This is my second take on the amazing Super Quant strategy. I am a big fan of this strategy due to its extremely unique playstyle, and amazing card art. Without further ado, I would like to walk you through some of my card choices and what the strongest combo lines are.
To start I play a going first variant with a going second variant in the side deck. Basically, if you have to go second game one that's okay you should still be able to play, but going first is preferred as a lot of the extra deck choices are meant to sit on the field and prevent OTK's if you brick. This includes cards like white aura dolphin which can be made with psychic wheelder and blue layer. This card allows you to soak up a few attacks if you have a blue layer in the grave. You can switch it out for Goyo Guardian if you are going second. The other really big going first cards are the artifact cards. In the main deck I play one Scythe and one Morraltech. I also play one lancea in the side. I play three sanctums so that you can play desires and still have a chance to draw it, as well as the two trap trick so that you can draw into it even easier. The artifacts work decently in this deck because Grampulse can destroy spell and traps on your opponent's turn if it has blue layer as a material. That's pretty much it for the going first cards, you can take all of these out if you are going second for the cards that rely more on your opponent playing.
Now for how you want to use each of the Super Quant cards.
Red Layer- Opening this cards means that you probably won the game. You almost always want to summon him first unless your hand is extremely stacked. Both effects are once per turn but you have a lot of ways to get him in the grave (ie white layer, or any of the Dangers). You special summon any super quant from the grave when he is sent, which can include the mechs. This guy goes to grave a lot so make sure you shuffle multiple copies of him back with blue layer if you can. Always play 3.
White Layer - The newest super quant monster allows you to really unbrick your hand if all you have drawn is one other super quant. You can normal the other one and special this one for free. If it's blue then you can make a grampulse for free. If it's green then you just special this and get its effect. Red is probably the worst one to pair with white just because the discard may not be live for red. Either way, White layer is very versatile and puts Alphan back in your hand when it goes to the grave. This can be used to help you turbo magna off the field spell, or it can help you rebuild a board on turn two. Play 3 as well.
Blue Layer - Blue layer is used for two things: searching the field spell, and shuffling back red. With that being said Blue layer is the easiest to get in a mech so Grampulse will almost always be on board. You play three cause you need the recursion, and there is no real way to search it.
Green Layer - Green is sort of lack luster. Unless you are playing a spellcaster variant with summoner monk he isn't very useful. You don't want to use his graveyard effect often due to the fact that you have to throw a super quant out of your hand. The one good way to do this is to send Green and White off of Alphan, and put Alphan in your hand then discard it again. This is a free plus one, but its not all that useful. In addition, Aeroboros is, in my opinion, the worst of the mechs. It is decent now in the link era, but with MR5 I see it being less useful. I only play 2 but you could play a third.
Alphan - This little bunny is so great for the strategy. The only time it's bad is when you open only it and White Layer, but that's part of why you're only playing two. On top of that White Layer lets you recur it from the grave for free so you don't even need to waste your blue on shuffling it back in. He is always in your hand so you don't need to play 3.
Thats pretty much it, this deck can easily and consistently make the boss and one other mech to help support it. You can spin monsters left and right with Magna and it is so fun to do. On top of that, it is non-targeting, non-destruction, and he is unaffected by card effects. Oh and did I mention that he can stop your opponent from adding cards to their hands if it has 6 materials.
This deck was decent before and now with master rule 5, it has a lot of potential to be rouge.
Hope you enjoy and please leave a comment below on what you think I could change.