Mathmech OTK - 12,000 Damage!
Deck Primer
What an awesome deck. For those of you guys who aren't familiar with Mathmechs - a deck that 'recently' came out in the TCG in the set Mystic Fighters - it is simply another cyberse deck: however, it specializes in spamming the board with monsters and going into one of the most broken cyberse synchros in order to OTK your opponent. Geomathmech Final Sigma not only has the ability to double its attack during damage calculation - but with its one turn boost using the effect of Mathmech Multiplication - can easily deal damage exceeding that of 10,000 Lifepoints. Unlike my Crusadia build from a while back - which you should still check out as it specializes in some bonkers combos to annihilate your opponent Equimax - this deck can ruin your opponents career in just a few simple steps (all depending on your hand of course)
The easiest and most simple combo only really relies on you having two cards in hand. What you'd want to do to kick-start your combos is normal summon Balancer Lord. This card is a great starter monster and easily searchable off of cards like Cynet Mining. What it allows you to do is for the cost of only 1000 LP, conduct another normal summon of a cyberse monster - so using his effect, you can bring out Mathmech Nabla. It has a very nice effect that allows you to pop your other cyberse monster and bring out the card that enables it all; Mathmech Multiplication. This card can make your Nabla a level 8 - and since its a tuner - 4 + 8 = 12. Thats some maths that even your 36 year old algebra teacher would be proud of. So now that you have made Final Sigma - you can use Multiplications effect from grave and boost his attack to 6000!!
Conditionally, you're opponent might have something that would negate your combo - Apollousa, Abyss Dweller. But fear not; because you run a set of cards that not many people respect in today's format - Kaiju's. If your having problems with a card your opponent controls - just use Interrupted Kaiju Slumber. Or just straight up Gameciel them if you have him in hand. Either way, it shouldn't be too hard to break boards with cards in your hand - so the OTK is still very viable.
Going first this deck obviously suffers slightly - but thats part of the reason why I run Mekk-Knight Crusadia Avramax in the extra deck. You can benefit easily benefit off of the Link engine; special summoning two mathmechs and going into Link Disciple and Link Devotee in order to draw 1 and get two tokens on field. After that you can use a token to make Linkuriboh and then I:P Masquarena using disciple and the kuriboh on field. Using kuriboh's second effect - you can bring it back from the grave using your other token and on your opponents turn make Avramax.
Overall, this deck deserves a good 5/10. It's not the best deck out there - and like all OTK decks falls flat to handtraps. Sadly, the most we can do protection wise is hope we draw called by the grave. Still, this deck can manage to survive going first and hopefully pull off the OTK next turn, so it does have the safety aspect Crusadia lacked in my opinion. Still this deck is a good breather from the past two decks - being simple and surprisingly semi-budgety. I'd recommend this deck to those interested in OTK's or just people getting into the competitive scene. Be sure to watch out for tomorrow's deck as its going to be a powerhouse. Definitely something to look forward to so stay tuned for that.
The easiest and most simple combo only really relies on you having two cards in hand. What you'd want to do to kick-start your combos is normal summon Balancer Lord. This card is a great starter monster and easily searchable off of cards like Cynet Mining. What it allows you to do is for the cost of only 1000 LP, conduct another normal summon of a cyberse monster - so using his effect, you can bring out Mathmech Nabla. It has a very nice effect that allows you to pop your other cyberse monster and bring out the card that enables it all; Mathmech Multiplication. This card can make your Nabla a level 8 - and since its a tuner - 4 + 8 = 12. Thats some maths that even your 36 year old algebra teacher would be proud of. So now that you have made Final Sigma - you can use Multiplications effect from grave and boost his attack to 6000!!
Conditionally, you're opponent might have something that would negate your combo - Apollousa, Abyss Dweller. But fear not; because you run a set of cards that not many people respect in today's format - Kaiju's. If your having problems with a card your opponent controls - just use Interrupted Kaiju Slumber. Or just straight up Gameciel them if you have him in hand. Either way, it shouldn't be too hard to break boards with cards in your hand - so the OTK is still very viable.
Going first this deck obviously suffers slightly - but thats part of the reason why I run Mekk-Knight Crusadia Avramax in the extra deck. You can benefit easily benefit off of the Link engine; special summoning two mathmechs and going into Link Disciple and Link Devotee in order to draw 1 and get two tokens on field. After that you can use a token to make Linkuriboh and then I:P Masquarena using disciple and the kuriboh on field. Using kuriboh's second effect - you can bring it back from the grave using your other token and on your opponents turn make Avramax.
Overall, this deck deserves a good 5/10. It's not the best deck out there - and like all OTK decks falls flat to handtraps. Sadly, the most we can do protection wise is hope we draw called by the grave. Still, this deck can manage to survive going first and hopefully pull off the OTK next turn, so it does have the safety aspect Crusadia lacked in my opinion. Still this deck is a good breather from the past two decks - being simple and surprisingly semi-budgety. I'd recommend this deck to those interested in OTK's or just people getting into the competitive scene. Be sure to watch out for tomorrow's deck as its going to be a powerhouse. Definitely something to look forward to so stay tuned for that.
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