Mathmech Play Guide

Mathmech Play Guide

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 very cheap.




Introduction to Archetype

Introduction to Archetype

Mathmech is one of the Archetypes released 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 in an extra monster zone or a region that link monsters point to, but these decks don't have link monsters. Another thing that opposes all TCGs released in Mystic Fighters is the fact that the current meta at the time was dominated by four truly powerful decks: Thunder Dragons, Orcust, Salamangreat, and Sky Striker. Anyway, just like countless Archetypes released throughout 2019, Mathmech has quickly been forgotten and pushed aside.

Regarding Duel Links, we have obtained a batch of Mathmech cards in the mini box Chronicle of Glory, released in 2020 in DSOD format. You will notice 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 exist in Duel Links in 2020.

Luckily, Vrains has been added to the game and together with it extra monster zone, so now we can finally enjoy Mathmech at maximum power thanks to the release of the Princess of Aqua minibox, adding almost every Mathmech card to the game, except for two cards (we will talk about them later).



Skill

[ ]

Mathmech Slicer (Skill Card) (100%)
UR rarity
Mathmech Slicer (Skill Card)
UR rarity
Mathmech Slicer (Skill Card)

The Mathmech deck relies entirely on the Mathmech Slicer Skill. At the start of the battle, the skill will automatically add up to 2 Primathmech Alembertian and 3 Mathmech Circular monsters into the deck, to lock away the strongest cards to prevent them from being abused for other Cyberse system strategies. All you need to do is reveal a Mathmech Tuner in hand and send a card from your hand/field to the graveyard, and you'll immediately draw two Mathmech monsters from the deck to kick off your whole combo. Even better, from Turn 2 onwards, the skill also allows you to directly summon a Mathmech Spell/Trap from the deck or hand to the field and activate it instantly. In return, your Mathmech Synchro Monsters will receive the ability to deal piercing damage. On the flip side, you're severely limited: you can only Summon Common/Special Mathmech Monsters (Extra Deck monsters are not restricted) and all effect-based damage you cause is zero.



The monsters in the main deck

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Mathmech Circular (x3 - cleaned skill)
Card rarity
Mathmech Circular
Card rarity
Mathmech Circular

Starting with the biggest threat in this entire Archetype, Mathmech Circular.

Circular can special summon by sending a monster
from deck to grave
. But that's not all,
Circular also will search your backrow whenever you normal or special summon a Mathmech.
There is nothing surprising about it being locked by skill at the moment, and it is something you'll search with your own skill in most cases

Mathmech Diameter (x3)
SR rarity
Mathmech Diameter
SR rarity
Mathmech Diameter

Mathmech Diameter is a Tuner - this is very important for skill.

When normal summoning, it revives any Cyberse monster from your graveyard (It's not even any particular one, it just needs to be level four and below xD). And if you use it for a Synchro or Xyz summon turn, you give the newly summoned extra deck monster the ability to negate an effect this turn.
Diameter is really important for the deck. It is the second card you'll search for most often with your skill, and I recommend playing three copies of it.

Mathmech Sigma (x3-2)
UR rarity
Mathmech Sigma
UR rarity
Mathmech Sigma

Mathmech Sigma is another Tuner that provides very good resource maintenance ability. 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 your hand has too many Tunners, Mathmech Sigma can flexibly treat itself as a non-Tuner monster to easily perform Synchro steps. With its high versatility and extremely accessible nature, playing between 2 to 3 copies of this card is the optimal choice.

Mathmech Nabla (three)
R rarity
Mathmech Nabla
R rarity
Mathmech Nabla

Another Tuner has been added! Mathmech Nabla possesses a very flexible field effect: you can tribute any Cyberse monster (including itself) to Special Summon a Mathmech monster from the Graveyard.

However, its true power is revealed when it is sent to the Graveyard. At this point, Mathmech Nabla will grant an extra attack ability 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.

Mathmech Addition and Mathmech Subtraction (x1 each card)
SR rarity
Mathmech Addition
SR rarity
Mathmech Addition
R rarity
Mathmech Subtraction
R rarity
Mathmech Subtraction

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 advantage in summoning monsters easily, 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 creating additional material on the field, playing one copy per type is more than enough.

Mathmech Multiplication and Mathmech Division (x1)
N rarity
Mathmech Multiplication
N rarity
Mathmech Multiplication
N rarity
Mathmech Division
N rarity
Mathmech Division

This is an attack-stat controlling monster duo, especially dangerous in the end phases. When sent to the graveyard, they have the ability to multiply (Mathmech Multiplication) or divide (Mathmech Division) the ATK stat of a monster on the field, creating attacks with enormous damage.

Besides that, when standing on the field, they also possess unique effects at the temporary stability level. Regarding overall utility, Mathmech  Multiplication is usually considered slightly better, but Mathmech Division sometimes still creates shocking matchups. Sincerely, the advice is that you should use one of each type to diversify tactics.



Spell/Trap

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Mathmech Equation (x1)
N rarity
Mathmech Equation
N rarity
Mathmech Equation

Mathmech Equation operates exactly like a "Monster Reborn" card dedicated to this deck, allowing you to resurrect monsters from the grave. What makes its value lie is its ease of searchability through effects within the deck or via Skill.

Thanks to being easily drawn when needed, you do not need 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 (x0-1)
N rarity
Mathmech Billionblade Nayuta
N rarity
Mathmech Billionblade Nayuta

Mathmech Billionblade Nayuta is an Equip Spell card of the Mathmech deck. However, according to practical evaluation, this card is completely not worth putting it on your tournament list and you really don't need it.

Although it might create some looking cool combo branches, wasting one search turn for this card is an illogical move. The Mathmech deck has later cards (back row) that bring overwhelming power and effectively hinder opponents much more than any other.

Mathmech Superfactorial (x1)
R rarity
Limited to 1 copy
Mathmech Superfactorial
R rarity
Limited to 1 copy
Mathmech Superfactorial

This is the core Trap Card and the most fearsome weapon in Mathmech's back row. When activated, Mathmech Superfactorial lets you revive up to 3 Mathmech monsters from the Graveyard to immediately perform a Synchro or Xyz Summon.

In actual play, this card is the perfect tool for bringing out the Xyz Monster Primathmech Laplacian right during your opponent's turn. This surprise helps you immediately take out a card in your opponent's hand and clear additional cards on the field, forcing your opponent to respond and completely breaking the tempo of their setup.

The deck's Skill lets you Set this Trap directly from your Deck to the field extremely conveniently. Due to its immense power, Mathmech Superfactorial is currently limited to 1 (Limit 1) in Duel Links, so you can only (and must) play exactly 1 copy.

Mathmech Induction (x1)
SR rarity
Mathmech Induction
SR rarity
Mathmech Induction

< p data-path-to-node="12" style="text-align: justify;">Mathmech Induction is a Continuous Trap card. When it flips face up on the field, it passively provides a significant amount of stats, adding an extra 500 attack points (ATK) to your entire Cyberse monster group.

Its second effect gives excellent board control. If you are controlling a Mathmech monster, you can send this trap from the field to the graveyard to target and destroy any card. This is a versatile cleanup tool and may sometimes become a priority target depending on the situation.

However, there is one extremely important rule regarding game law: this trap must already be face-up on the field before it can activate the self-sending effect to the graveyard. You cannot flip it over (chain) and hope to destroy opponent's cards immediately in the same turn. The advice is to play only one card with this card.



Extra Deck

[space]

Primathmech Laplacian (twice)
R rarity
Primathmech Laplacian
R rarity
Primathmech Laplacian

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 when summoned to simultaneously execute multiple effects: send 1 card from the opponent's hand to the graveyard (hand-rip), send 1 monster they control to the graveyard, or send one of their Spell/Trap cards to the graveyard.

This overwhelming power transforms it into an incredibly cool version of Trishula, Dragon of the Ice Barrier of the Archetype. Additionally, it provides a small defense by splitting materials to prevent Mathmech cards from being destroyed by effect.

Primathmech Alembertian (x2 - Thanks Skill)
Card rarity
Primathmech Alembertian
Card rarity
Primathmech Alembertian

The second important Xyz monster of the deck, requiring at least 2 Level 4 monsters. When it leaves the field, it allows you to separate from 2 to 4 materials to search for different targets. In most actual battle matches, you will separate 2 materials to specifically draw one Mathmech card into your 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 hand or graveyard, playing a crucial role in extending combo chains.

Geomathmech Magma (x1)
SR rarity
Geomathmech Magma
SR rarity
Geomathmech Magma

This is a Synchro Tuner monster of Achetype. However, the effect of this card is not particularly impressive and has very little combat utility. You can completely skip it and cross it off the Extra Deck list if you want to waste a slot

Geomathmech Final Sigma (x1)
SR rarity
Geomathmech Final Sigma
SR rarity
Geomathmech Final Sigma

This is the ultimate (boss monster) finisher of the deck. When standing in the Extra Monster Zone, it becomes an impregnable fortress: completely unaffected by any card effects (except 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 such as Kaiju or Underworld Goddess of the Closed World, in most situations this card is almost never destroyed. At least one card must be in the Extra Deck, and sometimes the second card will also have good effect.

S-Force Justify, Splash Mage and Decode Talker Heatsoul (x1)
SR rarity
S-Force Justify
SR rarity
S-Force Justify
SR rarity
Splash Mage
SR rarity
Splash Mage
UR rarity
Decode Talker Heatsoul
UR rarity
Decode Talker Heatsoul

Because of the special Summon skill that does not ban other deck systems from the Extra Deck, you can easily take advantage of this excellent Cyberse trio. A common combo is using Splash Mage to directly ascend to Decode Talker Heatsoul, then activating the original draw effect to draw extra cards, and waiting for the right moment to switch to S-Force Justify.

This playstyle allows you to constantly add cards to your hand while also setting up an extremely annoying obstacle named S-Force Justify on the opponent's turn, creating an exceptionally solid defensive line.



Some supporting cards

[ ]

Cynet Conflict and Micro Coder (x0-1)
R rarity
Cynet Conflict
R rarity
Cynet Conflict
SR rarity
Micro Coder
SR rarity
Micro Coder

Some players like to combine this pair to easily get the Counter Cynet Conflict trap into their hand. The biggest advantage of this playstyle is that it helps you not lose immediately if your opponent suddenly throws Forbidden Droplet at your monster face.

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 & Hand traps
UR rarity
Limited to 3 copies
Droll & Lock Bird
UR rarity
Limited to 3 copies
Droll & Lock Bird
UR rarity
Forbidden Droplet
UR rarity
Forbidden Droplet
UR rarity
Effect Veiler
UR rarity
Effect Veiler
UR rarity
Ghost Belle & Haunted Mansion
UR rarity
Ghost Belle & Haunted Mansion
UR rarity
Cynet Mining
UR rarity
Cynet Mining
UR rarity
Artifact Lancea
UR rarity
Artifact Lancea

Cynet Mining is an extremely excellent search Spell card that you should add to increase consistency in searching for Cyberse combo pieces.

Even better, since the Skill takes care of most of the combo pieces, your deck will have plenty of extra space. Fill it with countless Hand traps. Drawing them through Decode Talker Heatsoul and throwing them straight at your opponent during their turn will grant an overwhelming control advantage rather than relying on Quick-Play Spells or Normal Traps



How to Play / Combo

Overview of Playing

Mathmech is an extremely flexible Cyberse-themed deck, possessing formidable power on both turns: going first (board disruption) and going second (board wipe, OTK finish).

The gameplay revolves around maximizing the Mathmech Slicer skill to find 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 extremely essential to "unbrick" and ensure you always have a starting-combo Tuner.

This deck has two main combo branches offering different defensive styles:

  1. Link Combo Branch (Most preferred): Focuses on calling forth Link monsters like Decode Talker Heatsoul to continuously draw cards (searching for tech cards/hand trap like Forbidden Droplet or D.D. Crow), combined with the trap Mathmech Superfactorial to destroy the opponent immediately on their turn.

  2. Synchro Combo Branch: Focuses on building an impenetrable fortress Geomathmech Final Sigma right from Turn 1. This playstyle is extremely effective when facing decks that rely on drawing Link monsters (like Underworld Goddess of the Closed World) or decks dependent 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).

  1. Activate Skill, send Tuners from hand to graveyard to retrieve Mathmech Circular and Mathmech Diameter onto hand.

  2. Special Summon Mathmech Circular by sending Mathmech Sigma from the deck to the graveyard.

  3. Normal Summon Mathmech Diameter, activating its revival effect to revive one Mathmech monster from the graveyard.

  4. Special Summon Xyz into Main Monster Zone Primathmech Alembertian using Mathmech Diameter and the revived monster.

  5. Create Chain-block: Activate Primathmech Alembertian (Chain Link 1) and Mathmech Circular (Chain Link 2). This helps you avoid Droll & Lock Bird. You search for the trap Mathmech Superfactorial and an expansion monster (like Mathmech Addition).

  6. Activate effect of Primathmech Alembertian, sacrificing itself to revive again Mathmech Diameter from the graveyard.

  7. Because Extra Monster Zone is empty, Mathmech Sigma below the graveyard will Special Summon automatically.

  8. Special Summon Xyz into Primathmech Laplacian using Mathmech Nabla (Tuner) along with other non-Tuner monsters on the field.

  9. Special Summon Expansion Monster Mathmech Addition from hand.

  10. Use Primathmech Laplacian and Mathmech Addition to Special Summon Link into Splash Mage. Splash Mage activates its revival effect to revive Primathmech Laplacian from the graveyard.

  11. Use Splash Mage and Primathmech Laplacian to Special Summon Link into Decode Talker Heatsoul. Return original points to draw 1 card.

  12. Drop Mathmech Superfactorial and other tech cards, then end your turn.

  13. Your turn (Toggle ON): On your Draw Phase, use Decode Talker Heatsoul to draw 1 card. Wait for opponent to play, you can tag out Heatsoul as S-Force Justify to get 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 resource Mathmech Diameter.

2. Synchro Combo (Final Sigma Fortress Turn 1)

(Condition: Have Tuner in hand. Applied when you know the opponent has wide-board-destroying destruction effects and needs an unkillable boss monster).

  1. Activate Skill, send a card to the graveyard to get Mathmech Circular and Mathmech Diameter onto hand.

  2. Special Summon Mathmech Circular, send Mathmech Nabla from the deck to the graveyard.

  3. Normal Summon Mathmech Diameter, reviving a monster from the graveyard.

  4. Use Mathmech Diameter and the other monster to Special Summon Xyz into Primathmech Alembertian.

  5. Activate effect of Primathmech Alembertian and Mathmech Circular to search for cards (draw Traps or Spells at will).

  6. Activate effect of Primathmech Alembertian, sacrifice Mathmech Circular from the graveyard to Special Summon Mathmech Nabla from under the graveyard.

  7. Activate effect of Mathmech Nabla, sacrifice Primathmech Alembertian to Special Summon Mathmech Division or Mathmech Multiplication from within the deck.

  8. Use Mathmech Nabla (Tuner) along with other non-Tuner monsters on the field to Special Summon Synchro into Geomathmech Final Sigma. Special Note: Must place this monster in Extra Monster Zone.

  9. Drop Traps and end your turn. At this point you have a massive combo engine completely immune to any opponent's card effects.

3. Instant Win

(Flexible customization when playing on Turn 2 and needing to pierce opponent's defenses).

  1. Use Cynet Mining (if available) to bait opponent's negate effects or search for Tuners.

  2. Activate Skill to summon Mathmech Circular and Mathmech Diameter. Special Summon Circular and push cards normally.

  3. At this point, instead of rushing to Link, Special Summon Xyz into Primathmech Laplacian or Primathmech Alembertian to break each piece of defense, forcing the opponent to use up all hand traps like Forbidden Droplet.

  4. Use effect of Mathmech Nabla or Mathmech Multiplication to increase/multiply attack power, or allow Extra Monster Zone monsters to attack twice.

  5. Activate effect of Mathmech Nabla, sacrifice Mathmech Circular from the graveyard to Special Summon Mathmech Nabla from under the graveyard.

  6. Activate effect of Mathmech Nabla, sacrifice Mathmech Diameter to Special Summon Mathmech Division or Mathmech Multiplication from within the deck.

  7. Use Mathmech Nabla (Tuner) along with other monsters on the field to Special Summon Synchro into Geomathmech Final Sigma. Special Note: Must place this monster in Extra Monster Zone.

  8. Drop Traps and end your turn. Now you have a complete combo engine immune to all opponent's card effects.



Conclusion

Strengths & Weaknesses

  • Strength: Excellent at grinding resources (out-resource) thanks to continuous skill usage. You can evade some hand traps thanks to Diameter and Chain-block ability. From Turn 2 onwards, casting Final Sigma and easily OTK the opponent.

  • Weakness: Still afraid of some hand traps (for example: D.D. Crow grabs the target of Splash Mage). Combo support ability only lasts for a short time. And currently it's the meta of decks like Valmonica, Branded, Snake-Eye – they generate insane amounts of resources and will out-grind you if played long-term.

Conclusion

In summary, Mathmech is a deck designed for true "Sigma male, female and non-binary" players. Riding this deck is incredibly fun, and OTK is super satisfying. Although it may not crack the top tier, it still provides a wonderful experience. Hope you'll enjoy this guide. Don't worry, math (MATHmech) sounds scary but it really isn't, probably you'll never have to solve calculus in the game ever... (Ae bách khoa tha em)

In summary, Mathmech is a deck designed for true "Sigma male, female and non-binary" players. Riding this deck is incredibly fun, and OTK is super satisfying. Although it may not crack the top tier, it still provides a wonderful experience. Hope you'll enjoy this guide. Don't worry, math (MATHmech) sounds scary but it really isn't, probably you'll never have to solve calculus in the game ever... (Ae bách khoa tha em)




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