Tech Genius (TG) is a deck that focuses on Synchro summoning, the deck has a lot of support and most importantly, can be mixed with others such as: Sinful Spoils, Snake-Eyes (Extended), D/D, Speedroid, Dinosaur, SuperCancer Samurai, Adventurer Token,... in general, you can mix anything, no one will say if you brick it or not.

CORE
All TG monsters on the field become Machine monsters -> helps optimize TG Rocket Salamander
What is stronger than a counter trap?
trick: if you meet a TG player, just throw a handtrap right at this card and opp will cook it. This is the deck's chokepoint, the effect of this card is very familiar, you can jump as many TG monsters from the grave to the field, a shopee version of Junk Speeder , and of course this is an extremely important card because with only 2 cards, you can jump a lot of monsters, allowing you to add a lot of resources to the field.
trash cancer - if you read the effect of this card, it simply draws 1 card, but it doesn't say once per turn, meaning you have a full combo then hold a bunch of handtraps in your hand, this card is very easy to pick up, no If you need a TG monster, you only need 1 Tuner and 1 non-Tuner, then you can add it up
Big Bad Bosses, if this body is in a defensive position, opp is very difficult to play, the ability to banish cards is equal to the number of non-Tuner Synchro monsters you use as materials to summon this card !!!, and the good thing is which monster gets hit banish face up, you can special summon it to the field, ignoring the summoning conditions, this helps you jump Blade Blaster or the card banned by Blade Blaster to continue the combo.
used to be a card that TG players called "Sir" until the new support ( TG Over Dragonoar ) was released, then he was able to rest in peace, the bad thing about this card is that you use 3 materials instead of 2 materials like Dragonoar and must have TG monsters from hand AND deck AND grave to be able to use it, sometimes you will not be able to use this effect because your hand does not have TG monsters and also the card is captured by Imperm , Veiler ,...
"Calamity lock" will be performed after this card lands on the field, this turn opp cannot activate cards and the cards opp is controlling cannot activate effects, opp also cannot use cards or effects to react. heal when this card activates
If you don't like Calamity lock, you can use Crimson Dragon to jump out to this card, you breathe, you are negated. And there are 2 notes:
Engine
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