Notes & Combos
Wasn't feeling Yu-Gi-Oh for a bit but still wanted to see if I could play fine. With Tear gone, I feel overall much more comfortable on ladder. Until Ariseheart is released, we don't really play any books as Purrely alone in my opinion isn't enough to justify it (especially with how messy ladder meta is). Run had ended with a 10 game winstreak from Master 3 to 1. 1/2 of those games were decided by Maxx C.
Very skillful.
My build is still overall very greedy with the Final Sigma Multiplication package, Parallel Exceeds, and Micro Coder Conflict Package. I'm not so greedy as to put in a one of search off the one of 4 Mat Alembertian floodgates like Anti-spell or Dimensional Barriers. Generally most decks cannot play through I:P + Laplacian (With diameter) with some hand traps backing it up. The reintroduction of Eccentrick as a small world bridge was always expected since the flexibility for trading a monster or a backrow is very nice. Thunder King is there as a nice nuclear solution and comes up fairly decently on turn 3 when they broke your board helping you clean up (mainly for Noir or trading for a Baron, or another nice target). Remember transcode cannot activate its effect the turn you do kaiju as you cannot special non cyberse the turn you want to activate transcode's effect.
The Cyberse Wicckid is a leftover from the devotee package days that I can see being cut for maybe another splash mage, transcode talker, or accesscode talker. Terahertz can also be another consideration but I'm pretty sour on that as payoff until we get link decoder and Cyberse Desavewurm. Both of those will provide the fantastic semi-consistent Heatsoul + SuperFactorial + 2 Activation Terahertz (with a Desavewurm) endboard that showed itself during the Cyberstorm Access Meta. But until those come, Terahertz just proves itself as a very funny big boy that can dump sigmas/dotscapers and catch non-readers out trying to activate bystials in battle phase.
The lack of Sakitama in the game yet is a bit odd but with 3 Circulars I feel that we get a lot of passes with it being an option and the deck being a handtrap deck with the amount of nonengine it can play.
Overall, the deck still feels fine and MD is about the same as I remember. Same old temptation to reach for a can when I drop Maxx C with my board or when I get it dropped in standby/after their combo.