Both Cyber Dragon and ABC parts are light machine, with the new card Malefactors' Command, you can extend to ABC from Cyber Dragon starter while maintaining consistent summoning of Cyber Dragon Infinity. Not only that, thanks to Union Driver, now you can turn one Union Hangar into ABC + Infinity (only works in MR5, TCG will be in MR5 once we got all the cards). I will explain the Hangar route.
Activate Hangar, add A or B, normal summon A/B, equip Driver via Hangar, use Driver equip A/B (you need both A & B on the field), ss the equip, link off both to Union Carrier, use B search C, use A recycle B (now you have 2 light machine in hand, B & C), use Carrier equip Photon Orbital, use Orbital search Galaxy Soldier, ss Soldier using B/C as fodder, search another Soldier using previous one, ss second Soldier using B/C as fodder, now you have 2 lv5 + Carrier + ABC parts in GY just from one Hangar.
Other route is using Malefactor if you dont have Hangar but it needs more extender/fodder and also needs practice how to get the most advantage of it. In summary, your best card is Hangar followed by A/B + Malefactor. The Cyber Dragon lineup is just for contact fusing or extender/fodder.
Card to think of: Gizmek Yata (great lv 5 light machine extender, but limits you from summoning other type), Gold/Silver Gadget (great for link/rank4 play, but fragile with Impermanence/Veiler), Transmodify (good card esp with Gizmek Yata, but eats too much resource and space in the deck), Danger! (easy Union Carrier and increasing consistency, but still a gamble and the monster is not light machine for Malefactor or Soldier fodder), Pot of Avarice (great card, but dead in early turn).
Pros: Super consistent with Infinity negation and ABC disruption/recurrence with minimal resource makes it arguably tied with Salamangreat, can run multiple handtraps/removals.
Cons: Nibiru, Dark Ruler No More, Megafleet, and etc are a scary threat, Hangar combo doesnt work in MR4.
PS: Union Hangar combo thanks to
Nighthawk#5409 @Discord