Guide on Mathmech in Duel Links - The only archetype placed at Tier (which is only tier 3) in the newly released minibox. However, Mathmech is still extremely frustrating and we can completely climb up KOG with this deck for a very cheap price.

Introduction to Archetype

Mathmech is one of the Archetypes that was introduced in the Mystic Fighters booster pack Mystic Fighters (TCG), including both Dragonmaid and Generaiders. Unfortunately (for all three Archetypes) they were released at the very end of 2019, meaning they must be played under Master Rule 4, where you have to place your extra deck monsters into an extra monster zone or an area that link monsters can only reference, but these decks don't have any link monsters. Another thing that goes against all the decks that debuted in Mystic Fighters is that the actual meta at the time was dominated by four truly powerful decks: Thunder Dragons, Orcust, Salamangreat, and Sky Striker. Anyway, just like countless Archetypes that debuted throughout 2019, Mathmech has quickly been forgotten and pushed aside.
Regarding Duel Links, we got a batch of Mathmech cards in the mini box Chronicle of Glory, released in 2020 in the DSOD format. You will find that we only have two monsters and one extra deck monster, and there is a very simple reason for that: Most of the cards in this deck refer to extra monster zones, which did not previously exist in Duel Links in 2020.
Luckily, Vrains was added to the game along with extra monster zone, so now we can finally enjoy Mathmech at maximum power thanks to the release of Minibox Princess of Aqua, adding nearly every Mathmech card to the game, except for two cards (which we will discuss in a later section).
Skill
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The Mathmech Deck relies entirely on the Skill Mathmech Slicer
The core strength of the Skill lies in its card-searching ability, which can be used once per turn and an unlimited number of times throughout the Duel
The monsters in the main deck
from your deck to the grave. But that's not all,
Circularwill also search (look for) your back row whenever you normal or special summon aMathmech.
< p data-path-to-node="8" style="text-align: justify;">Mathmech Sigma is another Tuner that provides very good resource maintenance. This card can Special Summon itself from the Graveyard to the Field if your Extra Monster Zone is empty. Because of this mechanic, it is always a perfect target for you to push down from your deck to the Graveyard using the effect of Mathmech Circular.
Additionally, in situations where you have too many Tunners in your hand, Mathmech Sigma can flexibly treat itself as a non-Tuner monster to easily perform Synchro steps. With its high versatility and extremely approachable nature, playing between 2 to 3 copies of this card is the optimal choice.
Another Tuner has been added! Mathmech Nabla possesses a very flexible field effect: you can sacrifice any Cyberse monster (including itself) to Special Summon a Mathmech from the Graveyard.
However, its true power is revealed when it's sent to the Graveyard. At this point, Mathmech Nabla will grant an extra attack effect to a monster currently located in your Extra Monster Zone, perfectly suited for OTK decks. The number of copies depends on the deck thickness: 1 copy for a 20-card list, or 3 copies for a 30-card list to increase the chance of drawing the Tuner at the start of the turn.
These two cards have almost identical functions, serving as completely free combo extenders. They can self-summon specially from hand by targeting a monster on the field and increasing (Mathmech Addition) or decreasing (Mathmech Subtraction) 1000 attack (ATK) of that monster. Although this gives an easy advantage when summoning monsters, you should note that after using this effect, you will be locked and only allowed to summon Cyberse-type monsters for the rest of the turn. Since the main function is to create more material on the field, playing one copy per type is already enough.
This is an attack-stat controlling monster duo, especially dangerous in the end phases. When sent to the graveyard, they have the ability to double (Mathmech Multiplication) or split (Mathmech Division) the ATK stat of a monster on the field, creating attacks with enormous damage.
Besides this, when standing on the field, they also possess unique effects at the temporary stability level. In terms of overall utility, Mathmech Multiplication is often rated slightly better, but Mathmech Division sometimes still creates shocking match-up situations. Sincerely advised is that you should use one of each type to diversify your tactics.
Spell/Trap
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< p data-path-to-node="2" style="text-align: justify;">Mathmech Equation operates exactly like a dedicated "Monster Reborn" card for this deck, allowing you to resurrect monsters from the grave. What makes its value shine is its ease of searchability through deck effects or via Skill.
Thanks to being easily drawn when needed, you don't have to stuff too many copies of it into your deck at the expense of dilution. The optimal advice is that playing just one copy is enough to maintain your combo chain.
Mathmech Billionblade Nayuta is an Equip Spell card of the Mathmech deck. However, according to real-world evaluation, this card is completely not worth putting in your tournament list and you really don't need it.
Even though it can create some looking "cool" combo branches, wasting one search turn for this card is an unreasonable move. The Mathmech deck has later cards (back row) that bring overwhelming power and effectiveness against opponents much more than this card does.
This is indeed the core Trap card and the most terrifying weapon in Mathmech's later stage. When activated, Mathmech Superfactorial allows you to revive up to 3 Mathmech monsters from the graveyard to immediately perform Synchro or Xyz Summoning.
In actual combat, this card is the perfect tool to call out Primathmech Laplacian Xyz right on your opponent's turn. This flip-and-reveal move lets you banish a monster directly from your opponent's hand and clear additional cards from the field, forcing your opponent to interact and completely disrupt their battle phase tempo.
Mathmech Superfactorial is currently limited at Level 1 (Limit 1) in Duel Links, so you can only (and must) play just one copy.
The card's skill allows you to easily play this trap card from the deck onto the field. Due to its overwhelming power, Mathmech Superfactorial is currently limited at Level 1 (Limit 1) in Duel Links, so you can only (and must) play just one copy.
Mathmech Induction is a versatile Continuous Trap card. When it is flipped face up on the field, it passively provides a significant amount of ATK, adding an extra 500 attack points to your entire Cyberse monster group.
Its second effect gives it very good control over the battlefield. If you are controlling a Mathmech monster, you can send this trap from the field to the graveyard to target and pop any card. It is a flexible cleanup tool and may sometimes be a priority target for you to search depending on the situation.
However, there is a very important rule note: this trap must already be face up on the field before activation to trigger the self-send-to-graveyard effect. You cannot flip it up (chain) and hope to destroy the opponent's card in the same turn. The advice is to play one copy of this card.
Extra Deck
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This is a mainstay Xyz monster, requiring 3 Level 4 monsters as materials. Its terrifying power lies in its ability to split up to 3 materials upon being summoned to simultaneously execute multiple effects: send 1 card from the opponent's hand to the graveyard (hand-rip), send one of the monsters it controls to the graveyard, or send one of its Spell/Trap cards to the graveyard.
This overwhelming power transforms it into an incredibly cool version of Trishula, Dragon of the Ice Barrier from the Archetype. Additionally, it provides a small layer of protection by splitting materials to prevent Mathmech cards from being destroyed by effect.
The second important Xyz monster of the deck, requiring at least 2 Level 4 monsters. When it leaves the field, it allows you to draw from 2 to 4 materials to search for different targets. In most competitive battles, you will draw 2 materials to specifically obtain one Mathmech card in hand.
In addition to its searching ability, this card works very similarly to Mathmech Nabla. It can sacrifice a monster on the field to Special Summon a Mathmech from your hand or graveyard, playing a crucial role in extending the combo chain.
This is the ultimate finisher (boss monster) "extreme" of the deck. When standing in the Extra Monster Zone, it becomes an impregnable fortress: completely unaffected by any card effects (except for the card Mathmech), cannot be used as material for Super Polymerization, and deals double battle damage to the opponent. Although it can still be eliminated by sacrificial monsters like Kaiju or Underworld Goddess of the Closed World, but in most situations this card is almost never destroyed. At least one card must be in the Extra Deck, and sometimes the second one also has good effect.
Because of the non-ban Special Summoning Recall from other decks' Extra Decks, you can easily take full advantage of this excellent trio of Cyberse. The common combo is using Splash Mage to go straight up to Decode Talker Heatsoul, then activate the original drawback effect to draw extra cards, and wait for the right moment to switch to S-Force Justify.
This playstyle allows you to constantly replenish your hand while setting up an incredibly annoying obstacle named S-Force Justify on your opponent's turn immediately, creating an extremely solid defensive line.
Some support cards
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Some players like combining this duo to easily get the Counter Trap Cynet Conflict.
The biggest advantage of this playstyle is that it prevents you from losing immediately if your opponent suddenly throws Forbidden Droplet at your monster.
However, using this tactic forces you to delay the switch of Decode Talker Heatsoul to S-Force Justify.
Therefore, their appearance brings mixed feelings and they are not really mandatory pieces to have in your deck.
Cynet Mining is an exceptionally excellent spell card that you should add to increase stability when searching for Cyberse system pieces. That's even better, because the Skill has taken care of most of the work of managing your combo pieces and deck, leaving you with plenty of space. Fill them up with countless Hand traps. Drawing them through Decode Talker Heatsoul and throwing them directly at the opponent's face on their turn will give you overwhelming control advantage instead of relying on common Quick Spells or Traps.
How to Play / Combo
Overall Play Guide
Mathmech is an extremely flexible Cyberse-themed deck, possessing formidable power on both turns: going first (board disruption setup) and going second (board wipe, OTK finish).
The gameplay revolves around maximizing the Mathmech Slicer skill to seek out two core pieces: Mathmech Circular and Mathmech Diameter. Since the skill requires having a Tuner monster in hand to activate, using search cards like Cynet Mining is incredibly essential for "unbricking" and ensuring you always have a starter Tuner for combo.
This deck has two main combo branches offering different defensive styles:
Link Combo Branch (Most favored): Focus on calling forth Link monsters like Decode Talker Heatsoul to continuously draw cards (seeking tech cards/hand trap such as Forbidden Droplet or D.D. Crow), combined with the trap Mathmech Superfactorial to wipe the opponent immediately during their turn.
Synchro Combo Branch: Focus on building an impenetrable fortress Geomathmech Final Sigma right away from Turn 1. This playstyle is extremely effective when facing Link-draft decks (such as Underworld Goddess of the Closed World) or decks that rely on targeting effects.
Combo Guide
1. Standard Link Combo (Optimal advantage, Wipe & Draw)
(Condition: Have any Tuner in hand. This playstyle offers huge resources and many obstacles).
Activate Skill, send Tuners from hand to graveyard to take Mathmech Circular and Mathmech Diameter into hand.
Special Summon Mathmech Circular by sending Mathmech Circular from hand to graveyard.
Normal Summon Mathmech Diameter, activating its revive effect to resurrect one Mathmech monster from graveyard.
Use Mathmech Diameter and the revived monster to Special Summon Xyz Prime Mathmech Alembertian into Main Monster Zone.
Create Chain-block: Activate Primathmech Alembertian (Chain Link 1) and Mathmech Circular (Chain Link 2). This helps you avoid Droll & Lock Bird. You search the trap Mathmech Superfactorial and an expansion monster (like Mathmech Addition).
Activate effect of Primathmech Alembertian, sacrifice it to revive Mathmech Diameter from graveyard.
Because Extra Monster Zone is empty, Mathmech Sigma under graveyard will automatically Special Summon onto the field.
Use 3 monsters (Circular, Diameter, Sigma) to Special Summon Xyz Prime Mathmech Laplacian. Activating raw material effect to "hand-rip" (destroy 1 random card on opponent's hand).
Special Summon Expansion Monster (Mathmech Addition) from hand.
Use Primathmech Laplacian and Mathmech Addition to Special Summon Link into Splash Mage. Splash Mage activates its revive effect to resurrect Primathmech Laplacian from graveyard.
Use Splash Mage and Primathmech Laplacian to Special Summon Link into Decode Talker Heatsoul. Return original points to draw 1 card.
Drop Mathmech Superfactorial and other tech cards, then end your turn.
Your turn (Toggle ON): During Draw Phase, use Decode Talker Heatsoul to draw 1 card. Wait for opponent to play, you can tag out Heatsoul as S-Force Justify for 1 negate turn. Combine with trap Mathmech Superfactorial calling back Primathmech Laplacian to clear 3 cards (hand, monster, trap) of the enemy, while Laplacian also has omni-negate effect thanks to raw material being Mathmech Diameter.
2. Synchro Combo (Final Sigma Fortress Turn 1)
(Condition: Have Tuner in hand. Applied when you know opponent has wide board-wiping effects and needs an unkillable boss monster).
Activate Skill, send 1 card to graveyard to take Mathmech Circular and Mathmech Diameter into hand.
Special Summon Mathmech Circular by sending Mathmech Circular from hand to graveyard.
Normal Summon Mathmech Diameter, reviving one Mathmech monster from graveyard.
Use Mathmech Diameter and the other monster to Special Summon Xyz Prime Mathmech Alembertian.
Activate effect of Primathmech Alembertian and Mathmech Circular to search cards (draw Traps or Spells as desired).
Activate effect of Primathmech Alembertian, sacrifice Mathmech Circular on field to Special Summon Mathmech Nabla from graveyard.
Activate effect of Mathmech Nabla, sacrifice Mathmech Diameter to Special Summon Mathmech Division or Mathmech Multiplication from hand.
Use Mathmech Nabla (Tuner) along with other non-Tuner monsters on field to Special Summon Synchro Prime Mathmech Final Sigma. Note especially: Must place this monster into Extra Monster Zone.
End turn. Now you have a massive army completely immune to all opponent's card effects.
3. OTK Finish
(Flexible customization when playing on Turn 2 and needing to pierce opponent's defense).
Use Cynet Mining (if available) to bait opponent's negate effects or find a Tuner.
Activate Skill to take Mathmech Circular and Mathmech Diameter. Special Summon Circular and draw normally.
Instead of rushing Link, Special Summon Xyz Prime Mathmech Laplacian or Primathmech Alembertian to break down each defender, forcing opponent to use all hand traps such as Forbidden Droplet.
Use effect of Mathmech Nabla or Mathmech Multiplication to increase/double attack power, or allow Extra Monster Zone monsters to attack twice.
Activate effect of Mathmech Nabla, sacrifice Mathmech Diameter to Special Summon Mathmech Nabla from graveyard.
Activate effect of Mathmech Nabla, sacrifice Mathmech Circular on field to Special Summon Mathmech Division or Mathmech Multiplication from hand.
Activate effect of Mathmech Nabla, sacrifice Mathmech Diameter to Special Summon Mathmech Multiplication from hand.
Use Mathmech Nabla (Tuner) together with other non-Tuner monsters on field to Special Summon Synchro Prime Mathmech Final Sigma. Important note: Must place this monster into Extra Monster Zone.
End turn. At this point you have a fully armored tank completely immune to all opponent's card effects.




































