This is my take on the new Goblin Biker deck. The old support opened many lines that play minimally into the Charmmy cards and bolstered the end board. In SUDA we will be getting one piece of support, but I think its fantastic and warrents a spot in the extra.
Ignoring the side deck, there are a few changes to the overall deck, firstly we cut the nyannyan, we still run e-tele, but our target will just be ogre. I think ogre has a spot in the new format especially into Malice and Azamina so I dont feel too bad maining it and giving it two functions. I like how the new support has slotted in thus far, the quick can play through common interuptions or force an ash early, the gone wild is not only an extender, but a suprisingly decent starter, and the trap can be effective depending on the matchup which is why I consider it for the side deck. I was gifted a TY-Phon and an S:P for my birthday so I am running those now. And keeping on the extra deck train, if you run the full armored package for otk like I do, then the lancer is a main stay. It can send the spell to grave after you search it or bricked on it. Its incredibly useful.
The new support is both a board breaker and an end piece which can proactively detach to activate Gabonga. Keeping three material on field is not an issue because Gabonga can suck up a card during the end phase. So an endboard can be the new card, Gabonga, I:P, and Sploder + Gone Wild in grave. This is about 4 sucks plus an S:P after you convert the I:P and Gone Wild. If you searched the banish trap then it can be a banish with the sploder on field. Its pretty good.
I like bikers a lot, I have been tinkering with a more "pure" casual list for my circle, but this next stuff will probably be what I look at for tournaments.
Mulcharmmy Lines:
Arguably the most important thing a deck can do is play through a mulcharmmy. This deck can, but it generally requires certain draws. Terrortop gets cooked by Purulia while Tourguide only gives like 3 draws and they have to discard 1. The general Idea is you should be able to end on Gabonga and I:P with Sploder and Gone Wild in grave. I will list 6 combos one for each of the starters under the 2 different mulcharmmys. I think the new one that was announced for SUDA won't be that impactful.
Purulia: Tourguide normal (1st draw), then summon merciless, make Gabonga, add Dugg, summon Dugg (2nd Draw), add enterance, enterance adds Gone Wild and summons him (3rd Draw), Gone Wild summons sploder, link off Sploder, Sploder summons merciless, Merciless and Sploder for Xyz Armor Torpedo, Torpedo detatch to draw, overlay Torpedo for Fortress, fortress detatch Torpedo to add the Armored Xyz trap, then link off the Gone Wild and Dugg for I:P, during end step add a Biker to Gabonga. 3 draws total. Or... 2 draws!
You can forgo the Torpedo line entirely and leave them with 2 draws by using Grand Breakout which I will show in the next combo.
Purulia: Special Terror Top (1st Draw), Add and Special Takatamborg (2nd draw), Overlay for Gabonga, add Dugg, special Dugg (3rd Draw), add Grand Breakout, Grand Breakout tribute the Dugg for Gone Wild, Gone Wild summons the Sploder, link off for I:P. 3 draws total.
Purulia: Normal Gone Wild (1st Draw), Summon Dugg from deck, add Grand Bash, Activate Grand Bash and overlay for Gabonga, Add a Goblin Biker. You need an extender from here (Enterance, Boom Mach, E-tele). So taking Boom Mach as an example, you add a Sploder from Gabonga, activate Boom Mach to summon detatching the Gone wild (2nd Draw), Extra Normal Sploder (3rd Draw), then make I:P. The Gone Wild doesn't need to be in grave so long as Sploder is because he can detatch the Gone Wild for cost then summon them back on resolution.
Fuwalos: Normal tourguide, Summon Merciless (1st Draw), overlay for Gabonga (2nd Draw), add Dugg, Dugg summon and add Grand Enterance, Enterance add and summon Sploder, link off Sploder and Dugg for I:P (3rd Draw), during end phase add Gone Wild. Sploder will Detatch Gone Wild to summon next turn and will then on summon have Gone Wild as a valid target. 3 Draws total.
Fuwalos: Special Terrortop, add and special Takatamborg, overlay for Gabonga (1st Draw), add Dugg, Special Dugg, Dugg adds Grand enterance, Enterance adds and Specials Sploder, link off Dugg and Sploder for I:P (2nd Draw), during end phase add Gone Wild for the same idea as last time. 2 Draws Total.
Fuwalos: Normal Gone Wild, Special Dugg (1st Draw), Dugg adds Grand Bash, activate Grand Bash modulating the levels and then overlay for Gabonga (2nd Draw), again, you will need an extender, any goblin biker in hand or a Grand Enterance. E-tele will result in a third draw, same with Breakout. Add Sploder off of the Gabonga, then extra normal him and link him off plus whatever other card you got out with the extender to make I:P (3rd Draw). This can be 3-4 Draws total. Not great, but hopefully you have a Terrortop when they have a Fuwalos.
Overall, the Mulcharmmies hurt, but they aren't the end of the world, further more, you can generally use different combos to play under them better, in the above combos I assumed you had been handlooped for 4, realistically, you will have access to more non-linear combos that can play through these cards better. Fuwalos does suck though, the draw on extra deck summon is a lot and shuts off the Armored Xyz line. It also garuntees 2 draws for just putting together out endboard from the ED. Who knew a card that discourages extra deck summoning would be tough into an Xyz deck.
Goblin Biker Fiendsmith:
TO START, I got lucky and pulled an Impulse and imediately traded it for an engraver. Engraver is becoming a 1 of with the introduction of Lacrima the Scarlet and Impulse is becoming a three of in some decks so their prices sorta high fived each other and I traded.That being said, the above deck excluding the fiendsmith stuff is definetly rouge, I think even with including the fiendsmith stuff its still pretty rouge. But I would pay my arm and leg to negate Lightning storm.
Example Combo:
The idea is you can go make Gabonga with either Tourguide or Speedroid, Dugg, Dugg add Entrance, Entrance for Gone Wild and summon, Gone Wild Summon Sploder. IF YOU USED Tourguide detatch the Mean Merciless for Dugg's Cost to have target you can summon back with Sploder. Link Sploder and Dugg for Moon, Moon to requim (At this point you have Gabonga, Gone WIld, and Requim + Merciless if Tour Guide), Requim tribute to summon Lacrima from deck, Lacrima dumps Engraver, Engraver puts back Moon to summon himself, link them both for Sequence, Sequence shuffles the Requim+ Engraver+ Lacrima in grave to make Desirae, finally, equip the Sequence to Desirae. Then you can detatch from Gabonga to summon merciless and link off both the Merciless and Gone Wild for I:P, or any random normal summon from hand because you used Terrortop you can link that off for I:P. This is the current ROTA endboard plus a Desirae. Basically make Gabonga and instead of linking into I:P or Xyz summoning into the Xyz Armor line, go Fiendsmith instead and if you have an extra body at the end, make I:P.
If you have no way of getting a second body on field for I:P. thats fine, just make S:P. Its better than keeping the Gone Wild on field and you can still equip the Sequence from grave because they wanted these cards to be busted.This board is a lot harder to crack and can really fight back against board breakers. I like the line, but it doesn't really help you getting to Gabonga. But I think thats fine? We have a lot of ways to extend through interaction.
Pros and Cons:
The pros are obviously, you get a Desirae with some good protection while ending on the old reliable I:P plus Gabonga endboard.
The cons are you don't really want to draw Scarlet or Engraver, plus you need ED space, so you would have to cut about 4-5 cards. That could be Ty-Phon, Underwolrd, and a few Xyz, or it could be the Armored line. Leaning more towards the Armored stuff because its about 4 cards and you would also take out the trap so you would have a 40 card deck if you drop the 1 of veiler. The downside to cutting the Xyz Armored stuff is its a little harder to close out the game and you can't quick xyz on their turn. You can sorta fix the "harder ot close the game out" issue by adding Agnumday. A card you can make going second by linking off the Desirae and Sequence for him, then revive the Desirae and equip, then equip the Sequence from grave. A 5400 Beat stick plus Gone Wild and Gabonga. But that requires a fifth spot. 4-5 extra deck slots.
Final Thoughts:
I will let you decide how you wanna approach this deck, the Fiendsmith engine only requires one engraver so its not the worst thing ever, definitely beats the min. two that was required, but Its still expensive though. The Armored line is great at ending games, the endboard is just suseptible to boardbreakers. I am still looking into the new Fiendsmith fusion, but I dont know what to do with it. I think you can also include the Necroquip and try to make the new rank 6 with just Fiendsmith stuff, its nice having a second main deck 6 after all. I think I may go to a local with both variants and just side between them and gauge how it does. I think siding in a Fiendsmith engine is funny. Troika is more casual, the new continuous trap is decent in some matchups, and the new rank 6 is a great option. I have considered 3 Gone Wild, I like drawing him, but drawing multiple is so terrible. The deck still has room for a good amount of hand traps, not the 20 that is becoming more common, but about 14. I like decks that are more engine anyways. I am not super familiar with the Fiendsmith lines, Im in school so I haven't been playing much since August, so let me know if there is something wrong with the line or if there is a better way to do it, I am still looking into it. I like how the deck can play under the mulcharrmies a bit. Overall, a nice, spot, certainly not tier 1, but not tier 5 either. I think it is a cheap meta threat.