Notes & Combos
Remember that weird blind-second OTK deck that you probably saw maybe once or twice on ladder? This is that deck now, and it is insanely good. Now you may be wondering how that's possible when the deck only got one new piece of support. Turns out that one card fixed the entire deck. Behold, Mathmech Circular!
Now what does this deck do exactly? This deck uses one-card combos to either make an endboard consisting of IP:Masquerena, Cyberse Wicckid, Linguriboh, and a set Mathmech Superfactorial or it link climbs using Update Jammer to OTK with Accesscode. Unlike older Mathmech builds, the deck now prefers to go first.
Let's talk about that new piece of support: Mathmech Circular. If you play another deck, your deck WISHES it had a card as good as Circular. With just one Circular in hand, you can get two bodies on field without using your normal summon + a search on top of it. This means you can run a ton of handtraps AND extenders for when you get negated. This allows the deck to be able to play through many disruptions and still end on virtually a full board.
With a full board, you can disrupt your opponent with Apollousa/Unicorn and Mathmech Superfactorial which is like Tri-Brigade Revolt but 10x better. On your opponent's turn, you can summon Laplacian which non-targeting sends to the GY a monster, a spell/trap, and a card from hand. Also, it gets an omni-negate from Diameter.
So yeah, this deck is kinda good. Fastest climb to D1 in my life.
Replays @ ID: 980-034-332

Since I couldn't include this due to the character limit, let's talk about my deckbuilding choices.
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Firstly, the extra deck space for this deck is very tight. This specfic variant uses Link Disciple and Link Devotee. However, some builds prefer to end on Decode Talker Heatsoul which can't be summoned on the same turn you summon Link Devotee. This means that the Heatsoul build does not end with IP:Masquerena on field if you didn't draw extenders. So essentially you have a choice between always having IP vs drawing two cards w/ Heatsoul and sometimes not having IP. This is a pretty divisive choice among Mathmech players, so it's ultimately personal preference.
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Secondly, I play Parallel eXceed which is both an extender and a Small World bridge. You can activate Small World to reveal a Mathmech in hand and reveal Parallel eXceed from deck to search Circular. The same can be done by revealing a Mathmech in hand and revealing a Link Infra-Flier or Archfiend Eccentrick from deck. I like Parallel eXceed because it generates two bodies which is useful to make Alembertian going first and link climbing for OTK going second.
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I play 2x Imperm and 1x Veiler instead of 3x Imperm because it gives me an extra Crossout target and also because Veiler is another Small World bridge. You can reveal Ash, Sigma, or Diameter in hand and reveal Veiler from deck to search Circular.
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I do not run Mathmech Multiplication or Mathmech Nabla which are both useful for OTKs with Geomathmech Final Sigma. Their lack of inclusion makes Final Sigma much less useful, but Accesscode is still usually the better option for OTKs either way, and drawing extenders like Addition and Subtraction is much more preferable for me. I still include Final Sigma because if your Accesscode is destroyed, you don't have any more high-ATK monsters, so Final Sigma is essentially the backup boss monster for those situations.
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I play 3x Cosmic Cyclone very specifically for the Runick matchup. The previous deck I used to reach Diamond 1 was actually Runick Stun so I'm very aware of how toxic that deck is, especially in this matchup where TCBOO can basically win them the duel on the spot.

I actually tried using 2x Laplacian, but I dropped it down to 1 for a couple of reasons:
- I run only one copy of Superfactorial for consistency reasons. This means I can only summon one copy of Laplacian on my opponent's turn which matters way more than doing it on my turn.
- Allow me to explain in more detail. Forgive me for the wall of text. There's not much reason for me to summon Laplacian on turn 3 when I'm trying to OTK. If I don't want my opponent to interrupt my link climb, I simply summon Alembertian with the Diameter I searched with Cyberse Wicckid on turn 1 for the negate. Also, since Laplacian requires 3 materials, I might not have enough monsters to actually go for game. For example, if my field was wiped and I'm fearing disruption, I need to search Circular w/ Alembertian. Circular's effect restricts me from attacking with more than one monster, so I need the Accesscode + Update Jammer line. For extra safety, I try to co-link Transcode and Accesscode for target protection if possible. Even if they negate my Transcode, I can still make Accesscode and clear the field. Also, the three monsters needed for Laplacian could also make Final Sigma if you lost your Accesscode.
- TL;DR for above: You simply have better options on your turn.
- Extra deck space is very tight. Like way tighter than most decks. Pretty much every ED monster serves a purpose. It's so tight that there's really good cards that I don't have room for like Heatsoul, Almiraj, Link Spider, Avramax, a 2nd Splash Mage, etc. A 2nd Laplacian just doesn't do enough to justify that incredibly valuable ED slot. For example, I originally ran 2x Laplacian but no Unicorn. As it turns out, IP into Unicorn is pretty effective when your opponent activates Branded Fusion, but I didn't have Unicorn at the time so I had to deal with Mirrorjade and all his nonsense.
- I have literally never summoned the 2nd copy in my entire path to Diamond 1. Not once.

Ok so small addendum. Turns out there are turn 1 combos that allow you to summon out Laplacian, discard one from your opponent's hand, and end on IP + Wicckid. Here's the problem though: It requires Splash Mage which is super necessary for your follow-up which means you need to run a second copy which I have chosen not to do. You also end on only two Apollousa negates instead of the four you would otherwise get with the same amount of material without using Splash Mage. So yeah, I'll keep using one Laplacian.

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Honestly, almost every duel where I get to turn 3. The reason is that you want to OTK w/ Accesscode, and Alembertian covers multiple bases at once to make sure it happens. It gives you a free omni-negate from the Diameter you searched on turn 1, and it searches out Circular which by itself is three bodies (Circular + Sigma + the Mathmech Equation you search w/ Circular). This means with one extra extender, you can set up Transcode and co-link with Accesscode for the target protection on top of the omni-negate. Now let's say you run only one copy of Alembertian and you already used it on turn 1. On turn 3, you might have an empty board with just a Diameter in hand. You can still go for the OTK, but it has basically no protection. It also matters in grindier duels where your first Alembertian got negated and you need to search Circular or Superfactorial again. The 2nd Alembertian really matters a lot, so I honestly don't think you can cut it.
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If you really had to cut any UR from my list, I would say Geomathmech Final Sigma or Knightmare Unicorn. Both have their roles, but they matter less than the 2nd Alembertian.

Did the extra copies of addition/subtraction help push though hantraps better? I've noticed other lists running a 2x2x ratio for them. Did you miss any extra Hand traps in place of these?

I haven't yet tested the 2x 2x ratio, but currently I feel satisfied with 3x 3x. For this deck, I put very high value on the extenders because they not only allow you to play through disruption and still make a solid board, but also ensures that you almost never brick. Your extenders double as your starters since any two main deck Cyberses make Alembertian which searches Circular which leads to full combo. Looking at the other Mathmech builds on the site, they seem to be more high-risk, high-reward since they're playing stuff like Heatsoul or Multi/Nabla and have more handtraps with fewer starters/extenders. What my build focuses on is hyper consistency no matter the cost. I want to make the full board every single time going first even if I end up having fewer handtraps.

How do you go second? like most boards with 3-4 negates are really hard to break even with so much extension

See, what you do is just be more skilled by drawing the outs when you need them. Ok, so my serious answer is that not too many boards actually make more than 2 on-field negates other than decks like Adamancipator, Dragon Link, Pendulum, etc. Swordsoul usually ends on 2, Branded ends on none a lot of the time, and control and floodgate style decks are a lot more viable right now including Sky Striker, Dinomorphia, Runick, and Labrynth. This means that going second isn't too bad against most decks if you don't draw handtraps. Now, 9 handtraps means that roughly 75% of the time you have at least 1 of them on your opponent's turn, so it's not like you won't draw them the majority of the time, and a lot of those combo decks have pretty big choke points, but if you don't draw them against an Adamancipator player, then yeah you just lose that duel. What really matters though is your win percentage on ladder. Since my build is heavily skewed for going first, I'll win the majority of my duels when going first. Even if you drop more games going second, I feel that your high win rate going first makes up for it. Hope that answers your question.