Posting this for the dual purpose of putting this deck out there for critique and to assist others in building a Cydra deck. This deck is built primarily for going second, however as this can't always be guaranteed, some cards have been side decked which would maximise the deck's potential.
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Monsters:
Cyber Dragons:
Cyber Dragon - Run at three for the benefit of
Machine Duplication, which remains the deck's win condition. Seeing this in the opening hand when going second isn't an issue given it's effect, however it can brick if going first and you have no other cards to assist in bringing it out.
Cyber Dragon Core - The deck's main starter and MVP, ran at three. When summoned, this will, if uninterrupted by your opponent, will add 1 "Cyber" spell/trap to your hand. This card's secondary effect (activated in the Graveyard) can also help reconstruct your board if your opponent has cleared your side of the field monsters, by bringing a Cyber Dragon monster from your deck to your hand at the cost of banishing Core from the Graveyard. Target #1 for Machine Duplication.
Cyber Dragon Herz - Again, ran at three as this is a Machine Duplication target. Both effects are useful, although you are far more likely to get mileage out of Herz mid-game when special summoned for Rank 5 XYZ plays. This card also synergises well with
Galaxy Soldier, given Galaxy Soldier's special summoning condition of discarding a light monster, this card brings a "Cyber Dragon" to the hand to facilitate the special summon of the second Galaxy solider - instant XYZ summon into
Cyber Dragon Nova.
Cyber Dragon Nachster - Ran at two, as this is the only Machine Duplication target that can brick on turn 1; without another monster (preferably a Cyber Dragon) or Machine Duplication in hand, this is as good as useless. This card really shines when your Graveyard is filled with Machine monsters with the magical 2100 ATK or DEF value, however be wary that once activated you can no longer special summon non-Machine monsters for the remainder of the turn.
Cyber Dragon Vier - Suprisingly useful link-fodder and a helpful chain-blocker for Cyber Dragon Core. I've heard of people running this at more than one for these reasons, however if this was the sole monster in my hand on Turn 1, I'd be very disappointed. Given that this is also
not a Machine Duplication target, I would not advise having more than two in the deck.
Other monsters:
Galaxy Soldier - A Cyber Dragon in all but name. This is the go-to card to make
Cyber Dragon Infinity as it leaves your ordinary Cyber Dragons available for other uses. Synergises with
Cyber Dragon Herz very well and is searchable through Cyber Repair Plant. In addition, if you have already summoned
Chimeratech Rampage Dragon and these remain floating in your deck (a brick waiting to be drawn), these are ideal cards to discard to grant Rampage the additional attacks. Ran at two, as three increases the likelihood that multiples could be drawn and bricking on turn 1.
Jizukiru, the Star Destroying Kaiju - Ideal for removing a troublesome opposing monster (think Apollousa) and is easily removable thanks to
Chimeratech Fortress Dragon. Searchable through
Cyber Repair Plant. Ran at one, however this is a very good candidate to increase to two.
Chaos Dragon Levianeer - Easily accessible beatstick in the mid-late game, 3000 ATK is not to be sniffed at. The banishing summoning condition synergises with the deck very well and comes with a built in Monster Reborn-effect for additional link-fodder. As it is 8 stars, this also can be used as material for the XYZ summon of
Dingirsu, the Orcust of the Evening Star. This card can brick and therefore is ran at one. If you are not running Dingirsu, I would suggest replacing this with another copy of
Jizukiru, the Star Destroying Kaiju.
Handtraps:
These are primarily a reflection of the current meta and can be adjusted accordingly without affecting the engine.
Spells:
Cyber Emergency - The ROTA of the deck, with built in protection at the cost of a discard. Ran at three.
Cyber Repair Plant - An extender that relies on you having at least one "Cyber Dragon" in the GY. Searches the majority of the monsters in the Main Deck (excepting Levianeer and the Hand Traps), however is a hard once per turn and given the prerequisite, I wouldn't advise increasing to three copies.
Cyber Revsystem - Another useful extender; Monster Reborn for "Cyber Dragon" with the bonus option of allowing you to special summon a Cyber Dragon from the hand. Not particularly useful for your Extra Deck Monsters (barring
Cyber Dragon Sieger), however you have Nachster to bring them back from the GY. Could increase to two, however I prefer having a copy of Monster Reborn.
Machine Duplication - Your win condition. Target one "Cyber Dragon" with less than 500 ATK, special summons two Cyber Dragons from the deck. If this resolves, it's usually game over. Having this at three does make the deck very bricky, however given the risk/reward involved, the benefit outweighs the cost.
Overload Fusion - Facilitates your OTK. Ran at two because although you want to see this card, having multiples in hand at the cost of an extender is not fun. The only target is
Chimeratech Rampage Dragon, however it's the only one you really need.
Cyberload Fusion - Quick play fusion card that also can facilitate an OTK, for the purpose of bringing out Cyber Twin Dragon or Rampage. In terms of using it, this is best activated during the battle phase, after all other monsters have attacked, bring out
Cyber Twin Dragon for 5600 points of damage.
Foolish Burial - Staple for seeding the GY and activating Repair Plant.
Monster Reborn - Useful as an extender and to bring back boss monsters in a pinch.
Upstart Goblin - Consistency boost. A small boost, but one worth having.
Traps:
Cybernetic Overflow - Great card. Maximum 4 cards popped on your opponent's side of the field and if destroyed by card-effect, you can search another "Cyber" Spell/Trap from your deck. Sided an additional copy for going first. Banishes Cyber Dragons to set up for Cyberload Fusion.
Red Reboot - Wins you games!
Evenly Matched - A particularly nasty way of clearing the opponent's board. It might stop you from OTKing on Turn 2, but it's definitely worth running at three!
Extra Deck:
Chimeratech Fortress Dragon - Useful to dispose of your Kaiju, and wiping the field clean in mirror matches or the occasional Orcust deck.
Chimeratech Megafleet Dragon - Snatches opponent's monsters out of the Extra Monster Zone, what's not to love?
Chimeratech Rampage Dragon - Insanely powerful card. Has the potential to act as a Harpie's Feather Duster (depending on the number of monsters used for its Fusion Summon) and can attack three times. Ran at two as I'm running two Overload Fusions.
Cyber Twin Dragon - No matter how tempted you may be to cut this card from the Extra Deck, don't. This card is a game winner if brought out with Cyberload Fusion during the battle phase.
Artifact Durendal - My personal preference over
Constellar Pleiades.
Cyber Dragon Nova - Ran at one, as you only need the one thanks to Nachster.
Cyber Dragon Infinity - Best card to bring out when forced to go first. Can suck up an opposing monster and provides a negate.
Dingirsu, the Orcust of the Evening Star - Provides a negate where your cards would be destroyed and can pop an opponent's card upon its Special Summon.
Apollousa, Bow of the Goddess - Potential 3200 ATK and provides four negates, a budget alternative would be
Borrelsword Dragon.
Cyber Dragon Sieger - Built in Limiter Removal, best used in conjunction with Chimeratech Rampage Dragon
Knightmare Phoenix - Because I hate backrow, particularly floodgates.
Predaplant Verte Anaconda - Searches Overload Fusion and Cyberload Fusion!
Salamangreat Almiraj - Turns on Cyber Repair Plant and provides protection for Extra Deck Monsters
Side Deck:
Heat Wave - Cyber Dragon hates going first, however this card shuts down most decks by stopping Effect Monsters from being summoned until your next draw phase, giving you an opportunity to OTK on turn 3
Different Dimension Ground - For mirror matches and to really mess with decks that rely on the GY
Lightning Storm - Going second staple, Harpie's Feather Duster + Raigeki. Budget alternatives:
Dark Hole,
Cosmic Cyclone,
Twin Twisters
Dark Ruler No More - Going second, helps break boards by nullifying monster effects.
Fantastical Dragon Fantazmay - Sided in for when going up against combo decks to provide additional consistency and to provide an additional body for life point protection/link fodder
Cyber Network - Interesting and underrated card, banishes LIGHT machines from the deck and returns them to the field on the earlier of Turn 3 after activation or once destroyed.
Cybernetic Overflow - An additional copy to be sided in when going first.