Final Sigma
    FIRE 12
    Geomathmech Final Sigma
    • ATK:

    • 3000

    • DEF:

    • 0


    1 Tuner + 1+ non-Tuner monsters Unaffected by card effects, except "Mathmech" cards, while in the Extra Monster Zone. If this card in the Extra Monster Zone battles an opponent's monster, any battle damage it inflicts to your opponent is doubled. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can add 1 "Mathmech" card from your Deck to your hand. You can only use this effect of "Geomathmech Final Sigma" once per turn.


    This card is your boss archetype. While in the Extra Monster Zone, it is unaffected by card effects (except Mathmech cards) and doubles any battle damage it deals when fighting your opponent's Monsters . Note that combat damage is not doubled if it is a direct attack. Generally, you want to Summon it with Mathmech Multiplication to double its ATK and instantly OTK. This card also searches for any Mathmech card when it is destroyed by battle or card effect. However, this effect is rarely used as you should only Summon Geomathmech Final Sigma when you are sure you can OTK.



    Other Mathmech cards

     

    The remaining Mathmech cards

    N Rarity
    Mathmech Billionblade Nayuta
    N Rarity
    Mathmech Billionblade Nayuta
    Mathmech Billionblade Nayuta
    Spell Equip
    Mathmech Billionblade Nayuta

      Equip only to a Cyberse monster. If the equipped monster battles an opponent's monster, during damage calculation: You can send 1 "Mathmech" monster from your Deck to the GY; the equipped monster gains ATK equal to the sent monster's ATK, until the end of this turn (even if this card leaves the field). If this card is sent from the Spell & Trap Zone to the GY: You can target 1 "Mathmech" card in your GY, except "Mathmech Billionblade Nayuta"; add it to your hand. You can only use each effect of "Mathmech Billionblade Nayuta" once per turn.


      N Rarity
      Mathmech Division
      N Rarity
      Mathmech Division
      Mathmech Division
      EARTH 4
      Mathmech Division
      • ATK:

      • 1500

      • DEF:

      • 1000


      You can Tribute 1 Cyberse monster you control in the Extra Monster Zone; Special Summon up to 1 Level 4 Cyberse monster each from your hand and GY. If this card is sent to the GY: You can target 1 face-up monster on the field; its ATK becomes halved until the end of this turn. You can only use each effect of "Mathmech Division" once per turn.


      SR Rarity
      Geomathmech Magma
      SR Rarity
      Geomathmech Magma
      Geomathmech Magma
      FIRE 8
      Geomathmech Magma
      • ATK:

      • 2500

      • DEF:

      • 0


      1 Tuner + 1+ non-Tuner monsters When this card destroys a monster by battle: You can target up to 2 cards your opponent controls; destroy them. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can add 1 "Mathmech" Spell/Trap from your Deck to your hand. You can only use each effect of "Geomathmech Magma" once per turn.


      N Rarity
      Mathmech Induction
      N Rarity
      Mathmech Induction
      Mathmech Induction
      Trap Continuous
      Mathmech Induction

        All Cyberse monsters you control gain 500 ATK. If you control a "Mathmech" monster: You can send this face-up card from the field to the GY, then target 1 card your opponent controls; destroy it. You can only use this effect of "Mathmech Induction" once per turn.


        N Rarity
        Mathmech Equation
        N Rarity
        Mathmech Equation
        Mathmech Equation
        Spell Normal
        Mathmech Equation

          Target 1 "Mathmech" monster in your GY; Special Summon it, and if you do, it gains 1000 ATK until the end of this turn. You can only activate 1 "Mathmech Equation" per turn.


          The remaining Mathmech cards are useful in certain situations, but are generally unused in most Mathmech decks.
          • Mathmech Division allows you to Tribute a Cyberse Monster in the Extra Monster Zone and Special Summon a Level 4 Cyberse Monster from your hand and/or GY. Additionally, during the turn it is sent to the GY, it can halve the Monster's ATK. However, Mathmech Multiplication is generally a better alternative.
          • Mathmech Equation is an extender that can Special Summon a Mathmech Monster from your GY. However, unlike most of your other extenders, it does not add additional Mathmech named monsters to your GY and therefore does not set up a Mathmech Superfactorial .
          • Mathmech Billionblade Nayuta is an equip card that allows you to send a Mathmech Monster from your deck to your GY to increase the ATK of the equipped Monster. This card, combined with Mathmech Multiplication and Mathmech Division, can adjust the ATK of Monsters when sent to the GY. However, you can easily Summon Mathmech Multiplication from your deck using other cards.
          • Mathmech Induction provides a form of disruption by revealing one of your opponent's cards. However, because it is a Trap, it is often too slow.
          • Geomathmech Magma allows you to destroy up to 2 of your opponent's cards if it destroys a Monster in battle. If you don't have a reaction to your opponent's Maxx "C" , you can Summon Geomathmech Magma to establish some presence on the field without giving your opponent too many card draws. However, Accesscode Talker is generally a better alternative.



          Other Cores

          Main Deck

          Balancer Lord (3x)

          SR Rarity
          Balancer Lord
          SR Rarity
          Balancer Lord
          Balancer Lord
          LIGHT 4
          Balancer Lord
          • ATK:

          • 1700

          • DEF:

          • 1200


          Once per turn: You can pay 1000 LP; during your Main Phase this turn, you can Normal Summon 1 Cyberse monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is banished: You can Special Summon 1 Level 4 or lower monster from your hand. You can only use this effect of "Balancer Lord" once per turn.


          This card is your main starter and allows you to perform an additional Normal Summon. Furthermore, when banished, you can Special Summon a Level 4 or lower Monster from your hand. Normally, you activate Cyberse Wicckid 's effect to banish Balancer Lord and search Mathmech Tuner. You can then activate Balancer Lord's effect to Special Summon the searched Monster.

          Parallel eXceed (3x)

          N Rarity
          Parallel eXceed
          N Rarity
          Parallel eXceed
          Parallel eXceed
          WIND 8
          Parallel eXceed
          • ATK:

          • 2000

          • DEF:

          • 2000


          If this card is Special Summoned by the effect of "Parallel eXceed", its Level becomes 4 and its original ATK/DEF become halved. You can only use each of the following effects of "Parallel eXceed" once per turn. ● If you Link Summon: You can Special Summon this card from your hand to your zone that Link Monster points to. ● If this card is Normal or Special Summoned: You can Special Summon 1 "Parallel eXceed" from your Deck.


          This card is an extender that can Special Summon itself from your hand when you Link Summon. You can then Special Summon another Parallel eXceed from your Deck. And because its Level becomes 4, you can use it to Summon Link Monsters like Link Devotee or Xyz Monsters like Primathmech Alembertian .

          Cynet Mining and Pot of Desires (2-3x)

          UR Rarity
          Cynet Mining
          UR Rarity
          Cynet Mining
          Cynet Mining
          Spell Normal
          Cynet Mining

            Send 1 card from your hand to the GY; add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 "Cynet Mining" per turn.


            SR Rarity
            Pot of Desires
            SR Rarity
            Pot of Desires
            Pot of Desires
            Spell Normal
            Pot of Desires

              Banish 10 cards from the top of your Deck, face-down; draw 2 cards. You can only activate 1 "Pot of Desires" per turn.




              Tag(s):

              These cards are your main consistency cards. Use 2-3 Pot of Desires or 2 Cynet Mining , depending on preference. Cynet Mining allows you to search for any Level 4 or lower Cyberse Monster at the cost of sending 1 card from your hand to the GY. If you send Mathmech Sigma to your GY, you can Special Summon it to your field. However, the card advantage is inherently -1, and Mathmech tends to burn through the resources in its hand at a very fast rate. On the other hand, Pot of Desires allows you to draw 2 random cards at the cost of banishing 10 random cards from your Deck. However, it is always +1 card advantage. If you run Pot of Desires, you should run 2 Mathmech Nabla and 2 Mathmech Superfactorial to reduce the probability of all copies being banished.



              Extra Deck

               

              Link Disciple and Link Devotee (1x)

              SR Rarity
              Link Disciple
              SR Rarity
              Link Disciple
              Link Disciple
              LIGHT
              Link Disciple
              • ATK:

              • 500

              • LINK-1

              Link Arrow:

              Bottom


              1 Level 4 or lower Cyberse monster You can Tribute 1 monster this card points to; draw 1 card, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of "Link Disciple" once per turn.


              N Rarity
              Link Devotee
              N Rarity
              Link Devotee
              Link Devotee
              EARTH
              Link Devotee
              • ATK:

              • 500

              • LINK-1

              Link Arrow:

              Top


              1 Level 4 or lower Cyberse monster If this card is Special Summoned: For the rest of this turn, you cannot Link Summon Link-3 or higher Link Monsters. If this co-linked card is Tributed: You can Special Summon 2 "Link Tokens" (Cyberse/LIGHT/Level 1/ATK 0/DEF 0). You can only use this effect of "Link Devotee" once per turn.


              These cards are your main Link-1 Monsters. In general, you want to Link Summon Link Disciple using your starter and Link Devotee using your extender. You can then activate Link Disciple's effect to Tribute Link Devotee and the mulligan, activating Link Devotee's Effect to Special Summon 2 Tokens. Note that Link Devotee will lock you into Link Monster 2 or lower .

              Link Spider and Linguriboh (1x)

              SR Rarity
              Link Spider
              SR Rarity
              Link Spider
              Link Spider
              EARTH
              Link Spider
              • ATK:

              • 1000

              • LINK-1

              Link Arrow:

              Bottom


              1 Normal Monster Once per turn: You can Special Summon 1 Level 4 or lower Normal Monster from your hand to your zone this card points to.


              SR Rarity
              Linguriboh
              SR Rarity
              Linguriboh
              Linguriboh
              DARK
              Linguriboh
              • ATK:

              • 300

              • LINK-1

              Link Arrow:

              Bottom-Left


              1 Level 4 or lower Cyberse monster When your opponent activates a Trap Card (Quick Effect): You can Tribute this card; negate that card's effect, and if you do, banish it. If this card is in your GY (Quick Effect): You can Tribute 1 "@Ignister" monster that was Summoned from the Extra Deck; Special Summon this card. You can only use each effect of "Linguriboh" once per turn.


              These cards are your other Link-1 Monsters. Run at least 1. Link Spider allows you to recover somewhat after being hit by Nibiru, the Primal Being , while Linguriboh allows you to negate Trap cards. If you have Cyberse Wicckid and a Token from Link Devotee on the field, you can link summon Link Spider / Linguriboh using the Token to activate Cyberse Wicckid's effect. Typically, you Summon Link Spider or an extender like Mathmech Addition via Linguriboh on your first turn, allowing you to use Linguriboh against your opponent's Traps on the following turn.

              Cyberse Wicckid (1x)

              R Rarity
              Cyberse Wicckid
              R Rarity
              Cyberse Wicckid
              Cyberse Wicckid
              DARK
              Cyberse Wicckid
              • ATK:

              • 800

              • LINK-2

              Link Arrow:

              Bottom

              Bottom-Right


              2 Cyberse monsters This Link Summoned card cannot be destroyed by battle or card effects. Cyberse monsters this card points to cannot be destroyed by card effects. If a monster(s) is Special Summoned to a zone(s) this card points to while you control this monster (except during the Damage Step): You can banish 1 Cyberse monster from your GY; add 1 Cyberse Tuner from your Deck to your hand. You can only use this effect of "Cyberse Wicckid" once per turn.


              This card allows you to search any Cyberse Tuner if a Monster is Special Summoned to the area it points to. It also protects Cyberse Monsters it points to from being destroyed by card effects. Generally, you want to Link Summon Cyberse Wicckid using Link Disciple and 1 Token from Link Devotee . You can then Link Summon Link Spider / Linguriboh using the remaining Token, activating Cyberse Wicckid's effect to search for 1 Tuner Mathmech. If you banish Balancer Lord , you can Special Summon the Tuner Mathmech you searched for.

              I:P Masquerena (1x)

              UR Rarity
              I:P Masquerena
              UR Rarity
              I:P Masquerena
              I:P Masquerena
              DARK
              I:P Masquerena
              • ATK:

              • 800

              • LINK-2

              Link Arrow:

              Bottom-Left

              Bottom-Right


              2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


              This card is your secondary form of interruption. Typically, you want Link to summon I:P Masquerena at the end of your turn in a zone that Cyberse Wicckid points to. You can then Link summon a Link Monster (e.g. Knightmare Unicorn ) during your opponent's turn. Note that you can only use non-link Monsters to link summon I:P Masquerena . However, you can activate Primathmech Alembertian 's effect to Tribute a Cyberse Link Monster and Special Summon a non-link Mathmech Monster.

              Transcode Talker and Splash Mage (1x)

              SR Rarity
              Transcode Talker
              SR Rarity
              Transcode Talker
              Transcode Talker
              EARTH
              Transcode Talker
              • ATK:

              • 2300

              • LINK-3

              Link Arrow:

              Top

              Right

              Bottom


              2+ Effect Monsters While this card is co-linked, it and its co-linked monsters gain 500 ATK, also your opponent cannot target any of them with card effects. You can target 1 Link-3 or lower Cyberse Link Monster in your GY, except "Transcode Talker"; Special Summon it to your zone this card points to. You cannot Special Summon monsters the turn you activate this effect, except Cyberse monsters. You can only use this effect of "Transcode Talker" once per turn.


              SR Rarity
              Splash Mage
              SR Rarity
              Splash Mage
              Splash Mage
              WATER
              Splash Mage
              • ATK:

              • 1100

              • LINK-2

              Link Arrow:

              Top-Right

              Bottom-Right


              2 Cyberse monsters You can target 1 Cyberse monster in your GY; Special Summon it in Defense Position, but negate its effects, also you cannot Special Summon monsters for the rest of this turn, except Cyberse monsters. You can only use this effect of "Splash Mage" once per turn.


              These cards allow you to climb Accesscode Talker by using any 2 Cyberse Monsters. First, Link summons Splash Mage using any 2 Cyberse Monsters. Then, activate Splash Mage's effect to Special Summon a Cyberse Monster from your GY. Link summons Transcode Talker with the Splash Mage and Cyberse Monster you just Summoned. Then, activate Transcode Talker's effect to Special Summon a Cyberse Link Monster from your GY. You can now Link summon Accesscode Talker using Transcode Talker and the Cyberse Link Monster you just Summoned.

              Accesscode Talker (1x)

              UR Rarity
              Accesscode Talker
              UR Rarity
              Accesscode Talker
              Accesscode Talker
              DARK
              Accesscode Talker
              • ATK:

              • 2300

              • LINK-4

              Link Arrow:

              Top

              Left

              Bottom

              Right


              2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".




              Tag(s):

              This card is your sub-boss. Generally, you want to Summon Accesscode Talker via Geomathmech Final Sigma if your opponent doesn't control any Monsters OR if your opponent controls any cards that need to be turned on. You can also Summon Accesscode Talker using Mathmech Multiplication to double its ATK (5300 -> 10600) and instantly OTK. Additionally, you can also OTK without Mathmech Multiplication using Accesscode Talker (5300) and Primathmech Alembertian + Mathmech Addition (2300 -> 3300).

              Some important interactions between Accesscode Talker and Mathmech Multiplication to keep in mind:
              • You must link chain 1 Effect of Mathmech Multiplication and link chain 2 Effect of Accesscode Talker. This way, your Accesscode Talker's ATK becomes 2300 -> 5300 -> 10600. Also, your opponent cannot counter this. On the other hand, if you chain 1 effect of Accesscode Talker and chain 2 effects of Mathmech Multiplication, your Accesscode Talker's ATK will become 2300 -> 4600 -> 7600. Furthermore, your opponent can counter recover this.
              • When your opponent activates cards like Infinite Impermanence , Accesscode Talker's ATK will remain at 10600, not 2300.
              • If you fail to OTK successfully, Accesscode Talker's ATK will return to 2300, not 5300, at the end of your turn.



              End of part 1

              And that's all for part 1 of the article on how to play and build Mathmech. Please look forward to the rest of the deck in the following parts!




              Companion unit:

              - Yu-Gi-Oh! Guidance Vietnam





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