Mathmech

Master I from on June 30th, 2024
cp-ur 930 + cp-sr 450
44 cards

Notes & Combos

Notable Changes From Season 29

The S:P combo is very strong, I adapted it from lifepointaker's list and credit ofc to FUGB for developing the combo:

https://www.masterduelmeta.com/top-decks/master-i/may-2024/mathmech/lifepointaker/_ThzD

This was also my attempt at larping as Snake-Eye, without the benefits of Snake-Eye. I wanted to play 19 handtraps (73% to open 2+ in 44, 95% to open at least 1 in 44). I'm thinking about playing Droll over Ogres and to play eXceed as additional extenders.

I was also trying to reap the benefits of a slightly larger deck size to reduce the chances of opening Superfactorial/Sigma/Multiplication. I've accepted that you can't really avoid drawing one but drawing multiples is almost death since every playable card counts when you have cards like Small World/Mining that go minus or when you have to NS a handtrap for Almiraj.

I think a good argument against this is reducing the chances of hard drawing Circular. There are many ways to Circular but these are inferior since they can fold to a single interaction (Ash on Defenser) or go minus (Mining, Small World). The percentage of seeing Circular from 40 to 44 cards reduces from 33.76% to 31%. The chance of seeing at least one of Driver/Superfactorial/Sigma/Multiplication goes from 42.71% (40 cards) to 39.41% (44 cards), so there is a small effect on improving the hands.

This list needs more refinement, despite its "90.6% playable rate" (obtained using the program choco mint ice deck simulator on github). I found that even if you open playable, I had games where my starters or non-circular cards could not play through one handtrap and an interaction. For example, I consider Dotscaper as "playable" since you end on Terahertz, but it is not realistic to me without an extender since this format is handtrap heavy. In reality, some games going 2nd I will successfully handtrap Snake-Eye but it's still uphill - when they are able focus their interactions on preventing Circular (when it's not hard drawn) being 1-3 cards down (1-2 handtraps consumed and/or 1+ Multi/Driver/Superfactorial) can end in a lost game.

Matchup Breakdown (102 Duels; 48 Heads, 54 Tails)
  • 9 Tearlament (8.8%, W/R = 55.5%)
  • 8 Rescue-ACE (7.8%, W/R = 62.5%)
  • 8 SEFK (7.8%, W/R = 50%)
  • 5 Snake-Eye (4.9%, W/R = 60%)

Honorable Mentions: 4 Dragon Link, Kashtira, Labrynth, Purrely, Salamangreat

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Replays

Follow me on Master Duel! ID: 122-966-180

  1. 1st, SE Infernoid
  2. 1st, Purrely
  3. 1st, R-ACE
  4. 1st, Branded
  5. 1st, SE
  6. 1st, Tear
  7. 2nd, Labrynth
  8. 1st, Salamangreat

If you're interested in commentary, I will populate this playlist with some recordings of my climb on youtube. Expect some updates this week!

https://www.youtube.com/playlist?list=PLaFh6a-hf3oCU765ib9eznRfel1KsKNPS